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| 5 Goods & Bads - GM2 version! | |
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| Topic Started: Jan 25 2009, 06:41 PM (626 Views) | |
| BlackKite | Jan 25 2009, 06:41 PM Post #1 |
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東方星蓮船 ~ Undefined Fantastic Object.
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So this is like the 5 Positives and 5 Negatives topic that LDZ made for GM1, but for this one, obviously is for GM2. So state 5 things you like the most and 5 things you despise in this sequel. I'll start with my opinions. +The single fact that they are making a sequel to Gundam Musou is already making me a happy boy. +The movesets have been upgraded well, like charge attacks up to the good ol' C6 (not renbu it is), dash charge, smash attack, and most importantly a 'Jump Musou' in aerial SP attack. New deadlock system is also a good departure from the boring mashing contest. +The inclusion of the mobile armors really help in adding more contents to the game. They also offer new challenges. +The graphics are impressive and upgraded quite much from the first game. Also impressed by the draw distance and number of units on screen. +In general the music is better than the prequel. And now onto the negatives... -Gottrlatan & Turn X only have limited, class 2 moveset and are not regarded as main suits. Katejina & Gym are also only regarded as secondary characters with limited story missions. what the.... -I was expecting more MS to be in... Spoiler: click to toggle -I don't find Official Mode to be as replayable as it is in the prequel. Perhaps because it's really overshadowed by Mission Mode? -The stories in Original Mode aren't concrete, and some of them don't even seem to have an ending. -And lastly to be honest, I don't quite like the fact that your character have to become a newtype to be able to ride some MS. And if you include turning all characters to newtypes as a criteria for 100% completion, then you can consider me not going to get it 100%. When GM3 is out and Shiro and Kou are there, I'd like them to still own big time without having to turn newtype. Either bring back the non-newtype moveset, or like the G Gen games, add a device that will enable non-newtypes to use those funnels. Edited by BlackKite, Jan 26 2009, 04:27 PM.
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| wodash | Jan 26 2009, 03:06 PM Post #2 |
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undefeated in all directions
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well here's mine 5 pro's + they made it for PS2 too,and at the same time with the other consoles! gotta love GM2 for that + the playable mech is over nine thousaaaand!,seriously,i thought the ones in the scans BEFORE the grunt MS is playable scan are the only new playable units,KOEI has outdone themselves by letting you play as every single non MA units out there,good job KOEI +the MA fights,seriously,this had changed the game from just "a DW clone" to a totally unique series of their own,SW has castle infiltrations and ninja paths,GM has MA fights! +the mission mode,its relationship chart is a brilliant concept IMO,it also help differing GM2 from other musou games greatly,the crazy fun ultra hard missions are very enjoyable,and GM1 lacks these kinds of challenges! +new SP and moves!,god gundam being pimped is a personal plus,but air combo and extended movesets are a plus for everyone! 5 cons - the music and quotes,the music is nowhere a huge leap or very different from GM1,the turn A and ZZ themes could be added in GM1 but they were not,the quotes and dialogues are much less fun compared to GM1,since they utilize random interaction now instead of a fixed scenario in mission mode in short they have quantity but not much of a quality increase in these aspects - the exact opposite of the 2nd pros,when i read about gyan,gouff,and turn X in the scans i was expecting a full moveset for them,but what happened?turn X has an inclomplete moveset and gyan is still a grunt? plus the sheer number of playable grunts plus the randomness of mission mode made me believe that this is not GM2,but GM1 EMPIRES.... Spoiler: click to toggle - story,seriously,what happened to "let's all hold hands and destroy musha gundam a la warriors orochi crossover" thing that's going on in GM1?,now everyone is doing their own buisness and some even time travel to the past(looks at emma),not that it's not interesting,but the crossover dialogues seems even more dull with no major plot that connects all the series into one game..... then there's the CG cutscene shortage,this game has approximately the same ammount of CG scenes with GM1,which is shocking since that means that mostly 1 pilot/MS will only get one major story scenes shown.....the opening movie being shorter and less majestic compared to GM1 didn't help much either -the fact that newtype is the only thing that is awesome in this game is unfair,why don't they give a special quest to become coordinator,and gundam fighter too? Spoiler: click to toggle
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TOU ! SEI! NAN! HO! CHUUO FUHAI!!! , SUPER ASIA wa,muteki da! MWAHAHAHAHAHAHAHAHA! | |
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| Osiris | Jan 26 2009, 04:14 PM Post #3 |
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Tiger General
