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| Shin Gundam Musou Review; My score: 6.4/10 | |
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| Tweet Topic Started: Sun Feb 9, 2014 4:32 pm (5,434 Views) | |
| BlackKite | Sun Feb 9, 2014 4:32 pm Post #1 |
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長宗我部菜々
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Updated 25 Feb on conditions of the Western release NOTE: Yes, I am fully aware that we have a subforum dedicated to game reviews here, but I'm putting this in the game's subforum first for some time so that those who are really into the series can locate and read the review more easily. ![]() Shin Gundam Musou Review ![]() Gundam Musou (Gundam Warriors, or better known in the West with the official name Dynasty Warriors: Gundam) is the first collaboration franchise Warriors game made by KOEI-Tecmo, in partnership with Bandai-Namco which owns and publishes Gundam games. As the title suggests, the game stays true to the usual Warriors games which is controlling a character to beat up numerous enemies, but this time using the characters and mechanics from the Mobile Suit Gundam metaseries as source material. The first game also happened to be the very first Warriors game to be released on the Playstation 3, in March 2007. As it managed to receive favorable responses as well as awards in Japan, sequels to the game are being made, with the second and third games being released in 2008 and 2010 respectively with increasing further contents and successes. After another 3 years of waiting, yet another sequel to this franchise Warriors series has finally come out on 19 December 2013, just at around the time the PS3's successor PlayStation 4 is about to come out. This time though, they reset the numbering in Japan to put the "Shin" (True) moniker on it -similar to what they've done with Shin Sangoku Musou (Dynasty Warriors) and Shin Hokuto Musou (FotNS Ken's Rage)- thus the newest title becomes Shin Gundam Musou. [UPDATE 25/02] The game has just been confirmed overseas as Dynasty Warriors: Gundam Reborn. It will be out in Summer 2014 but the Western version will be only available for the PS3. This review is written by playing PlayStation 3 and PlayStation Vita versions which are available in Japanese (and also Chinese) languages. With the series rebranding, KOEI-Tecmo and Bandai-Namco promises major improvements in every aspects: Gameplay, Contents and Graphics, so that it may be worthy of the Shin/Reborn moniker. But does it really live up to the name? We'll find out just now. Contents The premise of the game's featured contents are: Official Mode, which tries to accurately retell the stories of a number of Gundam series, is returning. The other game mode, Ultimate Mode, is a collection of separate crossover stories that merges a Gundam series setting with another. Mobile Armors which were boss-only mechs in past games can now be controlled as playables, and nearly all of the roster from previous games are returning. However truth be told, this game has hands-down the most underwhelming brand-new additions compared to its prequels. The reduction of characters & units from Char's Counterattack in GW3 was jarring, but thankfully virtually all of them have returned here (the only things not returning from past games were perhaps Gato Custom Gelgoog and Big Tray from GW1). But unless you count 00's Gundam Meisters and Mister Bushido who were DLCs in GW3, the only brand-new adds in the game come from the 3 series that get the official story treatment which are Gundam SEED, Gundam SEED Destiny and Gundam Unicorn. And there are absolutely no enlargements for any other series. To top that out, we don't even have any new original SD rep in the game after Musha (GW1), Musha Mk-II (GWS/GW2) and Knight (GW3) Gundams. And even then the additions to those 3 series are also barebones at best. Unicorn in particular only goes until Episode 5 (though it couldn't be helped since the final 7th Episode won't be out until this May), and it did not see the additions of more units like ReZEL, Jesta and Shamblo, and the lack of the latter particularly means that the whole Episode 4 gets skipped into a brief narration featuring a single standstill render of Loni Garvey. ![]() Yes, this is the only representation of the battles for Unicorn's 4th Episode And for the Gundam SEED series, it also marks that the first Gundam SEED is newly added to this Gundam Warriors series, and it also gets quite a lot of additions along with its sequel SEED Destiny. But despite the new official treatments, they failed to fully treat the series either. The grunt units for the series are added at bare minimum (eg. in first SEED we only have GINN, Strike Dagger and M1 Astray with no other ZAFT grunts like BuCUE, DINN and GuAIZ), and they also totally lack prospective supporting NPCs unlike their UC counterparts (eg. the M1 Astray Girls despite the M1 itself being in the game, and even operators like Miriallia and Meyrin either). The only additions that could possibly please some hardcore fans are that the Creuset team of Gundamjackers, the Boostedmen aka. Druggies and the Extended CPUs are all represented completely.. however all of their Gundams ended up becoming only Class 2 units which have less complete movesets than the refined Class 1 units. Like the last prequel, this game also offers extra DLC units and missions. One of the DLC units in particular is the Crossbone Gundam X1 Kai from Mobile Suit Crossbone Gundam, which is a very widely popular manga series and also marks the first non-anime series to be featured in the game (MSV's Johnny Ridden doesn't count because he still hasn't been made playable yet). However they also had the nerve to add Wing Gundam Zero Custom from Gundam Wing: Endless Waltz. While a lot of fans would totally welcome it, I personally find it very disturbing as we still don't have the full representation of Wing Boys here, especially with TV versions of Gundam Sandrock Kai and Altron Gundam still egregiously absent from the game series. The similar addition of 00 Qan[T] Gundam from Gundam 00: A wakening of the Trailblazer is far more tolerable though because we already have the full Gundam Meisters group represented in the game. ![]() With Crossbone officially joining the cast, hopefully it'll open up the prospects of Astray, Hathaway's Flash and many other non-anime series to be added in future games! For those who just started out on the series, they may give an 8 for the sheer amount of contents they're just getting. But most of us who have been loyally following the Gundam Warriors series from the start are gettng underwhelmed in overall, and I would give this section a score of... Contents: 4/10 Gameplay After all the disappointments that series followers experienced in the contents, the gameplay turns out to be the best and the most polished in the game series so far. New gameplay features announced in the game include Burst Mode which is rather analogous with the Awakening Mode in other Warriors games, Charge Shot which as the name implies lets you charge your projectile shots (hold T button) for a more powerful shoot, and Upgrade Plan which now physically enhances weapons too. But other than these, there are also some more improvements to the game's battle system are in fighting the Mobile Armors and Warships, the latter of which making a comeback and becoming more integrated with the game. Charge Shot is a very useful addition in the moveset. By holding T button from neutral position, your unit will charge up and when released will fire a powerful projectile attack. It's very integral to the battle system as this splits up destroyed enemy unit parts for a more effective chain explosion, as well as temporarily disabling enemy warships when you confront them. ![]() White Base Crew: "Damage report!!" However other than that, Combination SP which required you to stay close with an ally ace in past games, has been changed into Charged SP which is far more accessible. It only applies to Class 1 units, and another pre-requisite is to make sure the MS has at least 2 SP bars. Once all are set, all you need to do is just hold O until the extra SP bar gets charged. With these charged attacks, it reminds me of Smash Attack in GW2 which charges the S button for a powerful tackle, but unfortunately holding S does nothing here. I wish it would return in the future so that all attack buttons could be charged up. Burst Mode enables to immerse deeper into the Gundam settings. First, notice that the HUD has been updated that now for the first time in Gundam Warriors series, the player pilot's face is now shown just like most other Warriors games. And left to that is a new Burst Gauge. To fill the gauge, beat lots of enemies using SP attacks. And once it's full you can press R2 (PS3) or touch the right corner of screen (PSV) to activate Burst Mode. Once activated the pilot's face will also become pumped up, and for some pilots they might even have special effects based on their settings (eg. pilots with SEED ability will have the SEED eye, or Gundam Fighters going Hyper Mode and turning gold). ![]() SEED Mode + METEOR = Couldn't get any more broken than this When Burst Mode is on, its effects will vary depending on the pilot and the unit. For units, the effects will vary from increasing movement speed, attack speed, or even temporarily activating super forms (eg. Unicorn Gundam's Destroy Mode or 00 Gundams' Trans-Am) or extra equipments (eg. Strike Freedom using METEOR or GP03S [DLC] using Orchis). What I really like here is that it allows the game to recognize each pilots' intrinsic abilities individually, which addresses the gripe I had in past games (particularly GW3) where only Newtype was recognized and every