Dynasty Warriors X

Dynasty Warriors X (Shin Sangoku Musuo X) is the tenth installment in the Dynasty Warriors franchise for the PS4, Xbox One, and PC. For this grand tenth installment, Tecmo Koei greatly improved the gameplay using elements from all the previous games and wrapping up the story of the Three Kingdoms.

Combat
Combat takes elements from both the Charge and Flow systems.
 * Primary attack strings are started with a □ string that goes up to 6, which can be followed by ∆ to perform Charge Attacks. While using Charge Attacks, holding down ∆ before releasing increases the damage of the attack at the risk of being vulnerable.
 * Running attacks once again return, with the addition of Warriors All Stars' constant running attacks which is used by constantly moving and tapping ∆.
 * Along with that is the ability to use R1 combined with either □,∆, or X to perform Trigger Attacks. Trigger Attacks can be automatically activated, used after a □ string, or after a Charge attack. Trigger Attacks once again take up a percentage of the Special Bar.
 * Each character has a total of 9 Trigger Attacks, with 3 being unlocked tfrom the beginning. Only 3 can be euipped before each mission.
 * Arial combat has been improved with the newly added ability to use the □ string and Trigger Attacks mid air along with the traditional X+∆.
 * Musou attacks in the style of the PS2 era games once again return when one presses O grounded while arial musous return aswell by pressing O while mid air.
 * Burst Musous are added which can be triggered by pressing R1+O. Burst Musous are essentially the PS3 style musou attacks. There are a total of 3 Burst Musous per character but like Trigger Attacks only 1 is initally unlocked and only one can be equiped per mission.
 * The Musou Bars are once again divided into 3 bars: Ground Musous take all remaining bars which determines the length of the attack while Arial and Burst Musous only take 1 bar. Characters only start with 1 bar however.
 * Defensive mesures include the usual block with L1 and a dodge roll that becomes an Air Dash mid air by pressing L2.
 * R3 acts as a lock on to the nearest target.
 * Consumables items in stocks of 10 can be carried. They're scrolled through using the left and right on the D-Pad, used by pressing up, or discarded by pressing down.
 * Pressing R2 will cause your character to pause and release a small stunning aura. This allows players to further extend their combo as this pause automatically resets the attack string at the cost being vulnerable for a couple frames. This also allows players to negate enemy infinite combos.
 * Players are able to bring one other Musou officer as a Bodyguard. During this process the Bond between your officers will grow. You can command your Bodyguard to attack certain enemies or areas by pressing R3.
 * Each character also has a unique Bodyguard skill which can be triggered by pressing R1+R3.

Weapons

 * Characters can no longer equip any weapon type and are instead locked to their signature weapon.
 * Weapons are broken into 9 basic types. Each type is assigned an Element by default: None, Fire, Ice, Lightning, Wind, Blast, Poison, Light or Darkness. The standard increasing tier system has been removed, rather weapon drops and finds can be any of these 9 with strength varying dependent on the difficulty of the obtainment process. Weapon elements can be changed by taking the weapon of the desired element to the Blacksmith and converting it into Essence. This Essence can then be crafting into another weapon to change its Element.
 * Weapons are also assigned a class: Normal (standard attack speed and weight), Speed (weak but quick attacks, allows double jump, and light weight), and Power (strongest attacks, immunity to flinching from basic attacks, but heavy weight).
 * Each character starts with a Normal class weapon with no element.
 * Weapon attributes now take the form of equipable Seals. 6 can be applied to one weapon at a time with identical Seals being able to increase the effect by stacking up to 10.
 * All playable officers have once again been de-cloned, with most regaining their weapons from Dynasty Warriors 8 Empires.
 * Exceptions include:
 * Pang De gaining the brand new Mace and Shield weapon.
 * Huang Gai regaining his Rod and Shield from the PS2 era.
 * Ling Tong keeping the Nunchaku from his return to it in Dynasty Warriors 9.
 * Zhu Ran inheriting the Sanjiegun from Ling Tong.
 * Gan Ning regaining his Twin Daggers from Dynasty Warriors 6.
 * Zhang Fei regaining the Viper Pike from the PS2 era.
 * Ma Chao gaining the brand new Calvary Spear weapon.
 * Huang Zhong regaining the Curved Dao and Bow from the PS2 era.
 * Huang Yueying regaining the Dagger Axe.
 * Liu Shan keeping the Rapier from his return to it in Dynasty Warriors 9.
 * Guan Ping regaining the Zanbato from the PS2 era.
 * Xiahouji gaining the Crossbow.
 * Deng Ai regaining the Drill Lance.
 * Xiahou Ba inheriting the Rotating Crossbow from Deng Ai.
 * Dong Bai gaining the brand new Aqua Wand weapon.
 * Hua Xiong inheriting the Morning Star from Dian Wei's Dynasty Warriors 6 appearance.
 * Yuan Shu inheriting the This Sword from Lu Xun's Dynasty Warriors 6 appearance.

