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GM1&2 changes and difference guide; by SUPER ASIA!
Topic Started: Apr 5 2009, 06:22 AM (504 Views)
wodash
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at first i was thinking of making a review for the PS2 GM2,but after a while i decide to make an in depth difference guide instead,this will cover what has changed for the previous game(GM1),and sometimes,the difference between the 3 console versions of GM/DWG 1&2(which also serve as some sort of review for BOTH games anyways)

note that this guide may contain SPOILERS for both games(not that this is an RPG or some oscar winning movie,but just a heads up if you hate spoilers)

THE CHANGES

despite being released quite fast for a sequel,GM2 has many,many changes done from GM1,it covers almost nearly all aspect of the game,some are good,some are okay,but since nothing is perfect,there are some changes that contains negative flaws too.

A.GRAPHICS

the changes in graphics are quite minimal but its visible nonetheless

1.CG Movies

GM1:there are tons of them and they are very well detailed MS wise,almost equal to the MS IGLOO animations,they show various crossover interactions that ranges from serious,funny,or just outright awesome,and you probably won't see it in any other gundam games,

the only bad thing is they don't have a movie viewer to re play them so you will have to play the game again to see it,perhaps the only replay value GM1 has

GM2:its still the same quality as GM1,for a game that boasts 3 times more content than its predecessor it is certainly lacking in this area,it has nearly the same amount of CG movies GM1 has and most of them are really short,uninspired ones

it has a movie gallery in case you want to replay it but you will probably get bored really fast.

2.Mobile Suits(and other in game units)

GM1

the good:the models are quite detailed,but somewhat overly shiny in the next gen versions,it also uses real size comparison in this game which means your MS sizes can vary greatly despite how the all look the same in the MS select,which is a good thing.

its also the first musou game to show "fatality" to destroyed units,you can now randomly chop off the parts of enemy MS whenever you deplete their armor to zero

the bad:despite being the umpteenth 3D gundam action game it does not show real time damage to the MS(no short circuit,broken armors/parts,etc)

this,paired with the fact the the MS is overly shiny in the next gen version could made you think that you're playing with toys instead of serious military robots

surprisingly,the PS2 version does not have this "problem"(although they ARE capable of making it overly shiny,as seen in several PS2 mech games)

the ugly:i don't know about the next gen versions but for the PS2 version several special effects looks really,really ugly and does not match the "actual" version that is used in the anime or other gundam games

i.e when you destroy an ace with ZZ gundam or wing zero's SP attack you can see that its not actually a giant "beam" instead they mashed a couple of rapid firing balls instead...ugh.

GM2

the good:not much difference with GM1 for the playable MS,there are several new units that possesses unique special effects like F91 and destiny gundam

the MS sizes vary even more greatly here,there are really small units and really huge ones now which brings us to.....

the addition of enemy only MA units,its quite a step up in graphical sections,while these giant robots are not of "gears of wars" quality,they are way better and detailed compared to their appearance in several other gundam games

the MA's can suffer real time damage that will affect their performance,they move fluently and has many repertoire of moves,and they blow up big time when you destroy them>.<

and apparently,they have fixed the monstrosity that is the GM1 PS2 version special effects,no longer the giant beams looks like fireballs,its all "normal" now.

the bad:still overly shiny for the next gens,and still no real time damage for playable MS's

the ugly:the PS2 version will get some extremely dumbed down "new" special effects,F91's MEPE is nowhere recognizeable aside from the CG movie and destiny gundam look extremely laughable without its eye candy "wings of light" adding to the fact that its a weak in game unit.


3.Map/Stage details

GM1

the good:the maps are pretty well done,its is divided into 2 kinds of terrain,space and ground,its again divided into "official" maps and "original" maps

the official maps depict the actual UC gundam campaigns,although shortened to some extent it still resemble their anime counterparts,you will usually face nothing special here terrain wise,since the focus are the exclusive "official" enemy units

the original maps is set on the mysterious "red star",it has very varying terrains and special gimmicks from aztec ish ruins complete with teleporters and trapdoors,the hanging gardens with its branching,complicated steep routes,to the mausoleum that sports an ever changing magma routes

overall the original maps looks more interesting and detailed compared to the official ones

the bad:the space maps are pretty uninspiring in this game,unlike other gundam games,you cannot change altitude and direction freely in space but the CPU can,so you will move in a flat surface while the enemy can swarm you from virtually every direction,

there are also not much things to see here aside from the obligatory battleships and and space debris

the ugly:the selection of maps really hurts this game's replayability,there are a less than 15 maps and you can only select most of the maps in official mode,with original mode having a mere 5 maps in different orders for each characters

GM2

the good:it has nearly all of the GM1 maps plus several new ones for both official and mission mode,with official still getting more new maps than the new "mission mode",but note that the official maps are no longer exclusive to that mode and can also show up in mission mode,which is a good thing

still on official maps,there are more details and gimmicks added in the old and new maps,making the official mode maps a bit more interesting than before,some include gigantic exhaust fans,volatile oil tanks,and space elevators

the details have been somewhat improved for the old original maps too,most notable are the "fake" real time weather and time changes in several stage,meaning that in several parts of the map you can experience sudden heavy rain complete with dark sky and thunders or thick mists but once you got pass those area they will revert back to normal

the new original maps are pretty impressive,one of those,the laboratory,is a map with many,many kinds of gimmicks that you can use,from mini earthquake switches,giant spike traps,to bullet time inducing mysterious giant spores

there are also several new gimmicks that can appear in many stages randomly which you can use to your benefit when fighting near these gimmicks,several of those are destroyable barricades,shockwave producing drones,and floating mines

the bad:most of the GM1 original mode map gimmicks is rarely used in GM2,for example the desert ruins is no longer fun since the teleporters and trapdoor are not present most of the time,the satellite lasers in oriental ruins is not even a nuisance now since it deals virtually no damage and does not reinforce the field,plus you must take out FOUR satellite dishes now to make it stop,why bother?

