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Best and Worst things about SGM
Topic Started: Wed Jan 1, 2014 10:30 pm (2,135 Views)
tyrox9
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SUPER!~ General
[ *  *  *  *  * ]
We've gotten some first hand experience with the game now. understandings, we have watched videos and know how some of favorite suits play for better or worst. so, what things have gotten you the most hyped? whether mechanics or new units. what has gotten you rather disappoint opposed to an initial hype? Sound Off.

BEST

* The Lower get Higher; Some of my most excited units to play as are indeed Class 2's, and that's not even really much of a hindrance. They are now able to keep up stats wise, and the new preset SP system allows the lack of a C(charge)SP keep up with those who do have one, with quantity, so long as the move is good. there are a lot of Class 1's who will feel shame this game.

* Difficulty; I hear this game is a bit tougher, and it takes some good management and stuff outside of action to succeed as well. where many people may shun this, i welcome it as a good challenge. because in the end of the day I trust myself and my favorite units to grow strong enough to get the job done.

* New Units; Justice, Duel, Buster, Delta Plus, Aegis, Strike, Banshee, Forbidden... Big Zam ( yes even still), QM, Destroy. Im coooming fooor you!

* Customization; The customizing process of the GM games have been... a process. Were once as simple as hope you earn blueprints better than what you have. add in some special skills to boost your units, though a handful are the skills god you will likely use for most things. eventually add in some custom points to sway things in preferable directions. But now it seems like there is real control over the outcome of my units. from the normal stats, to range, and etc. even matching characters with different units gets to be a big deal now. it will be fun to play with.

* Burst Modes; one of my biggest complaints back in GM3 was how very unbalanced it seemed. back in the day, units like F91 or God/Burning had these transformations like the MEPE or Hyper Mode and the Shadow Clones. but it was more grounded then. MEPE mode was great, but not a real game breaker, and the God/Burning had strong melee dependency, and the Shadow clones only happened with a max CSP. but then units like Knight, 00R, and unicorn came along, with these SP transformations that weren't even fair. to the point where the only old unit that was put on the same Licence tier as Uni and 00r was Strike freedom. but now wit Burst Modes, they are less used, and everyone has a power up form. everyone wins.

Worst

* the Sucky get... Sucky: A lot of units got some awesome revisions and changes, and it's awesome. A lot of units NEEDED revisions and changes, and are the same crappy boring selves they were before. if you were lookign forward to Heavy Arms becoming a decent unit, then too bad. If you wanted WZ to become fun, pay 5 extra dollars. And as a side note. even though Class 2's are indeed awesome now, no class 1 Zeong or Bound Dac, or Byarlant? i felt teeeased.

* DLC: well... i like the sound of a new Nu Gundam... and kyoji will finally get a unit... and maybe some better one will be announced later... and T3 could be cool... or just... T2 with a taste of Epyon put together, with bigger attacks to make it seem more different than it really is... God damn bearrguy and WZC, and Awaken Trailblazers. I wasn't too big on GM3's Dlc either, jsut cause i wasnt too big on the series.. but i could appreciate them cause they were at least new units and characters. But bearguy looked boooring and weeeeak and doesnt have a pilot, and it freaking bearguy which is cute cool not cool cool. and WZC is what WZ should just be in the first place + more bishonen. And the EW is already creeping up before Altron and SRK, and TV Altron is way better than EW Altron, all TV units were. What were they thiiinking?

* Cutscenes; Maybe they just haven't been found, or just not put up yet, but wheres the crossover cut scenes? these are like, one of my favorite parts of these games, the cut scenes of various characters interacting, and fighting when they impossibly cant due to universe separation. All i've seen are OM cut scenes, which are cool. but wheres the UM cut scenes?
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Nigoli
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ニゴリ
[ *  *  *  * ]
What I liked:
-Custom BGM
-Global for Ultimate Mode, unlike 2's Mission Mode
-Install Data (1-3 didn't have this, while the 360 of those previous games had Dashboard install feature which would load missions up within 5-7 seconds)
-Both PS3 and PS Vita DLC items when you make a purchase or use a code from the PSN Store (nothing to do with the game itself and more of a praise to PSN Store being awesome)
-The DLC is somewhat enjoyable, more so than the main game itself.

