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"The New Super Robot Wars Thread" , posted Sat 4 May 03:35post reply

I really had some trouble finding the last SRW thread I create so I decided to make a new one. In partly that I have played three of the four SRW titles for the PS4. I wanted to write a review on them briefly. However, I wanted to get confirmation on some topics since I have not played any SRW title aside form the OG titles on the GBA. I have played MX, Alpha, and others but could not experience the story behind the titles. Which goes to my first question.

For the SRW games in general not including the OG series, how do they normally go about with the stories? Do they use stories from the Anime and combine them together in the game? Do they create there own story and just utilize the characters and there backgrounds? Do they repeat stories or outcomes in plots?





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"Re(1):The New Super Robot Wars Thread" , posted Tue 7 May 13:58post reply

I wish we had someone super-knowledgeable to answer a good question, but until someone retrieves Chaz from the damnable clutches of the Boulette forums or shows their true power, you’re stuck with me!

Fortunately for you (???), I possess such ample qualifications as having a pal who used to love this series around 2000, and having read the back of the box or an internet page or two one time!

My general sense is that the stories vary but with a few common organizations and timelines, and pretty consistent use of series like Gundam and Getter Robo. Maybe Mazinger? So this presumably gives you some common personality types even if the stories themselves are all different.

Professor or others?





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"Re(2):The New Super Robot Wars Thread" , posted Tue 7 May 15:10post reply

I'm not too keen with the SRW series but from what I understand, they're basically a parallel world to their original anime, meaning that it's an "if" world, and the storyline often times shows a different outcome from the anime-- like characters that die might get rescued and tragic endings may have an alternate route. It's a fanservice game, and that's what keeps the series' popularity.





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"Re(3):SRW OG Moon Dwellers chippy review" , posted Sat 15 Jun 01:51post reply

quote:
I'm not too keen with the SRW series but from what I understand, they're basically a parallel world to their original anime, meaning that it's an "if" world, and the storyline often times shows a different outcome from the anime-- like characters that die might get rescued and tragic endings may have an alternate route. It's a fanservice game, and that's what keeps the series' popularity.



Thank you, I under stand now. I wanted to information before hand to give my review of the games.

I will start off with Super Robot Wars Original Generation Moon Dwellers for the PS4. I originally played the first two for GBA in English but completely forgot the storyline. The story continued on the PS2/PS3 but never saw an english release. I was mad. I did see the short lived OVA and anime. Still, Dont remember the story and glad I didn't because.....geez......its a lot.


The game has archives of the previous stories from each part, but all in text. That took over 4 hours total. My retina was destroyed. Very hard to follow but it was a struggle. Tried beginner setting to make sure I fit in fine at first since I have not played and SRW game for a while and know its difficulties and using robots that were cool for a couple of levels. Beef em up to make them stronger. All to see that go away when the story involves them doing something else with no return in sight. Money all gone!

I initially thought there was an option to change the difficulty during the campaign but that was only implement for SRW V. So game was a tad bit easy. I love the dual buddy system. Graphics and sound were great. Music was far better than others. I have listened to OST of other SRW games and seems to recycle the same songs into newer iterations as new tiles go by.

The story and reading the text however, was a drag! I couldn't continue to read the text and the story was always going in the direction of 100 homing missiles that I just did not want to read it or follow it anymore. But this is how SRW games are so that in itself is just a personal opinion. I rather would see CGI or movie cut scenes to at least engage me but we will probably see around 6 discs for this one game.

To conclude, it was a fun game and I enjoyed and was right up my alley as the first SRW game to tryout. So many robot to choose from on which is up your ally and what it does. It was very diverse in my book. Of course, have to beef up the main characters since they are steadily involved in something every so often.

My feeling was I was expecting much more from the next game, SRW V, that I was passing this game on without paying attention to detail. That will come in my next review of SRW V.





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"Re(1):The New Super Robot Wars Thread" , posted Mon 17 Jun 18:52post reply

quote:

For the SRW games in general not including the OG series, how do they normally go about with the stories? Do they use stories from the Anime and combine them together in the game? Do they create there own story and just utilize the characters and there backgrounds? Do they repeat stories or outcomes in plots?