it also still has the same problems with GM1 with the space maps,they are still quite boring in GM2,thank god there are now space only MS that encourages you to play space maps

the ugly:the additional maps is more than the previous game but its still uneven compared to the massive playable pilots and MS they added to GM2,not to mention the mission mode have hundreds of available missions to play,expect to see the same stage over and over again with different mission names

also,they have omitted 2 of the GM1 maps,namely metropolis(now doubles as neo hongkong?) and hanging gardens(the later is in GM2 but is a totally different map),i don't understand why they do that...since this game still lacks map varieties

4.The HUD

GM1:it has 3 gauges,the circular SP gauge,the "MS portrait" a.k.a thruster gauge which doubles as overheat indicator,and the armor gauge/lifebar

you also have a map which shows enemy positions and fields

GM2:if you don't pay attention much,the gauge wil look almost the exact same with GM1,but it works a bit different in this version,the circular gauge is now the thruster gauge,the "ms portrait" is now reduced to an overheat indicator,and there are a separate SP gauge below the armor gauge,which resembles past musou games traditional musou gauges

the map is still the same with GM1 but with an addition of a "haro bar" in mission mode,its works somewhat like a meter to gauge your actions by haro instead of a traditional morale bar the musou game has,how exactly the haro bar works is still unknown


B.CONTROLS

the controls for Gundam Musou is a combination of the traditional musou game controls and the thruster feature of most gundam/mech action games

GM1:the control scheme for GM1 is pretty much similar with previous musou games,you have square for basic melee attacks,triangle for firing your long range weapons and doubles as a charge attack button in conjunction with square buttons,circle button to unleash musou attack(known as SP in this game)and L1 to block/guard

the difference with your regular musou games are the fact that the MS is this game cannot jump,the X button is now used as a short dash thruster button,while R1 is used to make the thruster fly upwards

the combination of these two buttons is essential for mobility in the game since you don't have horses/mounts,some MS can transform into a more mobile form that can fly indefinitely by pressing R1 and then pressing X

GM2:there are no new additional controls for GM2 aside from holding the square button to charge a smash attack,and now you can also hold X to dash infinitely(until you overheat) and double tap it to transform instead of R1>X the previous game has


C.SOUND

this will cover the japanese version only,since i haven't experienced any US version of this game,will include special effects,VA,and music/BGM

1.Special Effects

GM1:the special effects are imported straight from the anime counterpart of the game,everything is in the correct place,from the sound of beam rifle shots,the sound that the MS makes when it walks,to the sound of a charging mega particle cannons,you can't go wrong with the SE department when anime related games is the subject

GM2:completely the same with GM1,plus several new SE's since they added several new ones like SEED destiny and F91,the quality is still anime perfect

2.Voice Acting

GM1:what's a gundam game without VA's?obviously as with the SE department,they pulled no stops in this part,every original voice actors returns to voice the characters they represent in the game

several of them that is no longer in this world(gundam is aired originally on the late 70's!,what do you expect?) either used stock recordings from the anime or replaced by new,but equally talented VA's

GM2:ditto,they bring all of the previous VA's back plus the original VA's for the new series too,note that there are characters that will be voiced by the same guy,that's not cheap,since the person really VA'd for those characters in the anime too>.<

*note:the PS2 version will have several quote cuts compared to the next gen consoles,nothing major,but fans might get pissed by "no domon&puru tag team quotes".....

3.Music/BGM

the music in Gundam Musou is divided into two sections,original music by KOEI and the original anime BGM's and themes

GM1

the good:the game retains KOEI's musou game feel by creating several good BGM's for the original mode,it has the DW rock feel in it so if you like DW's BGM you will love these tunes too

the game will also feature signature BGM's for each gundam series in the
game,some are completely unchanged from the original score while some are remixed by KOEI,mostly these BGM's will appear in official mode exclusively,although several will also appear in original mode

the bad:not all of the series gets their signature themesongs,and some of the remixes and choices are just so "wrong",plus there are no vocal tracks,something that most gundam related games had as default feature these days

the ugly:despite having an okay BGM,the sound quality is somewhat subpar compared to previous musou and gundam related games,you might even need to tone down the SE volume to fully enjoy the BGM while playing.

GM2

the good:all but two of the GM1 BGM's makes a return,KOEI also added several new original BGM's and now every series is guaranteed to have a themesong,and most of them have more than one BGM which no longer exclusive to the official mode because...

one best feature in GM2 is BGM select,yes,now you can pretty much use any BGM in any stage and change it as you wish in the middle of the stage,this will greatly increase the value for gundam fans since now you can use your favorite themes all the time

the bad:still no vocal track,and the anime themesongs(not the regular BGM's like "tobe! gundam") qualities and remixes are very subpar compared to the instrumental version of it in other games like SRW and ACE games,in this game most of the themes are a very short version of the actual themesong(even shorter than the TV version) and it will repeat over and over again quite fast

the DS version of SRW&G generation has better versions of them,just to make a point.

the ugly:the same sound problems as GM1,the volume is somewhat too low,i don't know whether the US version is going to have the anime tracks too.