single character had to be turned into Newtypes. In this game, only actual Newtypes are branded as such. Those who are not Newtypes are categorized as Ace Pilot, and alternate universe characters also have their own series-accurate burst modes like Moonrace and Coordinator, all of them having varying effects from each other. Mobile Armors also become playable, though content-wise there were pretty much most of the existing MAs from past games turned playable, with the exception of Devil Gundam which remains an NPC unit because they used the immobile second form rather than the movable final form. In place of it is the only brand-new added MA in SEED Destiny's Destroy Gundam. When you use them, the camera will scale on the MA, making the other MS on screen look very puny in comparison. Their attacks are slow, but very powerful and are also unblockable. However their movesets are very limited, and are even lesser than Class 3 grunt movesets. ![]() One's all broken up, and another one still untouched Fighting MAs however, have been vastly improved, even perhaps the best in the series so far. MA parts now have individual health bars. When you deplete them, the MA parts will be destroyed. Damaged parts means that MA attacks with that part will be either less powerful or even disabled, and you can also attack the damaged part to directly cause damage to the MA's actual health bar. It is far more easier to understand MA battles this time around, plus you'll also get some extra rewards if you manage to destroy all MA parts before beating them. The revamped Upgrade Plan system is also easier to understand from past games, and it actually enhances weapons as well. A unit's arsenal of weapons can be upgraded individually, and it will not only result in stronger attacks, but also will look bigger for beam-based weapons like beam saber and beam rifle, thus increasing attack range as well. All units now share the same stat caps unlike past games, and with the correct stat distribution in the plan it will be possible to max out all stats. But one fatal flaw here is that due to how the plan stat limits are set, not all units are able to have perfect max stats, and only a few select units are able to legally reach that feat. ![]() The GP01Fb is an example of the lucky few that can have perfect max stats Perhaps one of the most overlooked features in the game is how warships are returning and now play a much bigger role in the battlefield. The last time it appeared in GW2, all they did were just reinforcing fields without a way for you to directly attack them, but it is now possible in this game. Warships can also directly attack you with missile barrages, and they can even launch long-range barrages as well. The active participation of warships like such means that battles are more alive when they appear in the battlefield. ![]() You can even directly attack warships themselves like this As good as the gameplay system here is, it's still without its flaws though: One very obvious point of concern is the lack of Hyper SP; even if your health is on the red, the SP attack still won't get boosted unlike past games and other Warriors series. And for some reason the grunt captains generated from fields are annoyingly strong; fields will fall very easily when they go there, and if they gang up on an ally ace, the latter can be prone to getting overwhelmed. Regardless of the flaws in the last paragraph, there are still many more positives in the gameplay system, so that in overall I am very satisfied in this department. Gameplay: 9/10 Graphics While the developers admitted that GW3's cel-shaded graphics receive favorable response from fans, they opted to revert back to realistic shading. Other than reverting back to the roots of the series, the developers claim that they could show more units on screen that way. To supplement it they also claimed to have added more realistic details to the units, and also more flashier explosions. First of all, if we compare the details from GW2, of course they have improved much. The MS do have more realistic textures here compared to the first two games when they looked so pristine as plastic. One more interesting detail I found out is that the thruster boost outputs in accordance to the thruster gauge; the closer the thruster is towards overheating, the smaller the output gets shown. ![]() ![]() Notice the correlation between the thruster gauge on HUD and the Gundam's thruster output Other than that, zero-gravity space maps, which were taken out in GW3, makes a return here, along with larger maps compared to the last prequel. This time around there are also naval maps where you hover on seas, and even a sky stage as well where you float mid-air, thus adding more into the stage variety. Personally I much prefer the anime-like cel-shaded graphics in GW3 though, because it gave a distinction from not only other Warriors