I played many games in the series, but I can't read japanese (only a little of katakana/hiragana), so my comprehension of the stories is not that great. Fortunately there are a lots of guides out there, some are full translations, other summaries, there is a guy on GameFAQs that translate almost every game (not each dialogue, but he describes what happens in each scenario map).
As Professor said, they sometimes use parallel worlds to explain the mix of robots/tecnologies/alien invaders/whatever (most prominent in the Z series), other times they change the backstory of some series to come up with an "integrated" story that explain how the world got to that state (I would say the best example is the classic timeline and the Alpha timeline which they later both recycled for the story of the OG timeline).

Coincidentally I completed my run of Moon Dwellers yesterday (I haven't played the other PS4 games, I'm trying to follow release order).
Last time I played an english SRW was OG1&2 during GBA years, I was unsure I would be able to adapt to the english translation as there were people saying that translation was terrible and I was so accustomed to the japanese game UI (for those GBA games I never remember how they translated each spell to what) that I thought I would find difficult to adapt to the changes. But instead I found the translation good enough (yes, there are lots of misspellings, some bad transliteration choice - like Kurogwane, Guilliam, etc, but nothing that can reduce game fruition) and I really enjoyed following for once the story without guides or whatever.
Story is full of usual anime tropes, but at least was more straight to the point compared to 2nd OG (the PS3 one) were they crammed too much things in one game!
Also for once I liked that we didn't get all missions with the same identical structure (initial enemies + sub boss unit, then enemy reinforcements + other bosses, it becomes too much repetitive after a while).
From technical point of view, I liked graphics (also if much was recycled from previous game), sound is ok (good but nothing spectacular - also JAM Project song lately feel all the same), they didn't make a title CGI movie like usual, probably they were short on money.





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"Re(2):The New Super Robot Wars Thread" , posted Sat 22 Jun 06:00post reply

quote:

For the SRW games in general not including the OG series, how do they normally go about with the stories? Do they use stories from the Anime and combine them together in the game? Do they create there own story and just utilize the characters and there backgrounds? Do they repeat stories or outcomes in plots?


I played many games in the series, but I can't read japanese (only a little of katakana/hiragana), so my comprehension of the stories is not that great. Fortunately there are a lots of guides out there, some are full translations, other summaries, there is a guy on GameFAQs that translate almost every game (not each dialogue, but he describes what happens in each scenario map).
As Professor said, they sometimes use parallel worlds to explain the mix of robots/tecnologies/alien invaders/whatever (most prominent in the Z series), other times they change the backstory of some series to come up with an "integrated" story that explain how the world got to that state (I would say the best example is the classic timeline and the Alpha timeline which they later both recycled for the story of the OG timeline).

Coincidentally I completed my run of Moon Dwellers yesterday (I haven't played the other PS4 games, I'm trying to follow release order).
Last time I played an english SRW was OG1&2 during GBA years, I was unsure I would be able to adapt to the english translation as there were people saying that translation was terrible and I was so accustomed to the

-- Message too long, Autoquote has been Snipped --

What difficulty did you play on and was it really that difficult or challlenging? What CGI movie did you reference?


That repetitive fighting scenario you mentioned I was definitely going to mention on my next review of SRW V. The battles in OGMD was pretty straight forward. I was expecting very difficult if not cheap failure scenarios. Overall is was not bad.





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"Re(3):The New Super Robot Wars Thread" , posted Sat 22 Jun 18:02post reply

quote:

What difficulty did you play on and was it really that difficult or challlenging? What CGI movie did you reference?

That repetitive fighting scenario you mentioned I was definitely going to mention on my next review of SRW V. The battles in OGMD was pretty straight forward. I was expecting very difficult if not cheap failure scenarios. Overall is was not bad.



I play on Normal, starting stages are a walk in the park, later stages can be really hard (if you try to go for an all SR Points run, the game switch to hard with all enemies always having at least 3 bars of upgrades in any mech stats), but nothing impossible.
Previous games have (almost) always had an opening movie like this one from Dai-2-Ji SRW OG for PS3. Now that I'm rewatching it I think they could have recycled it, 95% of the cast is the same, few people would have noticed...

I have not played yet V, but really OG MD was funnier than recent Z games that were funny like a hammer stroke on the crotch.





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"Re(4):The New Super Robot Wars Thread" , posted Sun 23 Jun 14:35post reply

quote:

What difficulty did you play on and was it really that difficult or challlenging? What CGI movie did you reference?

