Compare SAMURAI WARRIORS 4-II prices across 50+ stores and find the best deal. Developed by KOEI TECMO GAMES CO., LTD.. Published by KOEI TECMO GAMES CO., LTD.. Released on 9/29/2015. Available on PC. Genres: Action.

If mowing down 1,500 soldiers per stage while juggling two characters and a skill grid sounds like your idea of a good session, this musou scratches that itch better than most of its stablemates.

I'll be straight with you: this is not the genre I live in. My usual habitat is ranked queues, 240hz panels, and arguing about whether the latest seasonal patch broke movement. But sometimes you need to put the mouse down, pick up a controller, and just obliterate a feudal Japanese army for two hours without thinking. SAMURAI WARRIORS 4-II is exactly that outlet, and it turns out it's a reasonably well-constructed one. The core combat runs on a two-character system where you load out a primary and a secondary fighter before each stage, hot-swap between them on the fly, or issue basic AI orders when you want to stay locked on one. Each character carries three attack types in practice: normal strikes for carving up named officers, Hyper Attacks (the dash-sweep chain) for clearing out the hundred faceless soldiers clogging your path, and Rage Mode, which temporarily overrides the enemy AI's recovery behavior and lets you go full combo. That last part matters more than it sounds. The reworked AI in this version recovers fast enough that spamming extended combos outside of Rage will get you countered at higher difficulties, which gives the combat a small rhythm to respect rather than pure button mashing. KO counts in the 1,500-2,000 range per stage are normal, which tells you everything about the scale. There are three main modes. Story Mode runs thirteen character-focused arcs, each with five missions, telling the Sengoku period soap opera from personal angles rather than the broad clan-vs-clan sweep of the original Samurai Warriors 4. The writing is better than it has any right to be for this genre, though it is still not going to shake anyone. Survival Mode is where I personally logged the most time: a dungeon-crawl castle with randomized floor objectives, scaling enemy difficulty, and loot that carries back into Story Mode. It strips away the map-running that bogs down the larger stages and keeps things tight and focused. Free Mode lets you replay any unlocked story stage with any character, which is where the over-50-character roster with individual skill grids and weapon trees becomes genuinely useful for completionists. Custom character creation is also present and reportedly deep, though I will not pretend min-maxing edit fighters is why most people are here. Now the problems, because there are a few worth flagging. Online co-op exists but at launch it was genuinely rough, with lag, random disconnects, and netcode that felt like an afterthought rather than a feature. Local co-op works fine. The PC version runs on assets closer to the PS3 build than the PS4 version, so do not expect a visual showcase even with settings pushed up. Textures age poorly under scrutiny, and the camera sits uncomfortably close, which can obscure what is happening around you during large officer clashes. The DLC catalog is also historically aggressive in pricing, so check what is included before committing to add-ons. One more practical note: the game strongly wants a controller. Keyboard input is playable but the game gives you context-free prompts rather than proper key labels, which is sloppy. For anyone who skipped Samurai Warriors 4 outright, this is the cleaner entry point since it does not assume you absorbed the predecessor's macro-level story. For returning players the value proposition is thinner because maps, character models, and large chunks of the move library are recycled wholesale. Metacritic landed this at 73 on PS4 and the Steam user score sits at roughly the same level, which is about right. It is a focused, competent version of a decade-old formula that works well enough you stop caring about its origins after the first hour. Fred, Scout Team

SAMURAI WARRIORS 4-II
Action

SAMURAI WARRIORS 4-II

Sep 29, 2015KOEI TECMO GAMES CO., LTD.
GamerScout Says

If mowing down 1,500 soldiers per stage while juggling two characters and a skill grid sounds like your idea of a good session, this musou scratches that itch better than most of its stablemates.