What I hated:
-No 60 FPS & Lag Issues on PS3 Version (There's no excuse for this!)
-Official Mode is redundant and lacking, especially in the SEED department
-Most SEED MS is a waste of game data
-No new Original Mode like 1 or 3.
-There are no cutscenes for Ultimate Mode at all
-Customization & Skills / MS Lab
-No cel-shaded graphics, making it a step down from 3
-The original BGM isn't very good compared to 3
-Only Official Mode BGM is in there, and not for any other series
-Card Collection and grinding 1000s of Shotdowns for each Pilot / MS for 100% completion
-The loss of 3's global Friendship System for easier unlocks / no grinding 1000s of Shotdowns for the Card Collection
-Redundant events that happen in Ultimate Mode, Marida Ice Cream and Angelo / Full Frontal, SEED "Druggies" Side Missions
-Not enough content for Ultimate Mode side stories w/ no Movie Cutscenes or Voices
-Only goes up to 720p like most Gundam games (it still shouldn't lag with the framerate at this resolution..)
-No new additions for certain series' suits, like G and W (not counting WZC DLC)
-HUD is disorienting coming back from 3.
-The DLC Missions for the other faction's side for Official Mode should have been in the game in the first place. Opposed to 2's Official Mode doing this just fine.

This game sucks. I've completed it 100% and there's really not much to say about it. 3 seemed like a much better game. For me it goes 3, 1, 2, 4. I really advise anyone planning to get this game to get 3 instead if they haven't played that, and only play this if you haven't played 1-3. Again, it's a compilation release. So there isn't too much that's new here. I would have liked a 4, since this game seems like a total waste of time and shouldn't have been made to begin with.

If there's anyone wanting to play the original release, or the localized release half a year later. I guarantee nothing but disappointment. Wait for the price to drop before it's cheaper. Definitely not worth the initial pricing.
Edited by Nigoli, Sat Jan 18, 2014 7:52 am.
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Wild Lion
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Legend
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The Good:

Graphics are back to DWG2 style, which is higher detail, more realistic and allows for more enemies on the screen at once which leads to MUCH less pop-in and disappearing enemies than 3 had. The menus and status screens are also a lot better this time, as well as the anime cutscenes in Official Mode. Obviously this will be subjective to your taste.

Custom Soundtracks are available. This makes all soundtrack complaints null and void, especially for the Western release. Now you can put all the real Gundam music in the game you want.

The stages look better than ever. Detailed, colorful, and a large variety of both wide open spaces and claustrophobic interiors. Seeing cars and tanks smash under my feet is very satisfying.

Combat has been greatly improved, much faster and smoother than the past games and much more versatile. There are almost too many options to choose from in such short battles, it's hard to make use of everything in one stage.

The Bad:

New suits are highly disappointing. Too much Seed focus, and nothing for everyone else. DLC will pretty much be 00 Trailblazer only, which is also disappointing.

Official Mode
is short and painful. Five to six episodes per series, not nearly enough to tell any kind of story and major plots are completely left out. If they were going to spend all this time to add so much of the Seed cast, the least they could have done was make the story mode worth the time to play.

No crossover story. Like, at all. Pretty much everyone wanted a return to GM1's cool crossover interaction and teams, and what we got was GM3's terrible History missions taking up the entire Ultimate Mode.

Still doesn't feel like you're piloting a giant robot, just a guy in a robot costume. Absolutely no sense of scale in the game, either in graphics or physics.

AI opponents get cheap as hell by just spamming C1 and stunlocking you. Maybe this is payback for everyone who did this to the AI in the past games?

Overall:

A lot of fun to play, but the lack of a real story in Ultimate Mode and a bunch of gimped stories in Official Mode make this get repetitive really fast. Musou games depend on story to keep the action in some kind of context and keep you interested. Otherwise they're just a grindfest. Unless you're a hardcore Seed fan, most likely you didn't get any new units worth buying the game for, so I hope you really like going back to the same ones you played in GM3.
Edited by Wild Lion, Thu Jan 2, 2014 12:48 am.
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wodash
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undefeated in all directions
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from what i saw so far:

The good:

-more MS

-more official mode/longer official mode campaign lenght?