D.STORY

again this is divided to official story and original story

GM1

the good:for official they follow a somewhat rushed version of the actual anime episodes,fans of the anime will recognize most of the key events in this game which some of them are shown using nicely placed CG cutscenes,

although the stages are not much but there are plenty of important scenes to watch,all in all it captures the anime feel,although not very detailed,non fans will easily get the gist of the story.

for original mode they somewhat used an old crossover anime plot with a some changes in it,basically there is a big red star approaching earth and gundam characters from various series and eras team up and investigate this star with various intentions,

this results in one of the most amusing scenes for the fans since all of the characters will interact uniquely against each other,and several sworn enemies will team up together,probably for the first time ever,definitely a plus for the fans

the bad:the official mode is too short,some of them only has two campaigns,many arched eyebrows of fans will be raised because of this

the original mode might be a wrong representation of the anime characters for non fans,since in this story some of them will act out of character,

and thus several people might think scirocco is deep down as nice as relena peacecraft or master asia is just a senile old man with super powers that have no impact at all in G gundam,mostly these is caused by the lack of official mode for these characters(there is a short encyclopedia of their original self,however)

the ugly:i can't see the any more worse points for the story,its not perfect but its not bad either.

GM2

the good:they have fixed the official mode by adding more character and MS to the game,which adds more depth to the previous stages which are too short and empty in GM1

plus there are several new stages that adds more impact to the story,most of them now ranged from 5 to 8 stages which is way better than GM1's 2~5 official stages

non fans will have an even easier time to understand the storyline since there are several timeline narrative not unlike the historical dynasty warriors games that fills/explains about the "skipped" battles and events

the bad:the mission modes are a step back in story compared to GM1's original mode,since its based on total randomness there are not much scripted dialogues and interactions in this mode aside for a select few events,

very disappointing especially if you liked the unique crossover pairings that they do in GM1

there are several missions called "story missions" in the mission mode but even then its still has mostly random opponents and allies with one or two fixed ones,which means unique character interactions especially crossovers,are minimal in GM2

the ugly:GM2 clearly focuses on gameplay and its massive replay value instead of a fun storyline,and while they've somewhat fixed the official mode,the mission modes takes a huge blow in the story part

Edited by wodash, Apr 17 2009, 01:53 AM.
TOU ! SEI! NAN! HO! CHUUO FUHAI!!! , SUPER ASIA wa,muteki da! MWAHAHAHAHAHAHAHAHA!
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wodash
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E.GAMEPLAY

this is where most of the changes in the game happens which one of the most notable changes in the game,this will cover difficulty,battle system and moveset changes and additions

1.Difficulty

GM1: the difficulty in GM1 surprisingly doesnt follow the traditional easy>normal>hard>chaos setting that musou games usually has,in fact it only has 3 difficulty settings from easy to hard,all of it are accessible from the get go,in order to change the difficulty setting you must go to main options and change them.

-the AI in this game rely on buffs and stats more than strategy,this is proven that in one on one battles,you can practically chip the AI's armor down using simple hit and run C1 tactics and they virtually won't fight back much until you are REALLY close to them

also the fact that each important enemy aces have like 10 times more armor that you and have extremely high defense stat that your attacks seems to barely scratch them even if you are using a maxed MS with LV4 SP AND double attack bonus in NORMAL difficulty,this makes the battles and duels with aces more tedious and boring instead of fun and intense

-the benefits of playing harder difficulties in this game is virtually nonexistent,aside from the fact that you can level up faster,the 5 "very rare" parts is unlocked depending on your level and you will get it regardless of the difficulty

as for the enemy,they will just become stronger and tougher with only slight(if any) increased intelligence,which translates to even more tedious and boring battles,but they do kill your allies off screen really fast so yeah,they are still somewhat a threat in harder difficulties and still the main cause of game overs in the game although for a whole different reason

GM2:still following GM1,GM2 uses the same easy>normal>hard difficulty setting,but there are some pretty big revampings regarding this

-first of all the stages themselves now has its own difficulty levels like previous musou games,the levels ranged from 1(really easy) to 8(ridiculously hard),the difficulty setting can now be selected at the mission itself instead of from the option menu,again a nod to its non gundam predecessor

-the AI is much,much improved,in normal difficulty you might not notice much of these at first,but once you hit a level 5 and above stage you will see that enemy aces are actually more fiercer and smarter

in final stages of the game they will even go to such length as breaking away from your combo nearly 80% of the time,use equipable skills,and unleashing their CPU only signature attack to prove that they ARE superior,and you will see all of this starting from normal difficulty

-hard difficulty is another ground altogether,try as you may but your GM1 chicken run tactics will fail very spectacularly here,not only the aces become really smart,the grunts themselves are alarmingly aggressive,once you are in their sight expect a hail of shots or melee strikes from them,and note that these grunts can actually SIDESTEP your attacks,a feat that you cannot perform with your MS

-and last but not least,the high level missions,missions with levels 7 and 8 will usually appear as HARD ONLY,meaning you can't choose the difficulty and the actual difficulty is usually twice the number of it(14 and 16 respectively)

these mission will make you remember the CHAOS levels past musou games usually had,in here you will die so fast you'll have no idea what had hit you,yes,the famous one hit kill super bosses are back,especially if you are low leveled and unprepared!

