Review cover Hyrule Warriors: Definitive Edition (Nintendo Switch)
Official GBAtemp Review

Product Information:

  • Release Date (NA): May 18, 2018
  • Release Date (EU): May 18, 2018
  • Release Date (JP): March 22, 2018
  • Publisher: Nintendo
  • Developer: Koei Tecmo Games Co., Ltd.
  • Genres: Action, Adventure

Game Features:

Single player
Local Multiplayer
Online Multiplayer
Co-operative
We revisit the 2014 hit to see whether it truly offers the definitive experience for Zelda hackery and slashery. Welcome once more to the realm of Hyrule.

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Originally released in 2014, Hyrule Warriors received mixed praise akin to many a Dynasty Warriors spin off. Ranging from uninspired hack and slash to a fantastic take on the Warriors formula, it had fans of the Zelda franchise split. Being a fan of its original release, I wanted to take a look at its latest iteration, and see whether it can justify an additional purchase.

Welcome to Hyrule

To discuss the Definitive Edition, we must first look at its origins, and at Hyrule Warriors as a whole. Debuting on the Wii U, the game offered up Hyrule's finest and most legendary as characters in a story that felt like three fans arguing about their favourite game. It was shallow and simple, yet oddly captivating. Through it, we witness an unlikely knight become a hero, a misshapen cast delve into other worlds, and the villain finally being vanquished. It's fantastically standard, and exactly what I would expect from this style of game. While no literary masterpiece, it provides ample framework to accommodate the plethora of heroes and some good fun in the process. I struggle to gauge the length of the story. With 18 chapters, each with collectables and four difficulty settings, as well as the bonus content provided by the Wii U version's DLC, as well as the 3DS version's additional content, there's plenty to do here. If like me you want to clear everything, you'll have a road ahead of you; a road that despite its repetitiveness never grew old for me. I played through the game's story differently to how I had the previous two times, taking the time to explore each chapter and appreciate each level of difficulty before moving on. Numerous play throughs with numerous characters, and yet the same content. I can say with certainty this is not for everybody; and I can say even those who enjoy the game may not find this as alluring as I did. There is however something to be seen from the variety of the cast, the fun of each unique weapon, to keep me coming back so eagerly.

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The game's story is only a single part of the complete package, and a small part at that. Even playing through it as I did, the bulk of the gameplay lies beyond, bringing us to Adventure Mode. Perhaps the most interesting thing here is to realise just how far the game has come since its original Wii U launch. Containing just the Adventure Map, its first release almost feels insignificant. With nine maps of varied difficulty, each containing unique quirks and challenges reminiscent of their associated games, the heart of the Definitive Edition lies here. Across each map, you navigate grid tiles, each containing its own challenge. For completing these, you gain access to more tiles, unlock costumes, weapons, and upgrades, and save each land from their individual woes. There is an almost intimidating amount of content to be found here. While I do find myself a little conflicted on whether it should have all been available from the start, or distributed as a means of rewarding progress, I'm sure players of other versions will be happy to dive straight into their favourite maps.

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The final major mode is the game's Challenge Mode. Notably missing from the 3DS version, it comes in three flavours: Battle Challenge, Boss Challenge, and Ganon's Fury. Battle Challenges feel like a pleasant blend of the scripted action found in the story, and the varied objectives seen in Adventure Mode. Each of these aspects are turned up with an additional degree of difficulty, as well as a table to track your best score with each character for each challenge. Boss Challenges are similar, but put a spotlight on the game's boss monsters, requiring a more tactical approach to what would otherwise be a straightforward challenge. I can appreciate what these modes aim to provide; ultimately an additional layer of difficulty to be enjoyed by those looking for more out of the game. I sadly cannot boast an excellent record with these, each of them ultimately feeling a little beyond my capabilities.