games, but also many other Gundam games, since only a handful of them employ cel-shading. It is a bit unfortunate that they had to revert back to realistic shading. But what I'd like to point at more is the framerate, which gets clearly affected by their directioning on graphics here. Every new Warriors games from 2011 have been experiencing constant framerate drops that seemed to stem from KOEI's adoption of a new engine, as well as an obsession to show as many units as possible on screen. And Shin Gundam Musou is no exception to this. The PS3 version is very prone to framerate drops whenever there are many units appearing on screen. Even in the sky stage where there are very minimal background objects, the framerate will still drop from 60 to 30 fps when there are too many units being shown. The PS Vita version has been capped to 30 fps though, so there should be barely any jarring framerate drops like the above version. Plus, it also doesn't show as many units as the PS3 version, so perhaps playing the PSV version might be better in the long run. ![]() The PSV version does a decent job of showing enough units on screen; perhaps it's even the best PSV Warriors game so far As a closing note, I would rather have the cel-shading back even if it costs some units on screen, if it can also mean a more stable framerate like in GW3. Graphics: 6/10 Audio In the audio aspect, what they had announced pre-release was that they are implementing a custom soundtrack feature, which lets you replace a BGM in the game with your own music of choice stored in your console. But how do the in-game musics fare? Personally I think some of the menu BGMs are quite okay, with an exception to the Mobile Suit Lab music which could get tedious the more you hear it. In the Japanese version there are still the anime BGMs as usual (these tend to get removed in English versions though). However the catch here is that only series with Official stories have anime BGMs this time around, which would be 1st, Zeta, CCA, Unicorn, SEED and SEED Destiny. Other than those, there aren't any other in-game anime BGMs. And the original battle BGMs are a huge step back compared to GW3. They tried to tone down the tempo, closer to GW2 style, while retaining GW3's situational music change. But what they have are original musics that are very bland and hardly memorable, and due to how the music change system is done, a certain music will get switched in 90% of the time. This is where the epic Custom Soundtrack feature comes to cut the musical monotony. You can freely change any of the BGMs on list with your own favorite musics on the console, and the individual volume of each songs can be adjusted so they can blend well with other songs. You can even change the anime BGMs as well with something better. For example if you're not too fond of Strike Shutsugeki as a SEED BGM, you could always replace it with Gundam Shutsugeki or Shutsugeki Impulse anytime. Or in-game rendition of Unicorn BGMs not good enough? Switch them with renditions from other versions that you have. ![]() 0083's Assault Waves is a BGM made of epic win I wonder if KOEI & Bandai could be intentionally making the musics unmemorable to encourage hardcore fans to fully utilize the custom soundtrack feature. Audio: 7/10 Replayability Most of the game's replay value will be located in Ultimate Mode, as Official Mode barely has anything of it. All of the stories in Official Mode are very straightforward and don't have any what-if developments. There are a couple of extra stages where you get to use MAs in the opposing side, but they don't have any what-if narrative epilogues either, and you'll only need to play them once in order to unlock the MAs and their default pilots for Ultimate Mode. It's really too bad that they spent most of the efforts in re-creating official scenes with pre-rendered CGs when they ended up being watched only once for most people. Ultimate Mode is the main breadwinner of the game, and the stories are also quite interesting with some branches too, though those who don't understand the language will barely be able to know what's happening, especially since there aren't any cutscenes or even voiced intermissions. ![]() Shinn: "Do you really want war that bad!?" The game also has a card collection feature which they claim to promote replay value. All unlockable contents in the game, such as unlocking playable characters, unit licenses and so on, are also tied to this card collection. But the catch? Be prepared for the most tedious grinding if you want to complete this collection and get the game's platinum trophy: 75 unique playable characters & 123 usable units in-game, every single of them have to be used a certain amount of times, and also make some huge scores with all of them. ![]() Even Garrod knows well how you feel about all this You're also able to change the difficulty stars in any stages