Dynasty Warriors 4

Dynasty Warriors 4 (真・三國無双3, Shin Sangoku Musou 3) is the fourth entry in the Dynasty Warriors series and the fifth title made.

Aside from a number of aesthetic changes that carry onto later titles, many other radical direct changes have been made.

Gameplay

 * Aerial charge attacks are available (but they do not fill up Musou on hit). C1s (undefined) are unique to each character and C3s (,, undefined) are now multi-hitting combos known as Charge Rushes that can be followed by several taps from the undefined button; some of them can stun or stagger enemies.
 * Power guards (press while blocking) are replaced by Parries (press undefined while blocking), a revamped version of the second installment's counter mechanic. Performing this action can allow a character to dodge an enemy's attack and momentarily stun them. There is limited invincibility during the start of the animation, which can allow characters to evade attacks (as well as the hitbox lasting during nearly the whole counterattack animation).
 * Guarding no longer causes units to shift their front view towards the attacker when blocking attacks, and instead causes them to continue facing the direction. This prevents other units from diverting their focus much easier, but in turn allows for a singular unit (such as the player) to shift their attack strings to the side/behind with careful ease.
 * Characters can announce their names by pressing R3. It surrounds them with an aura that stuns and breaks the guard of nearby opponents. It deals minute damage and cannot KO.
 * When meeting an enemy officer, there may be a chance that they will be additionally challenged to duel during the officer's introduction sequence. In the upper right hand corner, there will be a small gray gauge that allots a certain amount of time for the player's response. Choosing to accept transports both generals into a private arena that is separated from the main events on the field. Duels become more likely against a particular general if their rivalry with the player intensifies further.
 * If the player has an amount of rank points below a certain threshold, then fighting a duel to a draw (where neither one wins regardless of HP amount) will cause morale to increase on the player's forces. However, if one is at a high enough rank, fighting a duel to a draw (along with refusing one) will instead cause morale to lower.
 * Mounts no longer require ranks to ride them and allows players to pick up items while they're on the saddle. It's now possible to dismount while the steed is running (as well as perform jump attacks and jump charges during said dismounts) and they no longer run over allies.
 * Weapons can now be leveled up though its own leveling system. As the player defeats enemies, they will gradually gain more Weapon Points (WP). Similar to the stat boosts dropped by officers, players will additionally gain more points for their weapons if they defeat enemies with longer combos. This new system limits the players to one weapon not shared with others (with only its natural attack stat as the provided bonus) yet it lets their weapons evolve over time to gain better stats along with it being unique to the character wielding it.
 * The maximum weapon level, level 10, needs special requirements to unlock (as per tradition, Hard Mode difficulty on a specific stage pertaining to each character). No longer can the character who the player is using to unlock the weapon for avoid fulfilling any if not all the requirements, and the said player must be player 1. All Level 10 weapons are also now visually different from the characters' signature/Lv. 7-to-9 weapons.
 * Orbs can now be equipped individually onto characters, and elements all now require a full Musou gauge to activate. All Level 10 weapons can automatically cause most attacks to activate elements regardless of Musou Gauge. Thus, unlike in the previous installment, this allows all characters to have a unique element, and said elements can now activate on practically all charge attacks instead of being limited to a select number of them.
 * As a result, a huge number of enemy and CPU allied versions of playable generals wield elements the same way as well. No matter how they are encountered, each general under the CPU's control will always use the same specific element to their personal taste.
 * All orbs, tying into the new item system as explained below, can all reach a maximum level of 4.
 * Non-hostile siege vehicles (barring Juggernauts) have been added as damageable units. Towers and other structures can be destroyed by hitting them repeatedly; their sturdiness depending on the difficulty setting.
 * The character stats reset mechanic from the options menu has been removed.
 * All characters now have a set equip-able-item limit (most characters having 4, some having 5 and a small select amount having 6), but can now equip saddles and the aforementioned orbs in both their own slots each.
 * Bodyguard orders can now be used with the back button to switch them on the fly in-battle without needing to go to the pause menu. New orders are also available, as seen by the icon right next to the player's arrow amount:
 * Shield Icon: Attacks any enemy units nearby while staying close to the player character they serve.
 * Sword Icon: Aggressively attacks any nearby enemy units, even if far from the player character they serve.
 * Hand Icon: Causes them to wait at their current position until/for further orders.
 * A brand new battlefield item, the Speed Boots, have been added, which now increase movement speed for 30 seconds and gives off a blue glow with a blue timer.
 * The Reach stat is no longer a variable item stat like in the previous installment. All stats on equip-able items are now indicated by a new item level system, much like the aforementioned weapons. The level of the item now dictates its effect multiplied by the said current level, making most items have a much easier indication of being maxed out, as opposed to random exact numbers like in the previous installment.
 * From there, the max level for said type of items is Level 20.
 * Depending on a number of hidden factors, enemy entry points can now re-spawn after a certain amount of time has passed.

Aesthetic Changes
Compared to the previous game, this game sets the staple for being one of the few installments that features by far one of the more radical changes in terms of aesthetics, making it look much more different from both Dynasty Warriors 2 and 3 alike in that sense.

