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Warriors All-Stars Review: A Crossover That Plays It Safe

Warriors All-Stars review: Koei Tecmo's 30-hero crossover with three rival campaigns, hero cards, and a hot-spring Sanctuary. It scores a 7.2 of 10.

By mitch·5 min read
A solitary warrior brandishes his sword above a field of defeated enemies.

Warriors All-Stars is a crossover game that gathers characters from more than a dozen Koei Tecmo franchises into one kingdom, and then asks them to fight each other. It came out on PlayStation 4 and PlayStation Vita in Japan on March 30, 2017, and reached PC later that year. It is the kind of game that lives or dies on whether the roster and the combat hold up. Mostly, they do.

Trailer, via コーエーテクモChannel.

Princess Tamaki and the Dried-Up Spring

The setting is a kingdom that ran on a magical spring. The king dies, the spring dries up, and the widowed queen, Sayo, tells her three charges about an old prophecy: heroes from other worlds will arrive, share their power with the shrines, and revive the spring. The one who leads them becomes the new monarch.

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Tamaki, the crown princess, performs the summoning ceremony with the last of the spring’s magic. It goes wrong. The heroes scatter across the land, and three royal heirs — Tamaki, her older brother Shiki, and their cousin Setsuna — each recruit a faction. The story splits into three campaigns.

“When the Spring loses its power and the world heads for destruction, Heroes from other worlds shall arrive.”

That structure is the smartest thing in Warriors All-Stars. Three claimants, three versions of the same war, and a real reason to replay. Setsuna’s motive lands hardest: he wants the throne to spare Tamaki a curse that shortened the life of every past ruler. Shiki works from the Monument of Dawn, an artifact that explains how to seal the being Yomi, which had been draining the kings from beneath the spring.

Thirty Heroes and the Hero Card System

Warriors All-Stars ships with 30 playable characters. Twenty-seven come from 13 Koei Tecmo series; three are original. The three originals are built on the Imperial Regalia of Japan — Tamaki wields Light’s Echo, Shiki carries Moonlight Glow — and they carry the story.

The combat follows the Warriors mold: pick a character, clear a stage, hit a goal. Each fighter gets a six-attack normal chain and six charge attacks. You also pick four support characters, triggered by holding R1 and pressing a face button. Certain pairs combine attacks when called together, which rewards experimenting with the roster instead of settling on one team.

Not every character carries a weapon, so growth runs through hero cards instead. Cards equip to a matching hero and raise abilities; each character holds up to twenty, though only one equips at a time. It is a clean fix for a cast this uneven, and it keeps the roster useful past the first few hours.

The move sets were reworked so each fighter still feels like they came from their own game. Ryu Hayabusa, Ayane and Kasumi had their move sets entirely redone. Samurai Warriors characters lost some normal and hyper chain length but gained a sixth charge attack. Dynasty Warriors characters had charge attacks altered in look or function.

A Sanctuary Around the Hot Springs

Outside combat, the game gives you the Sanctuary, built around its hot springs. It is where the cast gathers between missions, and it is the part of Warriors All-Stars that keeps the crossover from feeling like a spreadsheet of names.

The engine leans on Samurai Warriors: Spirit of Sanada, and the fighting sits closer to Dynasty Warriors 8: Empires than to the Warriors Orochi games that inspired the crossover itself. That is a meaningful split. Orochi built its reputation on throwing wildly different fighters together; All-Stars borrows the premise but not the feel.

Release Schedule

Region Platform Date
Japan PlayStation 4, PlayStation Vita March 30, 2017
US PC (Microsoft Windows) August 29, 2017
Europe PC (Microsoft Windows) September 1, 2017

That gap is worth naming. Japan got Warriors All-Stars in March; PC players outside Japan waited until late August and early September. The source lists no Western release for the Vita edition, so the handheld version’s reach beyond Japan is unclear.

What Holds and What Slips

The three-campaign structure is the reason to play Warriors All-Stars, and the hero card system is the reason to keep playing. Neither is flashy. Both solve real problems — how to make a 30-character crossover mean something, and how to let a weaponless fighter grow.

The story does its job without overreaching. Yomi was sealed under the spring by the first king and had been siphoning the life energies of the kings to fuel its resurrection. That single reveal ties the dried spring, the short-lived rulers and Setsuna’s sacrifice into one thread. It is more coherence than a crossover usually bothers with.

The problems are the familiar ones. Three campaigns means three passes over overlapping ground, and the middle stretch of any given route can drag. The support system is deep, but the game never tells you that plainly, and players who ignore the R1 combinations will find the combat thinner than it is.

The bigger issue is identity. Warriors All-Stars wants to be Warriors Orochi and Samurai Warriors: Spirit of Sanada at once, and the engine choice pulls it toward the latter. The roster promises chaos; the mechanics deliver something more measured. That is not a flaw exactly, but it is a mismatch, and it costs the game the wildness its premise earns.

The Score

Warriors All-Stars is a good crossover that stops short of a great one. The three heirs give the campaign real stakes, the hero cards give the roster a second life, and the Sanctuary gives the whole thing a place to breathe. The combat is solid and the move sets respect where each fighter came from.

What it lacks is nerve. A game that puts 27 characters from 13 series in one kingdom should feel more reckless than this. Instead it plays safe, and safe is fine — fine enough to carry a 7.2 of 10.

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