2025 Is the Year of the Musou Game

2025 Is the Year of the Musou Game

Musou games are something special, despite often being derided as just a button mashing waste of time by people who don’t understand combos or timing or the thrill of building up a special attack meter until you can somehow wipe out just, like, hundreds of dudes at once, if not more. Or who don’t understand how flexible this concept is: Koei Tecmo started out using it for Dynasty Warriors games beginning with Dynasty Warriors 2—it’s easy to forget now, but the series began as a fighting game, not large-scale action RPGs where entire armies clashed—but has since moved it to franchise after franchise as studios wanted in on the action. Nintendo and Namco Bandai have gotten the most fun out of this particular partnership, as the former has worked with Koei Tecmo on Fire Emblem and The Legend of Zelda spin-offs that turned into spin-off series, while the latter put forth licensed properties like Gundam and One Piece. They aren’t alone, though: Atlus, Square Enix, and DMM Games have all gotten in on the Musou action, too.

We should have more spin-offs of established series getting their crack at being Musoufied, really. Where’s our Kirby Warriors game, where the little pink puffball inhales 700 dudes at once and then spits them out at another 700 dudes? How is there not a Dissidia Final Fantasy Warriors yet? Falcom and Koei Tecmo, we need Warriors of Ys, and we need it now.

While we wait for someone to heed all of my ideas for games that will sell one million copies or more, though, we’ve got plenty of Musou to go around. Did you know that there have been three Warriors games released by Koei Tecmo in 2025? Three! What a bounty. Some years you don’t even get one. Maybe if you’re lucky, there could be two. But three? Now that’s living. In January, Koei Tecmo released Dynasty Warriors: Origins on Playstation 5, Xbox Series S|X, and Windows (and it’ll show up on Switch 2 early next year, as well). It rules. The combat is peak Warriors, both in terms of scale and snappiness, and the story is focused through one character, The Wanderer, who interacts with all of the Romance of the Three Kingdoms characters you already know and love. They are all here, too, of course, in what is a reboot of the series spinning the 700-year-old yarn in yet another way. As I wrote back in January for this very website:

Origins manages to be simultaneously bigger and smaller than its predecessors, with the former owing to the hardware jump that allowed for thousands upon thousands of enemy soldiers and dozens of enemy officers all to be battling at once, and the latter due to both cutting the scope of the game down while widening the possibility for how much more personal it could be. It’s difficult not to see the influence of the tightly designed, critically lauded crossovers Koei Tecmo has spent the last decade on playing a part in that scope and design; combined with Omega Team’s penchant for going big in combat, and it’s easy to see how Origins ended up a winner.

Literally thousands of soldiers on screen at once in that one, which is why there was no Switch release—there was just zero chance the game would have run on Nintendo’s previous hybrid console, and the focus on scale was so vital to the end product that scaling it back would have resulted in a completely different game and experience. It was not just different from previous Dynasty Warriors titles, but because of the scope and the singular character focus and the emphasis on weapons over playing as a slew of literary characters, it was different from the rest of the Musou games just generally.

Dynasty Warriors: Origins

Dynasty Warriors: Origins

A month later, Koei Tecmo went in an even more significantly different direction for the series: Warriors: Abyss. They have never been shy about throwing these characters into other genres—again, the first entry was a fighting game, then they converted into hack and slash/action role-playing games, but they have also dabbled in MMORPGs, tactical role-playing titles, rail shooters, a mahjong spin-off, and now, with Warriors: Abyss, a roguelike as well.

What if you could swing your sword—or whatever weapon, there are lots of different weapons in these games—at hundreds and hundreds of foes, except they were all tortured souls trying to keep your benefactor from regaining the throne of Hell? And what if your goal here was to descend deeper and deeper into the bowels of Hell to destroy the demons and monstrosities that had taken it over? And you could choose to play as any number of characters from Dynasty Warriors games, or Samurai Warriors ones, or even the Atelier games since Koei Tecmo publishes those for Gust, which it became the parent company of a decade ago? Maybe you want to battle the forces of Hell with some characters from Ninja Gaiden games, like Ryu Hayabusa or Rachel? 

That would all be sick if it were true, and good news: it is. Even better is that you pick one character but then, through the power of personal choice and a little RNG, build up a squad of other characters, which you then summon into battle pending their cooldown timers. So you start a combo with normal attacks like you would in any Warriors game, except when you go to the special attack, with the right inputs, you’ll summon the character in the first slot of your party, or the second, and so on—you basically wield them as special attacks, and you also have your own special attacks, and legions will fall to your blades. Also if you die you get sent back to the beginning and start the whole thing over, only keeping the currency that allows you to unlock even more of the many, many characters in the big old family tree menu that they’re living in. 

Warriors: Abyss

Warriors: Abyss

It still feels like a Warriors game, because it is—what you’re doing within it, goal- and structure-wise, is just different than with Dynasty Warriors: Origins. And Hyrule Warriors: Age of Imprisonment, is different from either of them. The latest of three Zelda-based Hyrule Warriors titles came out in November, and it’s the best of the bunch. The combat feels great, there’s a cast of playable characters of significant size with their own little quirks and reasons to choose them, and while you don’t get to kill thousands of enemies in a single battlefield, you do get to fight Lynels using elemental protection and attacks, and you can take your pick of a number of Gerudo warriors armed with a variety of weaponry and varying inputs for utilizing their special attacks. You can even play as a Korok wearing a jaunty hat alongside his silent but strong companion, in Zelda’s first-ever instance of a Panamon Creel/Keltset pairing. Huh, maybe there should be a Shannara Musou game next. Terry Brooks does love his large-scale battles against insurmountable odds.

Also Zelda just obliterates entire battalions of dudes. Don’t worry about whether or not Age of Imprisonment is canon or if it contradicts the narrative of Tears of the Kingdom. That’s nerd shit. Well, the wrong kind of nerd shit: Musou games are the right kind, for those keeping score at home.

It’s astounding that Koei Tecmo could release three Warriors games in one year that all manage to feel like unique, worthwhile experiences, while also clearly all being Musou. Origins, Abyss, and Age of Imprisonment all showcase the strengths of Musou gameplay, but not even necessarily the same strengths. Origins leans more realistic—well, as far as Warriors goes, anyway—and tries to have more heart and build deeper relationships with its three-dimensional literary characters. Abyss throws all of that out of the window and has you battling through hordes of souls in Hell because some weirdo who lost the throne told you he needed your help, and is just absolutely pure Musou ridiculousness in every way. Again, you can play as Ryza from Atelier and recruit Ryu from Ninja Gaiden to your team full of warriors who once actually existed nearly two millennia ago in Han Dynasty China. And Age of Imprisonment straddles the line, attempting to tell additional backstory for Tears of the Kingdom, except Musou-style with Zelda wiping out… God, so many Bokoblin fall by her hand, it’s ridiculous. There’s no need to hold back here, with ancient-but-advanced technology creating living “constructs” powered by MacGuffin stones who will fight for or against you, with Zelda using the power of light to turn Moblins into craters, with a bunch of flying levels people keep saying remind them of Star Fox despite actually being much more like Panzer Dragoon-lite. 

Oh yeah, Musou is back, baby, and it’s whatever Koei Tecmo wants it to be. The year in video games is richer for it, and you can be, too, if you would only take the plunge and accept Warriors into your life, in whatever form appeals to you most.


Marc Normandin covers retro video games at Retro XP, which you can read for free but support through his Patreon, and can be found on Bluesky at @marcnormandin

 
Join the discussion...