-new gameplay mechanics without cutting away much of the old mechanics

-rebalancing via burst mode for super mode characters(no more super mode spam via SP lv1's)

-crispier graphics

-more interesting maps compared to GM3, including the return of space maps, and new vs warship "hover" combat

-QTE clashes seems to be harder than previous button input versions(which now looks like SB4's base destroying QTE)

-charged SP attack had never been done before in any musou/musoulike games, KT or other companies

-several old MS gets a refreshing moveset revamp, and even new powered up forms thanks to burst mode

-upgrades are more in depth and visible visually, not just stat boosts anymore

-CUSTOM BGMS!

the bad:

-despite claiming to be a compilation of the previous 3 GM games, it has none of GM1's qualities, which is in depth crossover storylines with lots of crossover interactions via cutscenes and voiced dialogues, most of the times the interesting crossover bits in SGM is done via voiceless texts, just like GM3...

-additional rosters are 97% SEED and GSD, no decently spread roster adds unlike GM2 and GM3

-the facilities system are gone, but i guess it's harder to use this system when the battle map is no longer made out of boring grid/alleys and boxed landscapes

-DLC's, never liked this concept, even if it's free

-a large chunk of the old characters stays old without any meaningful changes to their moveset

-it felt quite overpriced for a game with so many downsides like this(the last time i got a KT game early is HM1 and GM2)
Edited by wodash, Thu Jan 2, 2014 2:58 am.
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tyrox9
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SUPER!~ General
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See, i dont quite think the lower number of OM missions per series is necessarily bad because the missions are notably longer, to the point where it covers several episodes each.

like the first Seed mission covering like about 3 to 4 episodes. and the second episode covering like episodes. though there are some exclusions that are a little disappointing, a little filler for in between stuff would of been welcomed, tbh.
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Jaster
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Elite Soldier
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Graphics
-With Graphics returning to GW2 style, we can have more suits on screen for a more real 1 VS 100 style action.

Mobile Armors Playable
-This has been needed and wanted by a large group of fans to the series but up until now was never playable. Not only did this add a whole new way to play the game, but added more units for the player to use without adding completely new ones.

Custom Soundtrack
-I can say this was one of the Best things they did for this game since not everyone likes the same music and likes to add some of their more favorite music from the animes or other games.

Combat
-Much better than past games, combat feels very fast and adds more to what the player can do, perfect for those times when you just finished your S-string and theres a horde of enemies coming to get you from behind by using the T charge to quickly cancel your current move and switch to attacking them quickly. The new chargeable SP attack is also great as it makes it to where you no longer need to waste 1 skill for a better SP.

Maps
-GW3 had HORRID maps making its stages boxes with lines greatly limiting where you could go and making you feel trapped. The maps here are all large and open giving you plenty of breathing room.

---------------------------------------------------------------------------

What Was Bad

FPS Drops
-While more units on screen is good, and flashier effects are nice, these limited the amount of FPS the game could use which some can find very annoying and breaking from the in game immersion.

Mobile Armors Movesets
-While MAs being playable is a great to have, the moveset was rather lazy for most of them and some just plain pathetic, not to mention MA VS MA doesnt even feel right since the enemy MAs still think your a normal MS and will in the case of Psyco and MKII try to grab you. this adds to the fact enemy MAs STILL had to have their limbs destroyed just to take normal dmg.

New Units
-This likely the biggest complaint we all have with this game, the game was promised over 120 playable units which we all had high hopes of getting allot of units the game NEEDED but didnt have yet do to laziness, but sadly what we got where 85% suits being from seed and seed destiny and the rest a few unicorn gundam suits.

Official Mode
-We have seen this done in so many gundam games, but while this is not a true bad thing, the cuts we got here where pretty bad(Points at no shamblo ingame).