with that said like it or not you WILL eventually have to pick the hard
difficulty because the game told you so,but its not a bad thing since it also forces you to improve and not dwell in the realms of easy mode forever,unlike GM1


2.Battle System

GM1:as a "new" musou game,GM1 introduces the traditional "combo>charge attack>musou" battle system that we all know and love,but not before adding several twists of their own

-first of all is the thruster moves,unlike previous musou games,the characters in GM1 cannot jump or ride horses,these "handicap" is solved by adding the thruster button,a normal phenomenon in gundam and mech games but something totally new for musou players,these moves consume thruster gauge which can be filled by simply not using the moves for a while

first there is the dash thruster which will propel you MS in any direction really fast,this is use to reach far places or close your range to a target really fast,its quite a hassle to use it as a long ranged travel means since after a short length you will stop dashing and have to re press the buttons again

the second move is vertical thruster,this will let your ms fly upwards,an
equivalent of jumping,but you will have control to the altitude,used as evading and mobility maneuvers but its pretty hard to actually do it in battles

the last move is MS transformation,only a select few MS have this,this lets the MS to travel long distances indefinitely as long as your thruster gauge is not empty,to do this you must fly upwards and then dash forward with the correct MS

-the second "revolution" is the addition of "shot" based attacks,like arrows from DW3~5 these attacks have their own stats and skills,99% of the playable MS's C1 are a shot from their default ranged weapons,these do not use ammo and can be used indefinitely

the problem is they virtually have no attack power at first,this may turn off gundam fans since now it will take much more than 10 beam rifle shots to down a lowly zaku whilst in other gundam games and the anime these grunts usually explode in 1~2 shots from said weapon

once you use the appropriate parts and skill however,these attacks might be your weapon of choice instead of fighting up close with melee weapon,and unlike DW,the number of MS that excels in "shot" is quite many in GM1

-the third innovation is the 4 leveled SP attack,at first it might look similar
to a same concept Samurai Warriors 2 used,but in practice its a totally different concept altogether

higher level SP attacks does not always translate to stronger attacks,most of the time its a totally different move from the previous one,with difference in attack power,property,and even mobility changes

you will at first have access to the LV1 SP only and as you level up your MS you will reach LV2 and eventually LV3,the LV4 SP is not reachable by leveling up,instead you have to perform.....

combination SP attacks,dating from the days of early musou games are dual musou attacks,in GM1 you can do it with any allied ace MS or a second player,the difference is in GM1 doing it will not only activate the "true/hyper" version of the current level SP attack,it also adds an extra level to the move

i.e doing a LV1 combination SP will yield a LV2 hyper SP,maxing at LV4 hyper SP which is only accessible doing it while having a maxed(LV3) SP gauge

the way these SP attacks execute is quite awkward at first since some of the moves does not mix well with the others,when you do a LV3 SP you will perform a LV1>2>3 in that order,and several of them are virtually impossible to land correctly since the LV2 SP can mess with your aim,but there is a way to fix that problem which brings us to........

-the "hidden" lock on system,although usually unmentioned in the manuals of the game or FAQs,musou games usually possess these traits,when you use an attack while not moving the analog stick the attack will not go "forward",instead it will aim to the nearest enemy possible

in GM1 this feature also exists with a few tweaks,aside from the above trait,you can also auto aim your attacks bit hitting a target once with an attack and then start attacking it without moving the analog stick,this will make any attack you perform automatically focused on that target,including those hard to aim SP attacks

-also new in GM1 is dash attacks and dash cancels,dash attack is a short combo you can perform while dashing or flying,they are not too strong but can knock down an enemy and clear crowds pretty well and is sometimes faster and has wider reach than your standard attacks

dash cancels are dash attacks that came out of a successful charge attack,it is done by pressing the thruster button right after you hit the enemy with any charge attack,your MS will cancel the charge attack with a dash that will rapidly damage the enemy,while this happens you can add 3 more hits before the dash ends

to maximize the damage dealt,note that you can also use an SP attack at the end of this move

GM2:has everything GM1 has and more,several major changes also happens here

-the thruster dash is improved so that you can now dash indefinitely until you ran out of thruster,this does not make the MS transformation obsolete however because.....

the MS transformation is still in the game and it also have been revamped,now you will travel faster while transformed and it will consume less gauge than dashing normally,you now transform by double tapping the dash button

-still on thruster feature is the revamped dash cancels and the all new dash charge attacks,several of the MS in GM2 can now perform dash charge attacks,they have varied properties just like normal charge attacks but the big point is since you are performing a charge attack wile dashing you can now perform.....

multiple dash cancels!that's right,after performing a successful dash attack you can dash cancel out of it and keep attacking the enemy is this loop until they are destroyed,you get hit out of it,you miss,or you ran out of thruster gauge

in the first few stages of normal difficulty this is even more powerful than the SP attacks,but note that you will start with a really small thruster gauge so you must upgrade your thruster by using attachments and stat upgrades if you want to perform a long chain of dash cancels

also note that the AI of aces will try break out of your combo by doing flips every so often,moreso on hard difficulty super aces which are able to break out of your combos easily,you can prevent this by mastering their timing and your own dash charge/cancel timing,after you master this,you will be virtually unstoppable,but note that its not easy!