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Where I did however find great fun is in Ganon's Fury, the mode that appeared the most controversial in its original release. Allowing you to take the form of the game's final boss Ganon, you tower above enemies and claw through troves in a way almost unnatural when compared to the rest of the game. There are two ways to look at this, neither particularly wrong. I find brilliant entertainment here; I have an appreciation for overpowered characters and ripping armies to shreds in single attacks offers the satisfaction I come to Warriors games for. This does however come at the cost of repetitiveness; more so than any other part of the game. While being monstrously strong, Ganon only really has two attacks—a claw, and a laser. With the laser leaving you largely vulnerable to attack, you're ultimately using a single attack for the entirety of the mode. I personally am overjoyed to be able to play this on the go, the 3DS version leaving me wanting more, but its simplistic and watered down nature when compared to the rest of the game is hard to ignore. I would never really call Ganon's Fury a selling point of the game; if you're getting it, you're probably getting it for your more standard hack and slash with a dash of Zelda. Should you find yourself with the game though, I encourage you to try it out. It may or may not be for you, but there was an undeniable joy to be found for myself here.

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The Definitive Edition?

I find each of the game's modes offer ample variation and entertainment to justify the time spent playing them, but much of it is simply content seen in previous iterations of the game. For those who already own both Hyrule Warriors and Hyrule Warriors Legends, you may be left wondering just what this game has to offer you. To be blunt, if you're happy with playing on the Wii U and 3DS, there isn't too much. This Definitive Edition is exactly what it markets itself as. As a compilation of each version's additional content in a single unified package, you know exactly what you're getting. It's not to say there aren't changes, but no single change stands out as reason to purchase it again unless like me you simply desire the best version of a game you already love.

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There is one change in particular I'd like to shine a light on. Through my original experiences with the game, I had a single major criticism, this lying within Adventure Mode. I had fell in love with the maps and the challenges, the content to be unlocked serving as a constant driving force. This force however was constantly halted, beaten and abused, as my progress was hindered by the requirement of items. The breakdown of this problem can be summarised to this: to progress through Adventure Mode, you need items; to acquire items, you must beat map tiles. While it seems simple, the items' random distribution across tiles already beaten soon made each challenge feel old and stale, pulling me away from my eager march of progress. The Definitive Edition quietly fixed this, much to my surprise, with the introduction of an Item Shop. The game now only requires you find an item once, then allowing you to repurchase it from the shop as and when needed. With this small tweak, the lack of save transfer from other versions now seems less significant to me; the task of beating each map again suddenly less daunting and arduous. Aside from this, I noticed no major changes, though it should be said other minor quality of life alterations may have gone unnoticed.

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Falling Short

For everything done well, the game is not without fault. Unlike its previous iterations, I was rather surprised to see much of this lie in minor glitches. While it is possible these existed in the other versions, I never witnessed so many in such a short space of time. These varied from advancing the menu selection out of accessible bounds, to cutscenes and enemies not activating, to being warped to the top of one particular level. None of these broke the game, nor ruined the gameplay experience, but each one made me stop and think; wonder exactly what had changed for so many small things to be going wrong. It certainly amused me, but with so many smaller issues, I had an underlying worry something larger and more menacing was lurking within, ready to ruin my day. In this modern age, I'd expect many of these issues to be patched out in the coming months, but it should be noted nothing of what I've experienced would be enough to put me off purchasing the game in the meantime.

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While not necessarily a fault of this game in itself, I feel it necessary to discuss the 2017 release Fire Emblem Warriors and the impact of it for fans returning to Hyrule, or those looking for more Warriors action after being hooked. There are two areas in particular that took a good deal of adjustment when coming from one game to the other: the lack of skills, and the less intuitive command screen. The latter of these simply stems from this game staying true to its roots, keeping the same style and themes as the previous two iterations. There was never anything particularly bad about the way you can command other units, but in the face of Fire Emblem Warriors' streamlined and easy to access system, you may be left wanting more. The larger issue comes from the significant difference in pace that comes with the lack of skill system, particularly the lack of Astra. In Fire Emblem Warriors, Astra served as an essential skill, doubling attack speed and making an already frantic and fast-paced game even more so. Once you start using it, you soon find it difficult to go back; and herein lies the problem. Hyrule Warriors has no skills, and by extension, no Astra. If you've been deep into Fire Emblem Warriors as of late, the period of adjustment will be difficult and off-putting, but it will pass. If you're willing to stick with the game for an hour or two, you'll soon feel at home once more.