Skills
-Ya we all love our skills, but the way it was done here was just sad, i loved the way skills where handled in gw3 since you could buy any skill for any player. Theres also allot of skills that where removed from the game or do not appear on the correct character or are no longer as good.

Highest Difiiculty
-I like a good challenge as much as anyone in gw, but this was not in anyway a good idea, the highest difficulty, 8 stars forced on hard was just stupid, this difficulty must be played to get the S rank parts we need to make our units top tier......but you need these parts JUST to BARELY survive in these.... This should only be done for the last mission which is always super hard since its the last mission, this just makes all that mean nothing.

------------------------------------------------------------------------------

Total

Id say even with this games bads this game is still worth getting IF your a true gundam warriors fan, if not id recommend waiting till its out in the US or not getting at all.

Id rate this game 7/10 to maybe a 8/10 even with all its bads, but of course, im a true gundam warriors fan.
Edited by Jaster, Thu Jan 2, 2014 4:49 am.
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Daosiying
道士英
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wodash
Thu Jan 2, 2014 2:46 am
-charged SP attack had never been done before in any musou/musoulike games, KT or other companies
Kaizoku Musou 1 and 2 says hi. Among the other elements lifted from those games.
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LordKarasuman
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Yes my Sweetest
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Still haven't played enough of the game to provide a true review, but I'll comment regardless.

When it comes to wastes of additions, I gotta agree when it comes to SEED. No offense to that series (I even joyed original SEED, just not GSD), but if they had even just added a few of the clear favorites from Unicorn, the game would have been that much more attractive. I mean, spamming Byalants on the last mission of the Unicorn campaign? Really?

At least the Byalant Custom should've been in, even if it had just been a reskinned Byalant with a completely cloned moveset. I mean hell, they did it with the Mk. II's, and they sure as hell keep doing it for everything that borrows from them (Jegan, Nemo, Windam, etc.)...
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wodash
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undefeated in all directions
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Daosiying
Thu Jan 2, 2014 9:16 am
wodash
Thu Jan 2, 2014 2:46 am
-charged SP attack had never been done before in any musou/musoulike games, KT or other companies
Kaizoku Musou 1 and 2 says hi. Among the other elements lifted from those games.
my bad, i guess, i have played OPKM, but only the first few stages and haven't encountered the charge SP attack, the only thing available at that moment was either normal SP or partner SP(via spamming assist attacks), i guess it's just not my kind of franchise despite the fresh moveset and combat style for a KT musou game.

@Zeong:as for the SEED adds, its basically the same as KR2(again), Unicorn official adds are basically KR2's Nanto masters+Ryuga being playable, warmly received but there's still just not enough of them being playable(and most of them are "class 2's" too in KR2), the 00 remaining adds are Heart and Outlaw not being DLC anymore, and the SEED+GSD is the generally disliked HNK2 arcs and characters(with several positive adds like Ein and Falco) which unfortunately forms the bulk of this reboot~expansion "Shin" titles
Edited by wodash, Thu Jan 2, 2014 2:04 pm.
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LordKarasuman
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Yes my Sweetest
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So basically, Ken's Rage 2 was a sign of what was to come?

I don't understand this, did they just blow their load on Pirate Warriors 2? Because THAT game was incredible.
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BlackKite
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長宗我部菜々

I plan to make a full review later after I get the PS3 version, but here's my current short review. I think the final score would just barely deviate from this.

Graphics: 7/10
Since I only have PSV version for now, as a PSV game it's actually very good. It can still show lots of enemies and although the framerate is capped to 30FPS (which is tolerable for this console), there are barely any framerate drops, and even if there are, they're pretty much negligible.

However for the PS3 version, I'm expecting it to be plagued by the recently common framerate drops from pseudo-60FPS to as bad as 15FPS. I'd rather have cel-shaded graphics with not as much units on screen if it could help the framerate.

Contents: 3/10
Hands-down the most underwhelming roster addition in the series, not to mention the total lack of hype building and such.
All they added are just a half-hearted Unicorn addition, and a major focus on SEED series. Now I wouldn't mind about the latter if they went all out on it, but lo they actually cut some corners even there as well, like M1 Astray Girls team and Waltfeld to name a few. 1st & Zeta still outnumber the total character count than both SEED & Destiny combined.