-the "shot" based attacks,most visibly the C1 attacks,is also revamped,most of the MS in the game are now capable of rapid firing these attacks,firing rapidly 3 to 5 times in a row with the appropriate skill

although they are still pretty weak at first but even without upgrades you can use it to distract the enemy and force them to block your rapid shots,close in,and unleash your guard breaking or unblockable attacks,with the correct upgrades this attack can now wipe out an entire field in a matter of seconds

-the 4 level SP attack also returns albeit with a bit of twist,first of all you
need to get a higher ranked "body" part to increase your SP level,this feat could be extremely easy or insanely hard since these parts come at random,you can suddenly have a 3 bar SP gauge right after your very first stage or stay with a LV1 SP even after you finish a whole story mode

the moves are also change to somewhat more traditional feel,most SP attacks are now a longer and more powerful version of the LV1 SP,which is a good thing since you can now focus on aiming with that one move instead of three

there are exceptions to this for several MS though,a select few of the MS still have the 3 part variation GM1 has albeit a bit different

there are now aerial SP attacks,which makes use of the vertical thruster button which is rarely used in GM1,in order to perform these SP attacks you must fly upwards to a set altitude,flying too low will yield you a ground SP attack instead,dashing will also yield you a ground SP attack

the aerial SP attack can also be chained from several charge attack that carry both your MS and the enemy upwards,doing this in conjunction with dash charges and dash cancels is probably the most powerful way of attacking in this game aside from........

the combination SP attack,also present in GM2 is the CSP,since you will have more allies in GM2 you will have a more frequent use of these moves

like GM1 there are several MS that uses a completely different attack when performing this,but most of the MS in this game will only get the "hyper" version of their ground SP attack instead

note that the ones that have a special combination SP attack is usually quite unique and powerful,also note that you can only perform this on ground,no air combination SP sadly

however,what makes this completely different from GM1 is the "overdrive" skill which enables you to perform these combination SP attacks ALONE,this can make your MS play very differently from usual and a very important part of several MS setups...

-the lock on system is back,and you can still use it the same way like in GM1,it helps a lot when doing a really lengthy dash/aerial combos later on,you can also home on targets more easily in GM2

-also new to GM2 is the smash attack,several MS in the game possesses a special charge attack that can break guards,deal serious damage to targets and also comboable with dash cancels,its also one of the only sure way to put a dent in MA bosses armor bar while stunning them in the process.

the drawback of this move is that it takes quite a while to charge,thankfully you can still move albeit slowly while charging the attack,to perform this move hold the attack button until your MS blinks,any kind of attack will disrupt the charge process so don't get hit!

3.Movesets

GM1:in GM1 there are only one type of moveset,it consists of 4 basic attack,4 charge attacks,3 dash attacks,and the ability to perform dash cancels

later on when the MS gain levels the moveset will be expanded,but only the basic attack,this is called the "attack loop",which enables you to do the basic 4 hit combo twice in a row without any lag,at the maximum level the MS will gain attack loop x2,which means you can do 3 basic combos for a total of 12 hit,

this feature is highly reminiscent of the "renbu" system that DW6 uses which is released earlier than GM1

for a 3rd generation musou game this moveset is somewhat limited compared to previous games like DW5,SW2 and even its younger counterpart DW6 which has several ranks of charge attacks that is more than 4

but as this game is also the first of its "kind" this feature is somewhat forgivable as KOEI proove they try to fix it in....

GM2:in GM1,where 90% of the playable character(17 out of 19 total) is a gundam makes the game look quite balanced power level wise

in GM2 the roster jumped massively into around 65 playable mobile suits,among them the number of gundams barely reach 1/3 of the cast,the other 2/3 is filled by "non gundams" which obviously "weaker" than a gundam stat wise and plot wise

this spawns a moveset tier called the "class" system

-class 1 MS are the MS that is a gundam or at least is equal in power to one,this covers the 19 original GM1 MS plus 7 new ones,6 of them are gundams

class 1 MS'es have the most complete moveset in the game,it is composed of 4 basic attacks,4 charge attacks,3 dash attacks,1 dash charge attack,plus the ability to perform smash attack,fire C1 rapidly,perform aerial SP,and use LV2~3 version of their SP attack

along the way once the PILOT levels up,you will gain additional sets of
moves,first is two additional basic attacks that will usually change your overall combo animation,the second upgrade adds 2 more charge attacks for a total of 6

as a final note class 1 MS es needs a "license" in order for the pilot to ride them,this makes the use of class 1 MS'es somewhat restricted,more of the license feature in the "replay value" section

-class 2 MS consists of powerful unique MS that is not a gundam(although if you insist,there is one gundam,but usually its not mentioned as one)

several of these MS'es are considered to be "nerfed" from their anime counterpart while some are even more useful than how they perform in the anime

they have nearly the same starting feature of a class 1 MS,the difference is they can only perform 1 dash attacks,and do not possess dash charge attack,smash attack,aerial SP,and LV2~3 SP,the MS is still able to have a LV3 bar but only one bar will be used each time you perform an SP attack,they also lack the moveset level up upgrade feature that the class 1 MS have

basically this is the "classic" GM1 moveset with a few downgrades in them,but note that this does not mean that they are bad,with low leveled pilots these MS is as good as the class 1 ones and some are even better,also these MS'es can be piloted by anyone from the get go as they don't need a license