That repetitive fighting scenario you mentioned I was definitely going to mention on my next review of SRW V. The battles in OGMD was pretty straight forward. I was expecting very difficult if not cheap failure scenarios. Overall is was not bad.


I play on Normal, starting stages are a walk in the park, later stages can be really hard (if you try to go for an all SR Points run, the game switch to hard with all enemies always having at least 3 bars of upgrades in any mech stats), but nothing impossible.
Previous games have (almost) always had an opening movie like this one from Dai-2-Ji SRW OG for PS3. Now that I'm rewatching it I think they could have recycled it, 95% of the cast is the same, few people would have noticed...

I have not played yet V, but really OG MD was funnier than recent Z games that were funny like a hammer stroke on the crotch.


I see got it. So what are the benefits of SR points? Is it really just in game achievements?





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"Re(5):The New Super Robot Wars Thread" , posted Sun 23 Jun 17:30post reply

quote:

I see got it. So what are the benefits of SR points? Is it really just in game achievements?



More or less just achievements, you get also some money and/or pilot points, but they are there only mainly for a more challenging mission objective, as the standard objectives are almost always too easy.

Earlier games didn't have SR Points (they started IIRC with Alpha series) but were way more difficult! I didn't forget those nightmarish missions in SRW4 were you had to fight that fucking Dragosaurus underwater.





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"V and X to Switch and Steam!?" , posted Wed 24 Jul 00:11post reply

quote:

The news comes from the official Japanese account for the Super Robot Wars series, which notes that both Switch and Steam versions are on the way for each game, and that more details will be published in this week's Weekly Famitsu, which releases on Thursday 25th.


Source: NintendoLife
Source of the source: SRW Twitter

This is not too much surprising for the Switch versions, after the perceived good reception of T, but also a Steam version is without precedents!
I don't know much about japanese games presence on Steam or if they have region lock policies, but this could mean for a lot of people a more easy-to-buy english release (Asia versions were already translated in english).







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"Re(1):V and X to Switch and Steam!?" , posted Sat 27 Jul 13:20post reply

I don't play the series, but I'm so glad for you! Sounds like the add-on content (20 bonus scenarios) in other editions will be included in the main release on Switch and Steam. Switch version October 3, Steam version TBA.

Smart companies (so naturally, not Konami, as we saw with the arcade/Dracula collections) have gotten better about not doing the Steam region lock, but given all the licensing involved, I'd imagine that an official US release would be pretty unlikely, and I don't know if there is a specific Southeast Asia version of Steam...? Switch would probably be your safest bet, and so much the better if there is a Southeast Asia edition with English for you to buy!





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"Re(2):V and X to Switch and Steam!?" , posted Sat 27 Jul 17:27post reply

quote:
I don't play the series, but I'm so glad for you! Sounds like the add-on content (20 bonus scenarios) in other editions will be included in the main release on Switch and Steam. Switch version October 3, Steam version TBA.

Smart companies (so naturally, not Konami, as we saw with the arcade/Dracula collections) have gotten better about not doing the Steam region lock, but given all the licensing involved, I'd imagine that an official US release would be pretty unlikely, and I don't know if there is a specific Southeast Asia version of Steam...? Switch would probably be your safest bet, and so much the better if there is a Southeast Asia edition with English for you to buy!



I agree, an official US / International release is impossible for the classic series thanks to the licensing hell with all the animes involved.
But the OG games don't have this problem (and the first two OG games for GBA were released in US/EU back in the day), so after V&X probably they can continue with Moon Dwellers and previous OG chapters?

I only hope this can help the series survive and expand its fanbase, and not kill the physical releases. A digital only version could be problematic with foreign stores.
I had a (obviously) fake JP PSN account I registered for downloading and playing the digital only version of SRW Z3 Rengoku-hen that was given for free as 1st print bonus with Z3-2, I redemeed my digital code but didn't download the game as I would play that game some months later. When finally I could play the game I discovered my JP account was closed (and I didn't receive any communication at all), fortunately I didn't purchase anything with money, otherwise it would be a disaster!
Now I can't buy or play those DD only games from JP store, I can't create another account with same email, and even if I create a new account I need to pay again for the same games I had for free.