Unless you count the 00 adds which were DLCs in GW3, there is absolutely no new addition to non-Official series, and no surprises at all either.

Gameplay: 9/10
For all those roster disappointments above, the gameplay instead turns out to be the best in the series.
They picked the gameplay systems from GW3 like chain explosions, and the maps are vast like in GW2 again. And from there they also added new nifty features like Weapon Upgrade.
Combination SP has been changed to Charged SP so you don't have to find allies to use them anymore.
Having Charge Shot, as well as camera lockon for ace MS too, makes long-range combat also viable now. Not to also mention there's a new skill that increases damage the farther the distance is.
Jumping now enables hover too, which will be very useful in not only activating Aerial SP, but also fighting MAs & Warships
Fighting MAs are the most fun here compared to past games. Other than the hover feature above, each parts alse have a clear HP gauge now, so you'll know which parts to aim.
Warships are returning and play much bigger role. They can bombard their enemies, and now you can also directly shoot and attack the warships.

But there are also still some concerns here. Like the grunt Raid Captains being very annoyingly strong in capturing fields, and the removal of Hyper SP, and weapon materials are kinda hard to gather too if we don't count the card bonuses. The next one is quite trivial, but since you can now hold both T & O, maybe they should just bring back GW2's Smash Attack (hold S) too, just saying.

Sound: 7/10
I find the menu BGMs to be quite okay, but the original battle BGMs however, they're not as good as past games and barely memorable at all. For the anime BGMs, they also ended up only featuring the Official series, so non-Officials get the short end of the stick here...
However, all those music problems can be solved with the awesome Custom Soundtrack feature!

Replay: 6/10
In Official Mode, they promised a massive official content with over 50 stages, but that turned out to be a big fat lie. In actuality there are only about 35 stages, with gimped contents here and there. Kinda wasteful that they put most of the efforts in recreating scenes with pre-rendered CGs, only in a mode where most people would only touch it once.

Ultimate Mode is the breadwinner of this game, but it's not without its own flaws: Not all pilots are selectable in an operation, and even after clearing the operation, the restrictions are still there. And also the massive difficulty spike from 7-stars to 8-stars.
It got some interesting crossover stories, this time more like an anthology omnibus, but unfortunately there are no cutscenes or voiced inter-mission conversations at all, making it seem less substantial.

Total Score = 32/50 => 6.4/10
I'm giving an 8 for an awesome Warriors game, and a 4 for an awful Gundam game. Averaged that'll make it 6.
Newcomers are recommended to get this game since it's a compilation of the series to current date. Gameplay is superb but the Content additions compared to past games are the most underwhelming.
Which is very unfortunate since the majority of Gundam fanbase mostly care about which series and characters are in the games first and foremost. What's even worse is that EXVSFB is looming closer, and it offers a much more satisfying roster lineup, so most of them would just opt to pass on this game and just get EXVSFB instead.

And one more recommendation: If you have a very serious problem or issue against Gundam SEED series, then I'd advise you not to get this game for your own sanity's sake, and stick with GW2 or GW3 instead for your GW fix.
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Naz
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For me, the best thing about the SGM is that it's now on Vita!

Aside from that, I'm pretty happy with the pilot, MS and MA rosters, I kinda wish XBone Gundams and Sentinel Gundams would make it too but...

The worst thing about it has to be the lack of content, more stories for both Official and Ultimate modes would definitely do it, I'd say.
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wodash
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undefeated in all directions
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LordKarasuman
Thu Jan 2, 2014 8:04 pm
So basically, Ken's Rage 2 was a sign of what was to come?

I don't understand this, did they just blow their load on Pirate Warriors 2? Because THAT game was incredible.
well, from what i heard, even OP2 didn't really please OP1 fans much aside from the inflated roster, something about the story modes and the varied T inputs being gone or something, making it a much more generic musou game
Edited by wodash, Fri Jan 3, 2014 2:54 am.
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Wild Lion
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It's the same problems that DW and SW have faced for years: Koei making a sequel that adds a couple of new things the fans could live without, while taking away most of the features that made the last game enjoyable for no good reason and with no explanation.