-class 3 MS's are mass produced grunts that you will so many times destroy in the game,they are nowhere as powerful as class2 MS's moreso when compared to class 1 MS's,but properly upgraded with the right attachments and skills these MS can still be a force to be reckoned with

although without it they are somewhat a "just for laughs" characters for easy missions

their moveset consists usually of 8 basic attacks,one charge attack,one dash attack,and a one level SP attack,they lack the C1 rapid fire and virtually every other class 1 only features

basically these are the "lost" part of the GM1 moveset that doesnt make it to GM2,which is the attack loop feature,the 8 hit basic attack moveset will remind you of that although there is no need for level ups anymore since there are no additional attacks when you level up

there are several exceptional MS in this category that possesses extra charge attacks and 4 hit basic attacks,these MS are way powerful than the regular class 3 MS and with the correct skills and attachments,can even best class 1 MS and MA's with great ease


F.REPLAY VALUE

musou games are always renowned for their replay values,usually sporting multitudes of hidden characters,ultimate weapon&secret item "quests",and to some extent,horse collection,GM games is not an exception although the replay value is quite different from other musou games

GM1

-characters(pilot & MS):GM1 has 7 starting pilot and mobile suits with 13
unlockable pilot and mobile suits all with their own unique stories and
cutscenes,at first your MS selection is fixed to what the scenario allows you to use,but after you cleared the game with that pilot you will be able to select any unlocked MS to play those stages

there is no "free mode" in this game but note that you can play as any MS with any pilot once you finish them all so it can still be categorized as a free mode of sorts

each pilot have different stats and specialities so the experience with the same MS might differ for each pilot,but some say that these difference usually doesnt matter much

there are also the "newtype" MS feature,a select few MS in the game have moves that only a newtype can utilize,when a non newtype pilot rides this MS the moveset will change almost entirely to a new one

a very interesting feature on paper,but is very half assed in execution since there is only 3 playable newtype only MS in the game,and all 3 are a clone of each other(have the exact same moves),which means there are only ONE MS that uses this feature(quebeley)

-storyline:for gundam fans the storyline is very entertaining,especially the original mode,the dialogue and cutscenes are plenty and quite pleasing to watch

the only problem is that there are no movie gallery,and the voice gallery does not contain all the quotes in the game,so in order to see these neat events again you need to re play the stages where your favorite events take part

-additional parts and skills:each pilot and MS has a multitude of skills and
parts that can increase the overall performance of an MS,parts even has
"mechanics" and "special sets" that will raise performance even more if you pair them correctly

and even though none of them are a "secret" skill or part there are so many of them that you will need to replay the game a lot if you want to get them all

skills are not shared between pilots so you need a lot of re plays if you want to max every pilot's skills,this can get boring really fast since the skills you get are random and you might not see the really good ones until you are bored of the game

parts are shared for every pilot,meaning if you get a part of a particular MS then everyone can enjoy that,however the number of available parts in this game are massive,for each MS there are a total of 445 parts to collect,that goes for a grand total of 8455 parts for all MS

this is not over yet however,since in order to get the ultimate combination for each part you will also need 3 of each,meaning if you are really want to max every part possible there are 25365 parts to collect!,this alone will either excite you or makes you want to throw up...

-gallery:like almost every game nowadays,there are some sort of gallery that you can either enjoy from the get go or need to unlock first

first is the music gallery,this is available from the start and you can listen to the musics in the game even before you actually play it,a nice feature especially since past musou games needs you to first "unlock" these musics in the battlefield before you can play them in the sound test

the second one is the character gallery,this doubles as an encyclopedia of
sorts,it shows the pictures of every character in the game plus a short
background story for each character,you will need to finish all story modes to complete this gallery,non gundam fans might want to check this out to increase their knowledge of these characters

the third one is the MS gallery,this is exactly like the character gallery but
with MS instead,if you want to check the specs and data of your fave MS,this is the place,as usual you need to unlock or defeat all MS in the game to view all of them

the fourth one are the battleship gallery,as with the other 2 gallery above you need to encounter these battleships to obtain their profile

the last one is the voice gallery,in here you can listen to the famous quotes from each character in the game pilot and NPC's,even though not all of them are viewable here

there are a lot of them to unlock and several of it needs you to do something specific in the game,such as rescuing an ally or defeating 1000 MS with a certain pilot

-VS mode:there is a VS mode in the game,it will put you head to head with your friend,pick from 3 type of matches which is the normal one on one,score attack,and the interesting musou VS,which lets you upgrade first before destroying each other,sadly you cannot try this mode alone since there are no VS CPU matches

overall:GM1 has quite a replayability with all those features,but it has one fatal flaw in it,the number of playable stages are too small,which makes collecting these unlockables more of a chore than something fun later on

plus with no importance of hard difficulty some players wont even bother to try and get the ultimate skills and parts,especially because they are extremely random

so as i quote myself,GM1's replay value is BAKUHATSU! which can also translate to 'the replay value "blows" big time'