Battle Flow

 * Main Missions take over a large area of the map.
 * Difficulty levels are set from the Menu, with the options being Easy, Normal, Hard, Chaos, Ultimate. Difficulty setting determines the aggressiveness of the enemy AI with the artificial numbers based difficulty of the other games being turned down significantly.
 * The design is more similar to the original stage system to battles, only with armies taking over larger areas.
 * Base conquering once again is used to push further into the enemy lines. Objectives have once more returned but players are encouraged to take their on approach to handling said objectives using the improved movement and scale of the maps to their advantage.
 * The star based morale system returns from the PS2 officers, with officers improving in strength on both sides dependent on said star count.
 * Enemy troop types have been expanded upon.
 * Private - Main peon type, hardly puts up an effort in a fight.
 * Sergeant - Advanced Privates, able to attack in a 4 string. Travels in smaller groups then Privates but much more aggressive. Gradually takes over as the most encountered enemy type in the latter stages.
 * Unit Captain - Lead groups of either Privates or Sergeants. Modeled after generic officers and shares their movesets but lack the ability to Musou or Trigger Attack.
 * Archer - Shoots arrows from the back line.
 * Crossbowmen - Shoots arrows even faster, at time equipped with elements.
 * Sorcerer - Shoots element based bolts.
 * Shaman - Provides area buffs and passive healing for allies.
 * Boulder Men - Large unflinching troops that toss giant rocks at the opposing force.
 * Bombardier - Armor clad troops that toss explosives at the opposing force.
 * Guardsmen - Shield toting troops that defend their allies by rushing down opponents.
 * Bannermen - Flag toting troops that help to stabilize their allies morale.
 * Bodyguard - Advanced Captains who often surround commanders in groups up to 8. They also have the ability for to use a short 6 string Ground Musou along with providing buffs to their commanding officer.
 * Lady Private - Female counterpart to the similarly named above, only found in the command of female officers.
 * Lady Sergeant - Female counterpart to the similarly named above, only found in the command of female officers.
 * Lady Bodyuard - Female counterpart to the similarly named above, only found guarding female officers and Guo Jia.
 * Turban Follower - Yellow Turban's main infantry type. By far the weakest troop type.
 * Bandit - Often hide from view but manage to put up a reasonable fight when found. Tend to only appear in Side Missions.
 * Beastmaster - Guard like infantry. Often guarded by Tigers, Wolves, or even Bears.
 * Nanman Tribesmen - Nanman main infantry type, much more aggressive then the standard Private. Note, this unit type also serves to represent the various other tribes even those residing outside of Nanman.
 * Nanman Amazon - Large powerful female infantry found around Zhurong.
 * Witch Doctor - Fire and Poison casting Nanman women found around Zhurong.
 * Phantom Troop - Invincible troops often spawned by Zhang Jiao and Zuo CI.
 * Armored Troops - Specialized Nanman troops immune to stunning and knockback but vulnerable to Fire.
 * Clay Soldier - Specialized troops summoned by Zhuge Liang. Sturdy and strong but slow and vulnerable to Blast.
 * Glass Soldier - Specialized troops summoned by SIma Yi. Quick and strong but fragile. They however occasional damage their attacker after slain.
 * Dancers - Zhang He's unique unit type which fight using 3 strings from his basic string and pouncing on foes. Agile and strong, they often attempt to take the fight to the air.
 * Yuan Pridesmen - Yuan Shao's unique unit type which fight using 3 strings from his basic string. Weak yet crafty, they resort to using tricks such as playing dead and hiding to inflict damage.
 * Bombers - Late Wu unit type, men forcibly strapped with explosives. As such they must defeated swiftly else they release a large explosion.