The Warriors fanbase is a glutton for punishment and will put up with it, but the other franchises' fanbases aren't so willing to accept inferior products, especially when the competition (EXVS) is blowing them away.
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Master Omega
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Lord of The World
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wodash
Fri Jan 3, 2014 2:53 am
LordKarasuman
Thu Jan 2, 2014 8:04 pm
So basically, Ken's Rage 2 was a sign of what was to come?

I don't understand this, did they just blow their load on Pirate Warriors 2? Because THAT game was incredible.
well, from what i heard, even OP2 didn't really please OP1 fans much aside from the inflated roster, something about the story modes and the varied T inputs being gone or something, making it a much more generic musou game
Depends on who you ask. I don't miss QTEs and platforming, those sections SUCKED in OPPW1. Much of the original gameplay was retained and improved upon, with a much large cast and some of my favorite characters added to take part in a great original story by Koei.
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Daosiying
道士英
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Master Omega
Fri Jan 3, 2014 4:09 am
wodash
Fri Jan 3, 2014 2:53 am
LordKarasuman
Thu Jan 2, 2014 8:04 pm
So basically, Ken's Rage 2 was a sign of what was to come?

I don't understand this, did they just blow their load on Pirate Warriors 2? Because THAT game was incredible.
well, from what i heard, even OP2 didn't really please OP1 fans much aside from the inflated roster, something about the story modes and the varied T inputs being gone or something, making it a much more generic musou game
Depends on who you ask. I don't miss QTEs and platforming, those sections SUCKED in OPPW1. Much of the original gameplay was retained and improved upon, with a much large cast and some of my favorite characters added to take part in a great original story by Koei.
Movesets are still gimped and pale in comparison to the former. If Garp wasn't so damn awesome I'd be more disappointed in how the moves for One Piece 2 came out.

Nowhere near as bad as the train wreck that was Shin Hokuto Musou. Though personally I rather liked the adventure segments of Kaizoku Musou 1 and Hokuto Musou. Made the story less monotonous compared to their sequels. Of course being stuck as Kenshiro and Luffy most of the time will dampen that experience.

At least this game didn't completely destroy movesets. It's only really guilty of giving a craptastic burst mode which could've handled much better and by ruining emergency dash by emulating One Piece dash cancels.

However this game packs more explosions than a Michael Bay film because the only thing they focus on with Musou games these days are body counts. While it does make chain explosions more noticeable, it makes the AI feel even stupider and makes it too easy. The loss of bases does not help this feeling.
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Wild Lion
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Legend
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It's not like the bases ever did anything special for your side anyway, and most of the time the stages were way too short for them to do anything for the enemy's side either.

Taking over a Newtype base didn't give you any newtype troops or anything.

Taking over the fortresses was annoying to do, but gave you no reward for doing it since the missiles inside never stops an enemy from taking it back and the effects are only in that one base while the whole game is about advancing forward to the next.

Taking over the MS factory or workshops didn't repair your armor or your allies' armor, or give you new troops.

Taking over the giant missile base didn't even let you launch giant missiles. They shot one off automatically every 10 minutes and the target was at random. You've already beaten the stage yourself before then, especially since most of those bases are locked until you take all the others.

But just for the record, the MS factory and repair bases are still in the game. It's just that now that they're not making a big deal out of it, you realize just how useless they were in the first place.

Instead of a bunch of copy/pasted "bases" scattered around meaninglessly in every stage, they should have just constructed the stages around set pieces unique to that stage like the regular Warriors games tend to do.