GM2

-characters(pilot & MS):
GM2 has a total of 13 starting pilot & MS,3 of which as official mode only at first and the other 10 is mission mode only,all with their own missions and stories(well,not so much story for the mission mode characters),along the way you can unlock mobile suits and additional pilots for a grand total of 40 playable pilots and 66 playable mobile suits

this so far is one of the largest roster ever in a musou game,second only to musou OROCHI series,just by looking at the sheer number playable describe the high replay value this game has

official mode play much like the GM1 counterpart,you are forced to use fixed MS on your first playthrough and can use any MS you have unlocked(and have license) after you beat it once

mission mode lets you to choose any MS you have unlocked and have a license from the get go although when you first play it there are only one MS to choose per pilot but you will feel the difference after playing with a few pilots

since there are so many playable pilots,the ones that is unlocked later on will get the benefit of wider and stronger MS selection from the get go since you will spend time unlocking and upgrading them on your early playthroughs

this will make the game less boring and somewhat "faster" to beat/max since everyone doesn't have to start from "zero" like in GM1

-relationship chart:a new feature in GM2,this is made so that you experience with each pilot and other GM2 players differ from each other

the concept is every time one character shows up as an ally,that character will get friendlier towards you,and vice versa when they are an enemy they will like you less,you can make them friendlier or hate you more by helping them when they are in danger and destroying them personally,in that order

this concept is possible thanks to the random event generator this game
uses,which means almost every mission have random maps,objectives,and enemies

unlike any other musou games before this,your brother in arms in one mission could be blasting missiles towards your MS in the next mission,there are still several really fixed missions but those are very rare to come by.

relationships is needed to unlock new pilots,parts,and many missions including license mission which lets you pilot more mobile suits,thus this has become one of the most important feature in GM2(before you unlock everything that is)

with that said,this encourage you to play as many different pilots to unlock the various unlockables the game offers,you can unlock almost everything with a single pilot by befriending everyone,but it will be faster if you use multiple pilots,this will also make the game less monotonic in the long run since every character will have different relationships

-MS licenses:another new feature of GM2 is MS licenses,these apply to class1 MS only,in order to pilot a class1 mobile suit you will need the corresponding license,in order to get these you will need to do several things including befriending pilots and clearing several mission titled "license missions"

at first you can play your favorite by selecting its original pilot(they have the license to their own MS from the get go),but later on you might want to mix and match pilots and MS yourselves,so you must get these licenses eventually

another use for licenses is to pilot the last 2 gundams in the game,which is musha and musha MKII(debuted in the PS2 version of GM1),these are by far the "ultimate MS" and is not piloted by anyone particular(thus you cannot pilot them from the get go)

-official mode secrets:unlike the GM1 version there are several "secrets" and branchings in the GM2 official mode,you can try to perform feats that are usually "not possible" in the anime,and thus change the flow of the next battles

as an example saving an ally that is supposed to die in the anime or even arrange so that you lose most of your allies before beating the stage (hint!),this will give you an alternate storyline,endings,and even unlock ultimate parts for certain MS's!

this is nothing new in musou games however,there are more complicated branchings in SW1 and musou OROCHI,how you unlock the alternate "paths",parts and endings are also similar to said examples,this is one trademark of a musou game that GM1 lacks,and its a welcomed return in GM2

note that some these are almost impossbile to do in the first playthrough,due to the fact that you must play a particular stage in hard difficulty with a strict time limit and such,you might want to try it once you finished it once and have decent upgrades(or even a totally different MS) to play the mission again

-mission mode:
this alone makes GM2 a completely different game from its predecessor,where GM1 has 5 stages for each pilots,mission mode offer more than 150 missions for EACH pilot!

some of those are exclusive to several pilots and most of the others is available for everyone but the order you can play them might differ from one and another due to the need of relationships to unlock these missions

this mode will be the bulk of your GM2 experience,you can spend almost 50~70 hours at first to play every mission available for one character,with the next one getting faster due to upgrades and newer mobile suits,an average of 400~600 hours is needed to get everything in the mission mode,and that's probably with a minimal replay on the same mission!

-total randomness:at first you will see pilots drive their signature MS as
scripted in the anime,but later on you will unlock irreversible "random
features"

this will let the enemy use different mobile suit,costumes,and even mobile armors whenever they appear,note that there are several random features to unlock before you reach total randomness

this will make the game more surpirsing,since usually in GM1 when a pilot appear you can measure their "threat level" based on the mobile suit they are using,but

this time unless you check the unit info a lot you might be surprised to see heero yuy ambushing you.....using a ball!

these features can either make your mission easier or harder depending on your luck,you might get a mission where everyone suddenly use weak grunt MS,but if your luck is really bad you might encounter 5~6 angry musha gundams speeding towards your unlucky behind......

-MS lab:another new feature is the MS lab,here you can bring MS parts to either upgrade its stats,or attach them with a special effect conveniently called "attachments"

unlike GM1's 5 "mechanics" you will now meet and face astonaige medoz's (somewhat unpretty) mug for the rest of your GM2 career in the MS lab

at first he has pretty poor tune up skills,but as you send more and better ranked parts for him to upgrade he will improve his abilities letting you upgrade more parts,more stat upgrades,and a wider selection of attachments to choose from

MS parts usually comes in 5 different limbs,2 arms,2 legs,and one body,in order to "unlock" an MS you will need collect all 5 parts,each part has 4 stats,body only has 2 stats but it also determines your SP level,better ranked body means higher SP level

there are several ranks in MS part with 4 being the highest and rarest rank and you will need to do various mission and secret tasks in order to make them available to get in the game

-learnable MS skills:instead of randomly getting skills like GM1,the pilot can now learn specific skills from various MS's,each MS will have 4 learnable skills,after a stage is beaten there is a chance to learn one of the 4 MS skills,the probability of learning them ranged from common,uncommon,rare,and very rare(trading card game?)