In terms of outfit changes, a number of characters not only have completely different outfits from the third installment, but some of them reuse their outfits from the first second installment, only with completely altered touches. An example includes Guan Yu and Gan Ning using revamped versions of their Dynasty Warriors 2 outfits in this game.

Other than that, a larger number of changes that visually set this game and the two previous installments are:
 * Each character has six alternate outfits in this title. Their 5th and 6th outfits are their outfits from the previous installment for any returning characters, and any of their mirror CPU versions will have their 5th outfit on when encountered in battle.
 * All stages are part of a location set, which contain a series of reused locations that varies with each stage. As a result, all stages no longer use completely separate maps from one another.
 * The game's soundtrack uses more Chinese instruments than in the previous installment. From this game onward, scenario exclusive tracks are omitted for the stages with their own unique themes, regardless of the side the player is playing on.
 * Mounts also come in more extra colors that now vary personally for all units, playable and NPC. For example, some playable generals now ride brown horses instead of all of them (barring some like Guan Yu and Lu Bu) only riding on white horses.
 * All characters and units have radically alternated running animations, which look a bit more realistic to some. A more general change is that nearly all pole-arm wielders, both playable general and NPC unit alike now holds their pole-arm more forward in front of themselves.
 * All HP and Musou bars are now slanted via low-left upper-right fashion on both ends, but otherwise still remain completely horizontal.
 * Once again, character portraits are redone. But this time however, flames are seen in rising up behind their said portrait by both the player character's and displayed enemy unit's HP bars.
 * The said flames behind the portraits grow bigger when the player is low on HP (and is another indicator for the availability for a True Musou Attack), and for both the player and displayed enemy units the flames now turn blue when they are K.O.ed (as opposed to their portrait losing its color and fading into black-and-white).
 * In-game speech messages have changed once again, but this time are done in a speech-bubble style with the said character portraits being more enlarged than in the previous installment. The said in-game speech messages are also relayed at a faster speed, which allows other messages to relay much faster overall.
 * As of this installment for the battle messages, a number of terms from the previous installment have stuck on since (such as "routed" replacing the term "destroyed/obliterated").
 * A huge number of hit effects and special effects/graphics have being radically changed from both the second and third installments, especially the effects that occur upon units getting damaged. This also radically applies to both charge attacks and battlefield items alike.
 * Enemy units now may or may not get knocked back and/or launched if they are K.O.ed by an attack that inflicts the said effect, and make simply fall over as if K.O.ed by a normal attack.
 * A new majority of entirely new graphics have also been added, which also serve as a staple in the series to come.
 * No longer do all enemy generals have an encounter intro, while some only have an intro speech via speech message. The encounter intros are only for duel initiations as explained above.
 * Brand new off-hand cutscenes on the lower right of the screen can now occur without delaying in-game battle pacing, which mainly occurs when certain siege weapons are successfully deployed (allied or enemy).
 * The original x3 Meat Bun and Special Meat Bun items are respectively replaced by the Meat and Whole Chicken, allowing players to easier distinguish from other healing items.
 * Several weapons wielded by both playable characters, enemy generals and peons (especially first/Lv. 1-to-3 and second/Lv. 4-to-6 weapons) are more realistically rendered.
 * The models for both the guards and sergeants have been switched around as of this game. Several enemy unit names have also be radically altered (such as the changing of Guard Captains) and have been kept like so for future installments.
 * All NPC units, especially named-officers/generals all have updated models different from both Dynasty Warriors 2 and 3.
 * As of this game, Gate Captains no longer drop defensive stat boosts. They only drop meat buns instead.
 * New voice clips have been added in for several units, and all (returning) playable characters now have new English voice clips with new English voice actors (with a good number of them still voicing them even to this day). English in-game voice clips are also available as well, which also provide as better lip-synching to the cutscenes.
 * New Japanese voice clips for in-game battle cries are also added in as well, though for the English version the option to switch between Japanese and English audio has been removed.
 * All NPC Nanman units however, no longer have their own unique battle cries.

Musou Mode
In this game, the Musou Modes are made for each kingdom and not for individual characters. Each version has its own various stages or "Acts". As a result, during each stage preparation, the player(s) can switch characters back at the character selection screen.

Free Mode
Same as most of the other titles. This time however, all stages are now marked with their own difficulty ranking, with 8 marks/stars being the highest difficulty ranking.

Versus Mode
Same as most of the other titles. However, in this installment, two players can no longer select the same character against each other.
 * Showdown - duke it out 1 on 1 inside one of the Stone Sentinel Maze's sections at Yi Ling.
 * Encounter - within the barely-lit darkness in Nan Yang Castle's scholar's room, find the opposition via a 1 one 1 and defeat them.
 * Influence - find the Imperial Seal to call on and/or influence summoned generals in an allied 5 on 5 at Luo Yang's shopping district.
 * Escort - in Nan Territory's central castle area, protect your own carriages from respective opposing peons while taking out each other, general and/or carriage alike.