 * Machines return. This includes: Juggernauts, Pyrocannons, Arablasts, Ballistas, Catapults, Siege Rams, Wooden Ox, and Bladecarts.
 * Generic officers officers come in five classes, each with a Young, Middle Aged, and Elder variant. Generics borrow most of their movesets are borrowed from player officers but they have 3 unique Triggers and unique Musuos assigned to them. A generic officer often takes the role of
 * Warrior - Basic class with no notable strengths and no notable weaknesses. Wield the Axe, Sickle and Chain, or Bow.
 * Strategist - Weak attacks and fragile but tend to activate elements and spam Trigger Attacks more often. Wield either the Iron Fan or Throwing Knives.
 * Hero - Fast, armored, and powerful but extremely vulnerable to elements. Wield either the Spear or Pike.
 * Large Warrior - The strongest and slowest officer type. Resistant to flinching from basic attacks but suffers from lack of range and low ariel combat potential. Wield the Great Sword, Club, or Great Axe.
 * Ruler - Returning from Dynasty Warriors 5, much like the Warrior they are well balanced. Unlike the Warrior, their AI is much more in lined with regular Musou officers as they often serve as the finale for Main Missions they appear in. Wield either the Rapier or Dao.

Exploration
The open world experiece has improved greatly from the previous title.
 * The vast map starts out completely clouded allowing players to experience and discover the land.
 * The day and night cycle from Dynasty Warriors 9 returns. Along with this a week cycle is added.
 * Areas includes villages, great cities, forests, caves, snow lands, mountains, deserts, and even swamp lands. All of which provide different items and materials to discover.
 * Tools such as Hunting Bows, Fishing Rod, and Grapling Hook along with the new Pickaxe return. They start weak and need to be upgraded as the game goes on.
 * Hunting returns but has been expanded upon. Animals are now divided by nature: orange health animals are agressive and immediatly attack while yellow health animals are timid and immediatly sprint when players are noticed. The Hunting Bow has been nerfed as it needs to be restocked with arrows rather then having unlimited ammo. Hunting traps of various sizes return.
 * Fishing has been turned into a rhythm based mini game which not only provides fish and underwater treasures but serves to train the players reaction time for combat.
 * The Grapling Hook has been nerfed as its initial unupgradded form no longer allows you to skip battles entirely. Along with that is the need to buy fuel to use it.
 * The Pickaxe serves as a means to mine for ores in caves. Mining allows players to practice comboing as the Pickaxe controls like the actual weapons and the longer the combo is held a rock the greater the rewards that are reaped.

City Life

 * When visiting villages or great cities, players have the oppertunity to pick up Side Missions, build character Bonds, and use the ammenitites within.
 * Character bonds exist between all playable officers and rank up from 1 to 10. Bonds are increased through talking, visiting amenities around villages, gift giving, equipping the other as a Bodyguard, exploring the land together, and hunting or fishing together.
 * Each character has set of preferences and dislikes for gifts and activities. Obviously taking advantage of these preferences allows the Bond to grow faster.
 * Certain character pairs have access to exclusive Bond Conversations which occur every 2 levels. Certain pairs of that pool have exclusive Dual Burst Musous with one another once rank 10 is reached, this can be used by pressing R1+O+R3. These musous require all 3 bars.
 * Other benefits to increased Bonds is: the ability to use the classic Dual Ground Musou, gifts from the other, improved Bodyguard AI, and jumping in front of fatal attacks.
 * Merchant Shop - Purchase consumables such as: Musou healing, health recovery, temperory attack buffs, temporary speed buffs, tempory defense buffs, arrows, fuel, and fishing bait.
 * Blacksmith - Craft and sell weapons, purchase weapons, enhance weapons, upgrade tools, and purchase Seals.
 * Resturaunt - Give fish or hunted meat to be turned into special consumbles with unique uses.
 * Stable - Purchase and sell animals, purchase food for your animals, and take them in to be groomed.
 * Tea House - Increases bonds between charaters who visit together. Slight stat increases dependent on the type of tea drank is added.
 * Tavern - Increases bonds between characters who visit together. Allows you to purchase special alcoholic drinks drinks provides temporary buffs to Musou attacks.
 * Training Grounds - Practice attacks on test dummies and give EXP to Musou playable characters.
 * Academy - Read books to study which will teach you new variations of a character's existing 9 Trigger Attacks.
 * Trade Ports - Exchange materials and or ores for other items or materials.
 * Wood-works - Purchase or craft furniture and hunting traps.
 * Clothing Shop - Purchase outfits and accessories. All main outfits from the past 9 installments return for the character whom have them.
 * Gift Shop - Purchase gifts to give to other Musou officers.
 * Hideout - Players once again have Hideouts throughout the land. These areas allow players to change outfits, sleep to pass a cycle, invite other officers over, decorate, read up on the Encyclopedia, look at the Gallery, save their game, store their animals, stores items. Hideouts start out small but can be upgraded over time.

To be continued, please do not edit without permission.