
Experience the thrill of one versus thousands in an all new open world setting with DYNASTY WARRIORS 9! Travel through Ancient China depicted on a single, vast, open-world map, master the new State Combo System, and watch the Three Kingdoms story unfold through a cast of 90 playable characters!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Korean, Japanese*, Simplified Chinese*, Traditional Chinese*languages with full audio support
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
무쌍 시리즈 팬이라 재밌게 플레이하고 있음
Dynasty Warriors 9 feels like a bold experiment that forgot to ask whether the core idea actually needed changing in the first place. On paper, it’s the series going open-world: ancient China fully explorable, battles flowing across a seamless map, RPG systems layered on top, more freedom, more everything. In practice, it often feels like the game is stretching itself thin just to justify that scale. Let’s start with performance, because it’s hard to ignore. Even on decent hardware, the game doesn’t feel stable. Frame drops show up in the middle of fights, sometimes at the worst possible moments when the screen is full of enemies and effects. It’s not unplayable, but it’s inconsistent enough to constantly remind you that the engine is struggling. Visually, it’s a mixed bag. From a distance, it’s fine—sometimes even impressive in a “vast battlefield” kind of way. But once you actually look closer, textures, faces, and environments start to feel flat and dated. It’s one of those games where screenshots do a lot more heavy lifting than the actual moment-to-moment experience. The biggest structural change—the open world—is also the most controversial. Instead of tightly designed battle stages, you now roam a large map where objectives are scattered across huge distances. In theory, this adds immersion. In reality, it often turns into long horseback rides between small skirmishes that don’t feel meaningfully connected. You clear a few officers, run halfway across the map, clear a few more, repeat. After a while, it starts to feel like busywork rather than a grand war campaign. The classic “Warriors” identity—massive, focused battles with clear momentum—gets diluted. Iconic moments like sieges or major confrontations lose impact because they’re spaced out and structurally flattened by the open-world format. Combat itself is another area of mixed intent. The new system introduces contextual attacks (stun, air, ground, specials) and lets you chain them freely. At first, it feels flexible and flashy. But over time, it also becomes clear that depth has been traded for simplicity. Compared to older entries, where weapon-specific movesets gave characters real identity, this system makes everyone feel more homogenized. It’s functional, but not particularly engaging long-term. Difficulty is another sticking point. Once you understand the system, the game rarely pushes back. Enemy soldiers mostly exist as filler, and officers—supposed to be the real threat—often fall into predictable patterns or get stun-locked into oblivion. Add level scaling and RPG progression on top, and you quickly become overpowered just by playing normally. Instead of adapting to challenge, the game tends to collapse under your growth. There’s also the issue of repetition. Even though the map is large, the actual content loop doesn’t change much. You still go from point A to point B, fight similar groups of enemies, and repeat across different factions and storylines. The scale increases, but variety doesn’t keep up with it. Presentation-wise, the story is still very “Dynasty Warriors”: the Three Kingdoms narrative told through faction campaigns, familiar names, and recurring historical beats. Fans of the series will recognize the structure immediately, though the delivery can feel uneven depending on voice work and localization inconsistencies. Some scenes land well, others feel oddly flat or rushed. On the technical and design side, there are also persistent rough edges: occasional bugs, awkward AI behavior, and systems that feel like they weren’t fully refined before release. Co-op, for example, can feel unstable or desynced in ways that break immersion rather than enhance it. And yet, it’s not completely without merit. The scale of battles—when everything aligns—can still be fun in a purely chaotic, hack-and-slash way. The roster is huge, the core combat loop is still satisfying at a basic level, and there are moments where the open world almost works, especially when you’re just riding into a fight and everything clicks for a few minutes. But those moments are inconsistent. In the end, Dynasty Warriors 9 feels like a game that tried to reinvent its identity without fully understanding what made it work in the first place. It experiments constantly, but rarely refines. It expands, but doesn’t always add depth. And while longtime fans might find enough familiarity to push through, it’s hard to ignore the feeling that the series would have been stronger if it had evolved more cautiously rather than taking such a dramatic leap. It’s not unplayable. It’s not a disaster. But it is, very consistently, uneven—and that might be the most frustrating part of all.
真三国从5代开始玩,5、6、7、8,四代里唯独这一款玩不进去,BUG什么的倒是能接受,但是开放世界养成一个武将好肝好肝啊....
真垃圾 不断跳桌面 移动鼠标 也跳到桌面
what if the game is free to play; but f2p version only Shu Campaign as Zhao Yun only. Each faction can be unlock for reasonable price. xdxdxdxdxdxdxdxdxdxdxdxd
this game is ass
삼국지 시뮬레이션 게임으로는 아주 좋은 게임이지만 진삼국무쌍의 여덟 번째 시리즈라고 생각하면 똥으로 빚어놓은 덩어리와 같다 무쌍 시리즈 최초로 오픈월드를 도입하며 많은 변화를 가져왔지만 어중간하게 만들어서 상호작용은 거의 없고 오히려 무쌍의 매력은 떨어졌다 그런데 맵을 너무 잘 만들었음... 진짜 대륙을 탐험하는 듯한 느낌을 준다 -장점 곳곳에 꼼꼼하게 만들어둔 월드맵 역대 시리즈 중 가장 많은 무쌍 무장 클론 무장 NPC도 스토리에 많이 등장해서 삼국지 게임이라는 느낌을 줌 -단점 내가 없으면 허수아비처럼 멈춰있는 전장 어설프다 못해 만들다 만 것 같은 잠입 시스템 끔찍한 이벤트 컷신 특히 무장 사망 이벤트는 어이가 없어서 말도 안 나옴 삼국시대 대표 전투라 할 수 있는 적벽대전의 초라한 몰골 무장이 많아진 만큼 중복되는 스토리 종합적으로 평가해보면 진짜 맵이 너무 아까움 맵은 되게 잘 만들었는데... 차라리 이 맵을 활용해서 다른 삼국지 게임을 만들어줬으면 하는 바람이 있지만 어렵겠지?
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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