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"V and X to Switch and Steam!? V-Review" , posted Sun 4 Aug 00:04:post reply

quote:
I don't play the series, but I'm so glad for you! Sounds like the add-on content (20 bonus scenarios) in other editions will be included in the main release on Switch and Steam. Switch version October 3, Steam version TBA.

Smart companies (so naturally, not Konami, as we saw with the arcade/Dracula collections) have gotten better about not doing the Steam region lock, but given all the licensing involved, I'd imagine that an official US release would be pretty unlikely, and I don't know if there is a specific Southeast Asia version of Steam...? Switch would probably be your safest bet, and so much the better if there is a Southeast Asia edition with English for you to buy!


I agree, an official US / International release is impossible for the classic series thanks to the licensing hell with all the animes involved.
But the OG games don't have this problem (and the first two OG games for GBA were released in US/EU back in the day), so after V&X probably they can continue with Moon Dwellers and previous OG chapters?

I only hope this can help the series survive and expand its fanbase, and not kill the physical releases. A digital only version could be problematic with foreign stores.
I had a (obviously) fake JP PSN account I registered for downloading and playing the digital only version of SRW Z3 Rengoku-hen that was given for free as 1st print bonus with Z3-2, I redemeed my digital co

-- Message too long, Autoquote has been Snipped --


pretty cool its expanding. The money is there and this should have been done a while ago. Banpresto would have stayed as a solo company if that was the case. I miss that mask of mystery.

I will pull out a quick review of Super Robot V before I forget. I read reviews and saw some good praise about it. That made me anticipate in playing it as soon as i can. It also made me feel that OG Moon Dwellers was inferior. So, my quest in V in a nutshell.

So loading up the game and seeing the main screen, felt really weak. The GUI looks old and funky compared to the last. Not a good impression. Choose the guy, forget his name, as my character. Played the game for a bit, story seemed to be good. Mecha for my character felt pretty weak and cheesy as time went by.

I mean my strongest move is a bomb behind your back trick. Really though? The music during the cut-scenes felt off as well. OG Moon Dwellers transition different songs with ease. SRW V just stops, cut, and new track comes. Not exciting when reading 100,000 words intermission in between stages for 23 minutes and 45 seconds stuck in the screen moving eyes left and right.

Story was still getting good. Most reviews say that. I agree, at the time that is. Many cheap Failed mission happened. I played in beginner as well. I failed more mission now than in Moon Dwellers OG but that was because of cheap objectives. Then there was the stages where you think you won and finish but yet another sworm comes. Also, characters talking more jibberish after you select battle start.

These two things felt cheesy and a waste of time to me. However, based on what Lord SNK have stated about the missions and looking at pass SRW were character tend to talk more after you click on battle start, it seems this is now new. I dont like it.

In short, I liked the game and it was fun. At the time to say the least. Then I met my match with X. That is where the true story of how i feel about SRW as a whole will come in.

Positives about this game was getting to know more about Anime series I have not seen before. Also including characters or series who do not have an anime adaptation was nice to see.





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[this message was edited by neo0r0chiaku on Sun 4 Aug 00:06]



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"Re(1):V and X to Switch and Steam!? V-Review" , posted Sun 4 Aug 05:12:post reply

This is neat. I wanted to say again how much I enjoy getting exposed here to particular niches I would normally never encounter, whether it's American fighting games or Super Robot Taisen!





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[this message was edited by Maou on Sun 4 Aug 05:33]

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"Re(1):V and X to Switch and Steam!? V-Review" , posted Sun 4 Aug 21:23post reply

So, V is a bit of a drag like the latest Z games?

I haven't played it yet, and now I have added T also to the pile, but it was on sale last month and I could not say no to a sale.





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"Re(2):V and X to Switch and Steam!? V-Review" , posted Mon 5 Aug 02:58post reply

quote:
So, V is a bit of a drag like the latest Z games?

I haven't played it yet, and now I have added T also to the pile, but it was on sale last month and I could not say no to a sale.



At a first impression not at all. Its small little details that were a nuance but it was a fun game. Have to also note that this is my first actual full on run of playing an SRW game that is not OG in full translation. I take that back, I played MX in full by the help of a gamefaq full walk through. It wasn't until playing SRW X that had me second guessing things. Which I will write later.





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"Re(3):V and X to Switch and Steam!? V-Review" , posted Tue 8 Oct 00:14post reply

An update about the Steam release, at last the game is region-locked to Japan and Southeast Asia.
I don't know if being on PC make it easy to circumvent region-locking, I don't use Steam or play on PC.