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From what I've been reading and watching so far; Positives: 1. Graphics. The appearance of the game looks a lot more detailed in the screenshots I've seen. Vids on youtube don't show the best quality but then again, it IS youtube. The Pilot artwork also looks great and hi-res, some of the pilots give off a completely different appearance and aura when you see them now without helmets. 2. Mobile Armors. They've added a completely new dimension to the gameplay, which itself has been made a lot faster, fluider and smoother. They also improve the various story modes by making them much more 'complete'. 3. Grunt units. These themselves add a lot more replayability to the game. If you can find five seperate Rank 4 parts for each of the 66 playable units, then that is some serious grinding. 4. Mega Hard Missions. Nuff said, these are for when you've nearly maxed out a character + MS parts and you want a real challenge. I didn't like it on Orochi 2 when even on Chaos, I could have my way with Orochi X so long as I had Almighty. Now with a maxed out MS, these levels (True Gundam Warrior) can still take what has been reported to be 30-50 minutes. It's just what the doctor ordered. 5. The massive amount of missions each of the 40 characters have. Story Missions, Free Missions, Collection Missions, License Missions... In GM1 I only had to do 5 missions with a character and then I was done with them. This prolongs the gameplay so much more. Negatives: 1. The lack of an Original Mode. All of the characters in the first game came together in a plot that (at least made more sense than anything in GM2) used them all in a fanservice-esque, fun and interesting manner for a purpose. I was kind of hoping that Original Mode would return in a similar plot to Orochi 2, with various teams from GM1 either disbanding or getting new members to fight for a common cause. 2. The lack of proper character + MS expansions. Char's Counterattack seems to have been given the biggest inclusion here, which I have nothing against whatsoever. However, the lack of additions for G Gundam and Wing, along with miniscule additions for Seed Destiny, Turn A, Victory Gundam and F91 (additions of 1-3 MS units each are just not good enough). I praised the idea of adding Grunt units as playable MS units before, but I'd have gladly given those up for more unique MS units and pilots. 3. Relationship Chart. It seemed interesting in the buildup towards the game's release, with things you do and don't do changing the way your Pilot feels about others, with good relationships and bad relationships, but what's the point in it if in order to progress in the game you need excellent friendly relationships with everyone? It defies the whole purpose of it being evenly balanced. 4. Not being able to use Mobile Armors. They have their own movesets, stats, pilots, parts, etc. Why not? It'd be insanely fun and would actually be something genuinely 'cool' in a Koei game, something they're constantly criticised for lacking. We've seen Zhao Yun swinging his spear in many stylish ways before, it's not impressive anymore. Lu Bu looking mean and angry while still wearing eyeshadow? Seen it all before. Going in the Quinn Mantha with a massive amount of Funnels destroying the battlefield? That's cool stuff. Plundling the map into oblivion with one of the Psycho Gundams? Awesome. Hell, going in the Big Zam and just trodding on every MS I see and completing a mission without even pressing an attack button? Makes the player feel amazing. Put it in GM3 please. 5. I realise I've not played the game yet, but the missions just don't seem as epic and strategic as they do in the Dynasty Warriors games. The lack of interactivity (climbing ladders, smashing down gates, etc) and strategy (any level with Zhuge Liang/Lu Xun/Sima Yi on your side in the DW games) just make the levels feel more like "Boost to Ace A, kill them. Boost to Ace B, kill them. Boost to Ace C, kill them. Boost to Commander, kill them. Mission Accomplished, woot." I can only handle that so much. The only truly fun levels in GM1 were the Hanging Gardens (for it's layout and how the tide of battle always seems to be against you), and the Ancient Ruin, for it's strategy and interactivity (either infiltrating the center from the sides or preventing the air raid on the outer routes, and moving the temples along, blocking various routes and helping you defensively). More of that please. |
Please help my Pokémon grow! ~ ~ ~ ~ ![]() | |
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| Haime | Feb 12 2009, 07:14 PM Post #4 |
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Officer
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nothing more to say, just 1 bad thing... that i REALLY miss the original mode. A plot with tons of dream matches and nice teams, a nice storyline for the game =(, no just random mission with a poor story mode and a 2 movies with luck =P |
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| Will | Feb 12 2009, 07:22 PM Post #5 |
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God of Death in Gundam Wing
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I miss original mode too, I wish they had more of a story. |
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