Challenge Mode
Same as before, with some challenges from Dynasty Warriors 3: Xtreme Legends also being kept. However, there is now an option to instantly retry challenges from the pause menu, which will always change up the enemy generals selected for each variable playthrough:
 * Endurance - in the main fortress of the Nanman Territory via the outer village, defeat as many enemies while you can last and/or before time runs out.
 * Time Attack - defeat all 100 enemies as fast as you can inside Xu Provice/Xia Pi Castle.
 * Bridge Melee - A top a huge lone walkway stationed in front of Bai Di Castle's camp at Yi Ling, knock off as many enemy troops as you can before getting knocked off yourself and/or being defeated.
 * Demolition - Via a portion of Guan Du's map, rush through the stage to demolish all the objects you can, on-field item container and siege weapon alike.

Edit Characters
Allows players to make their custom officers or bodyguard unit.

Data Base
Same as the previous title but includes a short summary of the Three Kingdoms timeline.

Characters
The game retains all characters from its previous installment, save for Fu Xi and Nu Wa. Those with bolded names are unlocked right from the start. Characters with an asterisk next to their names are new in this title.

Expansions

 * Dynasty Warriors 4: Xtreme Legends
 * Dynasty Warriors 4: Empires
 * Dynasty Warriors 4: Hyper - PC conversion of the game for Windows that uses higher resolution graphics. Includes the Japanese and English voice options. Number of enemies appearing on screen can be adjusted in the settings, and enemy A.I. is more enhanced than its PlayStation 2 counterpart.

Spin-Offs

 * Dynasty Warriors Advance
 * Dynasty Warriors (PSP)

Bugs and Glitches
Buggy grab attacks

All grabs will cause the victim to enter a "being lifted up" state, but if they happen to be left alone without the attacker following up on time (mainly due to a possible gimmick such as a bug or another unit interfering by pushing the attacker out of range) due to the state being solely stationary and not being fully captured onto the attacker's grasp, they will slowly drop down via knockdown with no damage. Some grabs can be bugged if they hit a midair/juggled opponent in that after the grab animation hits someone but does not change and knocks the target back while doing so, the attacker may go on with the throw attack animation anyway without anyone in their grasp.

Parry Locking

More of a trick rather than an actual bug or glitch, counterattacks can be countered by another parry, and two opposing units can continuously lock themselves into a chain of rapid parries. This is easiest done by two players in Vs. Mode.

Related Media
K'md released eight figurines of the cast. Koei released two drama CDs, Fuuen Ranbu and Gunsei Shoubu, based on events from this title. A light novel based on the drama CD's events and characters was also published. A sample can be read online here.

The twelve volume fanbook serialization, Shin Sangoku Musou Tsushin, also used this particular Dynasty Warriors entry as its base. It included commentary from developers, an exclusive illustration made by Hiroyuki Suwahara, stage walkthroughs, "what if?" designs for considered playable generals, and a showcase of letters and fanart from fans. The magazine also featured two characters from the game in each issue, several editorial comics, dream match novelizations between two characters, and mentions of other Three Kingdoms merchandise in Japan.

Aside from the official guide books, character illustration book, and scenario book, Koei officially funded the following publications for this game:


 * Comic Shin Sangoku Musou 3 ~ Battle Illusion Vol. 1 - collection of four panel parody comics created and illustrated by fans. ISBN: 4-7758-0075-2
 * Comic Shin Sangoku Musou 3 ~ Battle Illusion Vol. 2 - ISBN: 4-7758-0076-0
 * Comic Shin Sangoku Musou 3 ~ Battle Illusion Vol. 3 - ISBN: 4-7758-0110-4
 * Comic Shin Sangoku Musou 3 ~ Battle Illusion Vol. 4 - ISBN: 4-7758-0135-X
 * Comic Shin Sangoku Musou 3 ~ Battle Illusion Vol. 5 - ISBN: 4-7758-0136-8
 * Comic Shin Sangoku Musou 3 ~ Battle Illusion Vol. 6 - ISBN: 4-7758-0193-7
 * Comic Shin Sangoku Musou 3 ~ Battle Illusion Vol. 7 - ISBN: 4-7758-0207-0
 * Comic Shin Sangoku Musou 3 ~ Battle Illusion Vol. 8 - ISBN: 4-7758-0208-9
 * Comic Shin Sangoku Musou 3 Anthology ~Ten no Maki~ - collection of four panel parody comics and/or lengthier stories created by fans. Includes themes from the Xtreme Legends expansion as well. ISBN: 4-7758-0137-6
 * Comic Shin Sangoku Musou 3 Anthology ~Chi no Maki~ - ISBN: 4-7758-0138-4
 * Comic Shin Sangoku Musou 3 Anthology ~Jin no Maki~ - ISBN: 4-7758-0139-2

Image Song

 * Cross Colors


 * Performed by Yuki Koyanagi

Allusions

 * Characters outfits from this game later appear as alternate third costumes in Warriors Orochi 2.
 * The default names for the bodyguard units refer to several Koei titles such as Gitaroo-Man, Kessen II, and Nobunaga's Ambition. Sanzo, Shiga, and Ieyasu are also referenced. A group using the first names of the English voice actors was also created.