Or if they're going to continue the Field system, they should take a note from DW4E and use Supply Lines to connect the fields and reinforce each other, giving a structure to the progression of battle.
Edited by Wild Lion, Fri Jan 3, 2014 7:29 am.
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LordKarasuman
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Yes my Sweetest
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Black Lion
Fri Jan 3, 2014 7:24 am
But just for the record, the MS factory and repair bases are still in the game. It's just that now that they're not making a big deal out of it, you realize just how useless they were in the first place.
I don't agree that they are useless, at least in SGM. Repair bases will probably be a big deal to players who will be DG Cell reliant, and MS Factories produce those annoyingly Dynasty Warriors 3-esque grunt captains.
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Master Omega
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Daosiying
Fri Jan 3, 2014 7:00 am
Master Omega
Fri Jan 3, 2014 4:09 am
wodash
Fri Jan 3, 2014 2:53 am
LordKarasuman
Thu Jan 2, 2014 8:04 pm
So basically, Ken's Rage 2 was a sign of what was to come?

I don't understand this, did they just blow their load on Pirate Warriors 2? Because THAT game was incredible.
well, from what i heard, even OP2 didn't really please OP1 fans much aside from the inflated roster, something about the story modes and the varied T inputs being gone or something, making it a much more generic musou game
Depends on who you ask. I don't miss QTEs and platforming, those sections SUCKED in OPPW1. Much of the original gameplay was retained and improved upon, with a much large cast and some of my favorite characters added to take part in a great original story by Koei.
Movesets are still gimped and pale in comparison to the former. If Garp wasn't so damn awesome I'd be more disappointed in how the moves for One Piece 2 came out.

Nowhere near as bad as the train wreck that was Shin Hokuto Musou. Though personally I rather liked the adventure segments of Kaizoku Musou 1 and Hokuto Musou. Made the story less monotonous compared to their sequels. Of course being stuck as Kenshiro and Luffy most of the time will dampen that experience.

At least this game didn't completely destroy movesets. It's only really guilty of giving a craptastic burst mode which could've handled much better and by ruining emergency dash by emulating One Piece dash cancels.

However this game packs more explosions than a Michael Bay film because the only thing they focus on with Musou games these days are body counts. While it does make chain explosions more noticeable, it makes the AI feel even stupider and makes it too easy. The loss of bases does not help this feeling.
I didn't feel the movesets were that gimped. The only real difference I noticed was the removal of repeating attacks in the movesets and Luffy's numerous R1 specials. Otherwise, much of the game is still in tact, but with more of a focus on massive battles. A big plus was that attacks still felt powerful like the first game, like they had serious weight to them, making it infinitely satisfying to waste an entire army.

As for the adventure mode and platforming, I honestly didn't like it because it didn't flow very well. Sure, it was a break from the action, but it was little more than a sequence of QTEs. If it was genuine platforming, I'd be more accepting of it. With KR1, it was that the platforming elements were REALLY bad, with a terribly inaccurate jump better suited for the fighting portions rather than platforming. Plus, playing as Luffy and Ken throughout the whole story adds to the monotony; again why I actually enjoyed the original story mode in OPPW2, since you weren't stuck with just the Strawhat Crew, but could jump around to other characters as you unlocked them, and could immediately level them up to have them usable in battle.

I'd say that the Burst Modes could have been great had more work been put into balancing it. The MS who have complete transformations in Burst Mode still seem to have a distinct advantage over those who don't, and pretty much ALL of the grunt MS share the exact same burst mode effect. The consistent advantage is has is the summoning of Warships, which can pretty much nuke everything in sight.

I'm disappointed. From what I've seen, the return to the large maps of DWG2 has only served to make these maps seem emptier on the more open stages. I think bringing in the base idea from 3 would have been great, provided the cheap tactics of the missile bases never return (f*ck those bases).

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Instead of a bunch of copy/pasted "bases" scattered around meaninglessly in every stage, they should have just constructed the stages around set pieces unique to that stage like the regular Warriors games tend to do.

Or if they're going to continue the Field system, they should take a note from DW4E and use Supply Lines to connect the fields and reinforce each other, giving a structure to the progression of battle.
ALL OF MY THIS^
Edited by Master Omega, Fri Jan 3, 2014 7:57 am.
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Wild Lion
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The difference is that DW and SW stages are constructed with a beginning point and an end destination to work toward, while DWG stages just have you dashing back and forth to every corner of the stage until the boss magically appears in some random corner. Every single stage is repeated this way, making them totally unmemorable and repetitive.