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Is This For You?

I can say with certainty this is a definitive experience. Compiling everything seen so far into one convenient package, introducing an item shop to limit the potential monotony of Adventure Mode, and at the cost of only a few minor glitches. For a fan of Zelda, or just a fan of some hackery and slashery, I'd definitely say give this a shot. The price tag may seem steep, but for the content associated with each version before it and their associated DLC, it's more than reasonable, especially if this is your first time playing.

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Verdict

What We Liked ...
  • Standard Warriors action
  • The best of each version before it
  • New Item Shop for Adventure Mode
What We Didn't Like ...
  • Standard Warriors action
  • Littered with minor glitches
8
Gameplay
You more than likely know what you're getting with any Warriors game. Fast paced action with a variety of fun and crazy weapons in a familiar world. It pulls it off excellently, the Zelda series containing the perfect amount of wild and unique characters and items to accommodate this.
9
Presentation
This is the look of the Wii U version with the fluidity and portability of the 3DS version. It's the best of both whilst feeling fresh, utilising small changes to the menus to improve usability and set itself apart.
7
Lasting Appeal
A lengthy and quite frankly childish story, accompanied by nine expansive Adventure Mode maps each with unique quips and quirks makes this game one you'll be playing for hours on end with little reason for it to leave your mind. It ticks all the right boxes as a definitive edition, as a warriors game, and as a homage to the Zelda franchise.
8.2
out of 10

Overall

This truly is the definitive Hyrule Warriors experience, and a must-buy for those yearning for more in the wake of Fire Emblem Warriors. Though some time to adjust is needed, you'll soon be back slaying the best of what the kingdom has to offer.
I just wish this was the version they released right away. I paid full price and extra for a season pass (and still dont get all DLC unless you get a second season pass?)... And what do I get? A beta version.

That's how it feels.
It would be nice if they could've added the item shop in an update to yhe Wii U version, instead of only shitting on the early adopters. /Salty McSaltface
 
@Meteor7 why didn't you review this game, you played it on live stream. :P

I just wish this was the version they released right away. I paid full price and extra for a season pass (and still dont get all DLC unless you get a second season pass?)... And what do I get? A beta version.

That's how it feels.
It would be nice if they could've added the item shop in an update to yhe Wii U version, instead of only shitting on the early adopters. /Salty McSaltface

Practically how everyone who has bought wii u games and then buying the switch game felt. $60 for super smash bros, a bunch of DLC costing about another $60, then the switch game is guess what? $60 :wtf:

I didn't buy this game when it came out, but I thought bout trying it, so I don't have a excuse to buy it other than if i don't like it. Right now I'm desperately waiting for nintendo selects to get some "WII U TO SWITCH PORTS" cause this pricing situation doesn't seem fair for people who actually played the wii u games. The fact they did improve the game with content, you would think is fair, but it just feel like stuff we should have already gotten on the previous version.
 
So uh, where's the review of the Co-op mode? I wanted to know if there's performance issues at all.
 
Why is "Standard Warriors action" a con?
Warriors/Musou is a videogame genre. Like Sports or RPG. You might as well put the genre as a con in other reviews.
 
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Zelda got a sexy blue scarf
I think the year scarfs was a thing in fashion, even Sonic had a scarf in Sonic Boom, Lol. :P


Why is "Standard Warriors action" a con?
Warriors/Musou is a videogame genre. Like Sports or RPG. You might as well put the genre as a con in other reviews.
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I dunno where the idea that "Musou" is a genre came from. It's the title of the game in Japan, that's all it is. It's the same type of game as others such as Double Dragon, Final Fight & Streets of Rage. If you ask why, well what do all of them have in common? Your progress is always locked until you defeat specific enemies to progress and then fight a end boss. Know what we call those games, exactly what you see the red arrow pointing to in the image. Doesn't matter how you do it or what additional stuff they add to the game if the goal is always the same. As long as your objective in every game is defeating enemies to progress, then this is why this game can be classified as "Beat-'Em Up".
 