By the way, I started my V run (on PS4), it feels even a little bit easier than latest installments of this series, probably because it doesn't have any squad/twin system, making it more straightforward and "faster": in previous games there was at some point an inflation of enemy units and also to "balance" the bosses (1 single unit against your 10 o 15 unit squads) they had an obscene amount of HP.
This chapter feels like an easier reintroduction to the series for beginner / newcomers, it feels less overwhelming and lighter to play. But I'm still halfway to my first run (around stage 30) so there is still time to complicate things further.
One thing I noticed, about merely technical aspects, the attack animations we had in Z for different units positions (attacking from ground to air, and the opposite from air to ground) for which also the heads of the robots were oriented correctly now seems gone, but it seems that everything is some fully / special animated attack (no more static sprites with only the arms changing positions...).
It's not bad, but it seems that some unit suffered by having less different attacks but with more animations. That also ties with the tendency started in recent games of having attacks doing multiple things (combination sequence of different attacks that once were separated attacks).
Also about the "making it easier" thing, now you can use spirits always: after moving, before a counterattack, there aren't limitations (aside from SP points consumption).
One thing that I'm not liking is the shared TacP points, the same now are used for giving skills to pilots AND buying equipments, there aren't enough points were I am in the game compared to previous games. But fortunately all the other changes make it easier to break the game and the CPU without bothering too much in giving the usual skills combination to every pilot (and multi-action now is also given for free to everyone with the Extra Commands thing).

And I hate the original characters, I don't know if they can beats the levels of antipathy reached by SRW K characters, but we have some good candidates for now (for both protagonists and antagonists).

I wrote a wall of text, sorry.







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"Re(4):V and X to Switch and Steam!? V-Review" , posted Wed 9 Oct 12:52post reply

quote:
I wrote a wall of text, sorry.
This is encouraged and/or required behavior at the Cafe, well done!

I've never known much about the English-speaking fandom for this series, but by virtue of this cozy little thread, has MMC become the de facto source for Super Robot Taisen talk in English at this point?!





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"Re(4):V and X to Switch and Steam!? V-Review" , posted Fri 11 Oct 05:16post reply

quote:
An update about the Steam release, at last the game is region-locked to Japan and Southeast Asia.
I don't know if being on PC make it easy to circumvent region-locking, I don't use Steam or play on PC.

By the way, I started my V run (on PS4), it feels even a little bit easier than latest installments of this series, probably because it doesn't have any squad/twin system, making it more straightforward and "faster": in previous games there was at some point an inflation of enemy units and also to "balance" the bosses (1 single unit against your 10 o 15 unit squads) they had an obscene amount of HP.
This chapter feels like an easier reintroduction to the series for beginner / newcomers, it feels less overwhelming and lighter to play. But I'm still halfway to my first run (around stage 30) so there is still time to complicate things further.
One thing I noticed, about merely technical aspects, the attack animations we had in Z for different units positions (attacking from ground to air, and the opposite from air to ground) for which also the heads of the robots were oriented correctly now seems gone, but it seems that everything is some fully / special animated attack (no more static sprites with only the arms changing positions...).
It's not bad, but it seems that some unit suffered by having less different attacks but with more animations. That also ties with the tendency started in recent games of having attacks doing multiple things (combination sequence of different att

-- Message too long, Autoquote has been Snipped --

Oh yes forgot about that. Would benefit more for newcomers. Even the Tacp(or boost?) thing was added ability during turns. I only used spirits during my turn to keep it somewhat difficult.





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"Re(5):V and X to Switch and Steam!? V-Review" , posted Sat 12 Oct 02:54post reply

quote:
I wrote a wall of text, sorry. This is encouraged and/or required behavior at the Cafe, well done!

I've never known much about the English-speaking fandom for this series, but by virtue of this cozy little thread, has MMC become the de facto source for Super Robot Taisen talk in English at this point?!



It would be good!

quote:
Oh yes forgot about that. Would benefit more for newcomers. Even the Tacp(or boost?) thing was added ability during turns. I only used spirits during my turn to keep it somewhat difficult.