PC
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About SAMURAI WARRIORS 4-II

I'll be straight with you: this is not the genre I live in. My usual habitat is ranked queues, 240hz panels, and arguing about whether the latest seasonal patch broke movement. But sometimes you need to put the mouse down, pick up a controller, and just obliterate a feudal Japanese army for two hours without thinking. SAMURAI WARRIORS 4-II is exactly that outlet, and it turns out it's a reasonably well-constructed one. The core combat runs on a two-character system where you load out a primary and a secondary fighter before each stage, hot-swap between them on the fly, or issue basic AI orders when you want to stay locked on one. Each character carries three attack types in practice: normal strikes for carving up named officers, Hyper Attacks (the dash-sweep chain) for clearing out the hundred faceless soldiers clogging your path, and Rage Mode, which temporarily overrides the enemy AI's recovery behavior and lets you go full combo. That last part matters more than it sounds. The reworked AI in this version recovers fast enough that spamming extended combos outside of Rage will get you countered at higher difficulties, which gives the combat a small rhythm to respect rather than pure button mashing. KO counts in the 1,500-2,000 range per stage are normal, which tells you everything about the scale. There are three main modes. Story Mode runs thirteen character-focused arcs, each with five missions, telling the Sengoku period soap opera from personal angles rather than the broad clan-vs-clan sweep of the original Samurai Warriors 4. The writing is better than it has any right to be for this genre, though it is still not going to shake anyone. Survival Mode is where I personally logged the most time: a dungeon-crawl castle with randomized floor objectives, scaling enemy difficulty, and loot that carries back into Story Mode. It strips away the map-running that bogs down the larger stages and keeps things tight and focused. Free Mode lets you replay any unlocked story stage with any character, which is where the over-50-character roster with individual skill grids and weapon trees becomes genuinely useful for completionists. Custom character creation is also present and reportedly deep, though I will not pretend min-maxing edit fighters is why most people are here. Now the problems, because there are a few worth flagging. Online co-op exists but at launch it was genuinely rough, with lag, random disconnects, and netcode that felt like an afterthought rather than a feature. Local co-op works fine. The PC version runs on assets closer to the PS3 build than the PS4 version, so do not expect a visual showcase even with settings pushed up. Textures age poorly under scrutiny, and the camera sits uncomfortably close, which can obscure what is happening around you during large officer clashes. The DLC catalog is also historically aggressive in pricing, so check what is included before committing to add-ons. One more practical note: the game strongly wants a controller. Keyboard input is playable but the game gives you context-free prompts rather than proper key labels, which is sloppy. For anyone who skipped Samurai Warriors 4 outright, this is the cleaner entry point since it does not assume you absorbed the predecessor's macro-level story. For returning players the value proposition is thinner because maps, character models, and large chunks of the move library are recycled wholesale. Metacritic landed this at 73 on PS4 and the Steam user score sits at roughly the same level, which is about right. It is a focused, competent version of a decade-old formula that works well enough you stop caring about its origins after the first hour. Fred, Scout Team

Tags

singleplayermultiplayercoopachievementstier:aaaMusouTwo-Character SwapRage ModeHyper AttackSurvival DungeonCharacter Skill GridLocal Co-opEdit CharactersSengoku SettingController Required

System Requirements

Minimum

OS
Windows®
Memory
1 GB RAM
DirectX
Version 9.0c
Network
Broadband Internet connection
Storage
11 GB available space
Graphics
640*480 pixel over, High Color
Processor
Core2 DUO 2.4GHz or better
Sound Card
DirectX 9.0c over

Recommended

OS
Windows®
Memory
2 GB RAM
DirectX
Version 9.0c
Network
Broadband Internet connection
Storage
11 GB available space
Graphics
1280*720 pixel over, True Color
Processor
Core i7 860 better
Sound Card
DirectX 9.0c over

Reviews & Ratings

No ratings available

Game Info

Developer
KOEI TECMO GAMES CO., LTD.
Publisher
KOEI TECMO GAMES CO., LTD.
Release Date
Sep 29, 2015

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