I think the year scarfs was a thing in fashion, even Sonic had a scarf in Sonic Boom, Lol. :P



unknown.png


I dunno where the idea that "Musou" is a genre came from. It's the title of the game in Japan, that's all it is. It's the same type of game as others such as Double Dragon, Final Fight & Streets of Rage. If you ask why, well what do all of them have in common? Your progress is always locked until you defeat specific enemies to progress and then fight a end boss. Know what we call those games, exactly what you see the red arrow pointing to in the image. Doesn't matter how you do it or what additional stuff they add to the game if the goal is always the same. As long as your objective in every game is defeating enemies to progress, then this is why this game can be classified as "Beat-'Em Up".
I somewhat disagree with your second point. I'd probably call Musou or Warriors a genre within itself, akin to how Metroidvania is itself a genre. You can usually categorise any Metroidvania as an explorative platformed, but the specification makes it clear what you're getting.
 
I somewhat disagree with your second point. I'd probably call Musou or Warriors a genre within itself, akin to how Metroidvania is itself a genre. You can usually categorise any Metroidvania as an explorative platformed, but the specification makes it clear what you're getting.
It's not only the exploration theme, it's the collection of upgrades, receiving power ups in some form and back tracking through various areas. But is not really just stuff players have made up in the past just to explain the basic feature of the game without too much details. Wasn't saying Musou can't be a genre, just that it doesn't seem like it's fully acknowledged as one like your example of Metroidvania where people can actually categorize it on websites dealing with game database. I think the game should have by now makes things easy to explain. :P
 
Pretty sure Hyrule Warriors has a weapon skill that is roughly equivalent to Astra.

[Update: yeah, one of the Augment Skills is Hasty Attacks, which does the same thing as Astra, at the cost of a slot on the weapon (which I don't recall being a very big loss)]
 
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Pretty sure Hyrule Warriors has a weapon skill that is roughly equivalent to Astra.

[Update: yeah, one of the Augment Skills is Hasty Attacks, which does the same thing as Astra, at the cost of a slot on the weapon (which I don't recall being a very big loss)]
Hot damn, I had absolutely no idea. The adjustment period is still there since you start at nothing, but knowing it's possible to get is huge. Thanks for that.

Edit: Looking it up, it doesn't seem to be quite the same scale as Astra, but I can definitely see the difference.
 
I just wish this was the version they released right away. I paid full price and extra for a season pass (and still dont get all DLC unless you get a second season pass?)... And what do I get? A beta version.

That's how it feels.
It would be nice if they could've added the item shop in an update to yhe Wii U version, instead of only shitting on the early adopters. /Salty McSaltface
This is how I feel about FF15 Royal pack which comes with everything (even season pass dlc) for 50 bucks while the day one edition cost 60$+DLC
 
L
I think performance issues should be mentioned in the cons because you cannot choose between cinematic (1080p 30fps) and performance (720p 60fps) modes like you can in Fire Emblem Warriors. You are stuck with 1080p and an uncapped framerate. In handheld mode the framerate sucks because the Switch renders a 1080p image then displays it onto a 720p screen with the underclocked GPU.

This is the definitive version of Hyrule Warriors but it is still a rushed port.

It would be nice if they could've added the item shop in an update to yhe Wii U version, instead of only shitting on the early adopters. /Salty McSaltface
Nintendo has stabbed Wii U owners in the back time and time again. Mario Kart 8 didn't get any updates to include battle mode or the refined gameplay mechanics of the Switch port.
 
Review cover
Product Information:
  • Release Date (NA): May 18, 2018
  • Release Date (EU): May 18, 2018
  • Release Date (JP): March 22, 2018
  • Publisher: Nintendo
  • Developer: Koei Tecmo Games Co., Ltd.
  • Genres: Action, Adventure
Game Features:
Single player
Local Multiplayer
Online Multiplayer
Co-operative

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