higher pilot level will raise the chances to get these skills,there are a total of 34 learnable skills for a pilot,and you can equip maximum 3 skills at once,this may look limited to GM1's 6 skill slot,but note that this game also have the attachment system which has a maximum number of 5 attachments for a total of 8 special effects for the MS

with this feature you can now plan ahead what skills you want to learn ASAP and aim to unlock the MS that have it(or get the license to pilot it) since skills are now very important considering that you will sooner or later face harder missions that a normal MS cannot handle easily

-gallery:the gallery in GM2 is more or less the same with GM1,it has the new addition of movie gallery and removal of the voice gallery,the other feature is still the same as with how to complete them

-VS mode:unlike GM1,GM2's VS mode is aimed towards score rather than a one match battle,there are 3 modes for VS which is war,sudden death and hunting,all of them involves more than just you and the second player which may or may not be a turn off for one on one versus lovers

note that the upcoming DWG2 will offer an "online" versus mode,how the online feature is applied is still unknown for now,but it might raise the replay value of GM2 even more(or not,since the online gaming community is sometimes known to be cruel and EVIL!,just kidding.. :crazy: )

-DLC:the next gen version of GM2 offers various downloadable missions,these missions have various difficulties and rewards,from various MS parts to a "shortcut" that rewards you several MS licenses at once!

whether DWG2 will have the same downloadable missions OR have any downloadable missions at all is still unknown,its also unknown if there would be more DLC missions but if they do it will surely ups the replay value of GM2 even more

-overall:GM2 fixed many,many flaws that GM1 has,from a fun and intense battle system,lots of playable characters and missions,unlockable features that actually does something

if i have to point a major flaw in GM2 that would be the lack of the original mode or a fun crossover story mode,the fact that this game had a movie viewer despite having nothing incredibly worthy to watch again and again is an utmost disappointment

if only they add this feature to GM1 then GM1 will at least have a firmer standing point against GM2 since it has what GM2 lacks:good story and cutscenes

but all in all GM2 delivers extremely well as a sequel,and let me say this,when the makers say that GM2 has 3 times more content than GM1,that was actually an understatement!

as i quote myself once again,GM2's replay value,until there's a GM3,is undefeated in almost every direction,east!,west!,south!,north!,but sadly not in the center!
Edited by wodash, Apr 8 2009, 03:23 PM.
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Mysterious_Stranger
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Nice comparisons! definetly filled in a few uncertinties for me, glad official mode got beefed up, while ZZ isn't my fave series, only have'n 2 stages was bull@#$* though it is too bad about original mode get'n butcherd, will i ever see Puru get overly giddy over domo & master asia again??? those interactions were great, ahh well, guess GM3 will fix that
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wodash
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thanks,ZZ still got the least amount of official mode stages sadly......

as for the puru question,no...there only 2 instances that she will have a special dialogue with domon(one being a variation of domon's quote along with milliad),but those will only apply when domon,puru AND the others appear as enemy in certain missions,so if you play as domon and puru is your ally or enemy nothing is going to happen,sadly

i dunno about the US version though,they might rewrite the script instead of translating it,so you might find it different for mission mode dialogues
Edited by wodash, Apr 5 2009, 07:12 AM.
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BlackKite
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Just want to comment a bit on the stages. Actually Metropolis and Hanging Gardens are in GM2 as well, except this time the height difference is leveled out. Well, that, in my eyes, does not constitute as a totally different stage though.

Also, in order to stop the satellite attack in Oriental Castles you'll now need to conquer the 4 corner fields (NW, NE, SW, SE)
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Crimsondramon
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Wow, nice comparison Super Asia wodash! Really like it, at least I know what's gonna change when I get the game :lol:

Really appreciate the time and effort you took into making this guide ^_^
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Shokatshin
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Battle of Soul was easily one of, if not THE best, original tracks from GM1. I am utterly saddened at its removal in GM2. T_T
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TrueChaos
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i cant believe they butchered original mode that was the best part of DWG1. I was hoping for an improved version in this with some improved teams hell i would of took the same story line just with the new characters/personality's o well here hoping for its return in DWG3
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wodash
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thanks a bunch for the feedbacks guys,going to edit it with BK's infos>.<

i didnt thought people would care about this at first>.<

anyways the gameplay changes is up!,well not all of it but will update soon>.<
Edited by wodash, Apr 5 2009, 07:35 PM.
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Judau
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Wow, that was really helpful *now doesn't have to read the instruction manual*. No, but seriously, this was most helpful. Thanks alot Super Asia ^_^
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wodash
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thanks for the compliment(?)

updated the post! its pretty much finished IMO,i'd like to go on the details on which MS charge attacks got changed and what SP has changed but it seems 2 post is not enough for that.....miscalculation? but i think the GM1 players can figure that out personally by checking out the GM2 movelist guide...
Edited by wodash, Apr 8 2009, 03:36 PM.
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StrikeForce9
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Thanks wodash, it's an interesting read for me before I get into the game! A lot of helpful info! Sad to hear DWG2 lacks in cutscene department since I'm quite a sucker for cutscenes in video games!
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wodash
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yeah,its not less than GM1,but its about the same amount,but since the number of playable MS and pilots are doubled/tripled that means all of them will get very little part in the cutscenes,and some of them doesn't have a cutscene at all...
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