And the root of this problem is once again that there is no cohesive story structure being followed, just like GM2 and 3. It's all just a bunch of randomness with no proper context, setting, build-up or conclusions.

Koei needs to FIRST write a solid crossover story, THEN make the stages to tell it. Right now all they're doing is making a bunch of stages, then trying to connect them all together with some excuse for a story as an afterthought.

Note that this is only about whatever version of "Free Mode" we are playing. The Official Mode has a better progression in the stages (though not by much), but let's not kid ourselves... Free Mode and Crossovers are what we play these games for, not to replay the same anime plot we've seen in every single other Gundam game and the animes themselves.
Edited by Wild Lion, Fri Jan 3, 2014 8:02 am.
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Master Omega
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Black Lion
Fri Jan 3, 2014 7:57 am
The difference is that DW and SW stages are constructed with a beginning point and an end destination to work toward, while DWG stages just have you dashing back and forth to every corner of the stage until the boss magically appears in some random corner. Every single stage is repeated this way, making them totally unmemorable and repetitive.

And the root of this problem is once again that there is no cohesive story structure being followed, just like GM2 and 3. It's all just a bunch of randomness with no proper context, setting, build-up or conclusions.

Koei needs to FIRST write a solid crossover story, THEN make the stages to tell it. Right now all they're doing in making a bunch of stages, then trying to connect them all together with some excuse for a story as an afterthought.
I agree, a lot of this stems from the fact that Ultimate Mode is just the Mission Mode portion of 2 and 3, and not the actual Original Mode story.

A lot of what made GM1 so fun despite the lacking gameplay was the fact that levels switched between being goal oriented (work your way from point A to point B while helping allies and completing missions) and battle oriented (no distinct destination, more reaction to ally conditions and completing tasks as they come) stages.

The saddest thing is that Koei CAN write a good story, they worked f*cking MAGIC with the first game, and even DWG2 had great focused stories, even if many were just reenacting the shows the characters came from.

DWG3 had the right idea when it was decided to place more emphasis on the crossover element, but it was mishandled due to the crappy stages and overall bad story, with most of the characters not named Banagher, Frontal, Setsuna or Ribbons doing jacksh*t.
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Wild Lion
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Even those characters weren't doing anything at all. Seriously, what actually -happened- in GM3? Everyone in the whole cast dicked around fighting each other at random until Knight Gundam shows up and teleports them to the moon.

That was the entire plot and all the character interaction to be had, right there. Someone needs to look into the credits of DWG and see who wrote the story, then we can start a campaign to put him back in charge on the next game.

Or put me in charge. Not to blow my own horn, but I'd like to show Koei how to do a Gundam game right.
Edited by Wild Lion, Fri Jan 3, 2014 8:20 am.
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Master Omega
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Fri Jan 3, 2014 8:15 am
Even those characters weren't doing anything at all. Seriously, what actually -happened- in GM3? Everyone in the whole cast dicked around fighting each other at random until Knight Gundam shows up and teleports them to the moon.

That was the entire plot and all the character interaction to be had, right there. Someone needs to look into the credits of DWG and see who wrote the story, then we can start a campaign to put him back in charge on the next game.

Or put me in charge. Not to blow my own horn, but I'd like to show Koei how to do a Gundam game right.
I'd like to think that the writers were smoking pot the whole time, that's why most character interactions in 3 seem so lazy. Even the characters didn't know what the Hell was going on in the game, as even towards the end there was a distinct lack of catharsis of any kind since the plot was so disjointed and scatterbrained.

I actually have thought about writing out the plot to the next DWG game, since I have a lot of time on my hands.
Edited by Master Omega, Fri Jan 3, 2014 8:30 am.
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Wild Lion
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It's too bad DWG games aren't on PC, we might have been able to rewrite the dialogue ourselves and mod a new story in.

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Master Omega
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How weird, I actually had a discussion with Wesker on player modded dialogue and stories.
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