I didn't even notice that also boost could be used after moving an unit.
Or, probably for ships it does make sense as they have that other boost type to apply to close units, but for normal units I can't think of a single time I would need to use the boost dash, direct hit, that other for critical hit or multi action after I already moved the unit, unless it is saved for next turn (but then I would use that directly on that turn).
I'm using too spirits on my turn, but not for making it more difficult, but because I have years of habit (is this the correct english term??) of doing it the "classic" way.





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"Re(6):V and X to Switch and Steam!? V-Review" , posted Sat 12 Oct 07:07post reply



Spoiler (Highlight to view) -


Spoiler (Highlight to view) -


End of Spoiler



End of Spoiler

quote:
I wrote a wall of text, sorry. This is encouraged and/or required behavior at the Cafe, well done!

I've never known much about the English-speaking fandom for this series, but by virtue of this cozy little thread, has MMC become the de facto source for Super Robot Taisen talk in English at this point?!


It would be good!

Oh yes forgot about that. Would benefit more for newcomers. Even the Tacp(or boost?) thing was added ability during turns. I only used spirits during my turn to keep it somewhat difficult.

I didn't even notice that also boost could be used after moving an unit.
Or, probably for ships it does make sense as they have that other boost type to apply to close units, but for normal units I can't think of a single time I would need to use the boost dash, direct hit, that other for critical hit or multi action after I already moved the unit, unless it is saved for next turn (but then I would use that directly on that turn).
I'm using too spirits on my turn, but not for making it more difficult, but because I have years of habit (is this the correct english term??) of doing it the "classic" way.



Yep, sounds about right. I also forgot to mention the new SP skills based system they have now. Its not about each pilot having there own or specific, now anyone can have anything and as many as they want.





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"Re(7):V and X to Switch and Steam!? V-Review" , posted Sat 26 Oct 00:21post reply

SRW V 1st run completed!
Near the end the game was so generous with everything that on the last stage I had all deployed units so ridiculously overpowered.
And carry over bonus is 100% too! Previous games gave only 50% of funds and skill points on 2nd run, 75% on 3rd run and 100% on subsequent runs.
I think all these changes were made to make the game intentionally easier for newer players, I can't think of any other reasons.

By the way, the OG characters weren't so bad, story is a little clusterfuck, but after all it's an enjoyable game.
I'll start a 2nd run for the other ending and 100% map completion. After that SRW X awaits me!





neo0r0chiaku
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"Re(8):V and X to Switch and Steam!? V-Review" , posted Sat 26 Oct 10:06post reply

quote:
SRW V 1st run completed!
Near the end the game was so generous with everything that on the last stage I had all deployed units so ridiculously overpowered.
And carry over bonus is 100% too! Previous games gave only 50% of funds and skill points on 2nd run, 75% on 3rd run and 100% on subsequent runs.
I think all these changes were made to make the game intentionally easier for newer players, I can't think of any other reasons.

By the way, the OG characters weren't so bad, story is a little clusterfuck, but after all it's an enjoyable game.
I'll start a 2nd run for the other ending and 100% map completion. After that SRW X awaits me!



Nice, I enjoyed the story, at the time. But then SRW X came and that changed my mind. Did you have any other favorite mechas used and were good?

The OG character mecha used in the beginning half sucked pretty bad. But the new one you get was pretty bad ass finally.

Surprised you are going to to another run. I was going to do my review of SRW X but dont want to spoil it.





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"Re(9):V and X to Switch and Steam!? V-Review" , posted Sat 26 Oct 17:17post reply

quote:

Nice, I enjoyed the story, at the time. But then SRW X came and that changed my mind. Did you have any other favorite mechas used and were good?

The OG character mecha used in the beginning half sucked pretty bad. But the new one you get was pretty bad ass finally.

Surprised you are going to to another run. I was going to do my review of SRW X but dont want to spoil it.



My top aces for my 1st run were Black Sarena (Nadesico series) and Shin Getter. The Black Sarena is always an amazing unit in every game it's included, this time probably it was even more broken than usual, it's funny when you can send him inside a group of enemies to wreck havoc before your main group of units can get there. Beautiful.
OG main mecha final upgrade I choose the power version, not bad, good animations, but not particularly interesting. The other OG mechs joined too much late to care.

Considering how much I pay for these games, I feel bad not seeing at least the other endings! Fortunately the second run should be quicker.

If you wait for me to play X then you will write that review next year.. do not wait for me!