once you've reached a certain point in the progression, which is perhaps the first in any Warriors games to have this implemented. However watch out for the difficulty spike from 7-stars to 8-stars. For some reason 8-stars is only available with Hard difficulty level, and the strength of the aces there are on a wholly different world. Multiplayer also exists here at some degree. There are both offline and online co-op available, and offline co-op is available with vertical splitscreen for PS3 and ad-hoc for PSV. For the online feature, rather than an exclusive online mode in GW3, they instead went with a more simple 2-player online co-op which is perhaps now a staple for most action games with multiplayer. However, the catch with online co-op here is that it's made with a help-and-rescue design, where one of the players who has not cleared a stage cannot find sessions and must create a 'SOS signal' themselves, only afterwards the other player who have cleared the stage will be able to find the session and 'assist' the first player. There are no online-exclusive trophies either unlike the prequel, so in overall the importance of online has somewhat diminished. Replayability: 6/10 Final Remarks So in the end, do the features of the game make it worthy of the Shin/Reborn moniker as they say? I'd say not so much, it's a mixed bag really. It's a definite yes for gameplay, a mixed opinion for graphics depending on the console version you're getting, and a blatant no for contents. The game would be more receptible towards those who just started out on the series; for them maybe this game could score about 7.5. While most of the series followers, especially among the Gundam fanbase, will have difficulty in accepting the game unless they can tolerate the half-baked brand-new additions. And on that subject, most of the pre-release hype for this game also already got put out because of another Gundam game, Gundam Extreme VS Full Boost, getting released not long after this. With only one month gap in the release, EXVSFB offers a far more compelling playable roster that satiates Gundam fans much better, and Shin Gundam Musou's roster isn't going to stand any chance against it as even all of its DLC MS are also already available in EXVS games. Hopefully Koei & Bandai will give more attention to the roster if they still make the sequel for this game. If you want to get the game, I'd recommend getting the PSV version if you have the opportunity to, as it has smoother gameplay and you don't have to sit in front of TV when you grind to boredom. Though the PS3 version have a better handling on the custom soundtrack feature. [UPDATE 25/02] Sadly though, I heard that the PSV version won't be available for the English version, which is very unfortunate.. But if you're already familiar with the framerate drops on other recent Warriors games like DW8 or One Piece, there is nothing to be surprised at when finding out that DWGR also has this same graphical problem. And one final note, if you have a serious problem against anything related to Gundam SEED series, I'd strongly advise you Not to get this game for your own sanity's sake, and it'll be better for you to stick with GW2 or GW3 for your Gundam Warriors fix instead. ![]() We've reached our final destination. Thank you for reading this review Total Score: 6.4/10 Edited by BlackKite, Thu Feb 27, 2014 2:35 am.
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| wodash | Mon Feb 10, 2014 3:03 am Post #2 |
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undefeated in all directions
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excellent review as always, everything is pretty much spot on as for buy or not buy, it's still definitely a buy like KR2, but only after it's localized, and then after the price drops, it doesn't really worth importing/early purchase IMO |
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| Nigoli | Mon Feb 10, 2014 8:12 am Post #3 |
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ニゴリ
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I liked the usage of PSV snapshots. Especially the mention of lame grinding that the Card Collection system makes you do, and all of the other bad aspects of the game that would make someone think twice about getting the game now or even passing this game as a whole. I think it's a fair total score. But I'd probably just go lower if it were me. Maybe the PS3 version may change your mind?
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| BlackKite | Mon Feb 10, 2014 4:51 pm Post #4 |
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長宗我部菜々
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Thanks guys Yeah, I got and played both console versions to get a broader impression on the game. Actually at first I would've given this a flat-out 6/10, but it had a couple of saving graces IMO1. Initially I'd put as low as 3 for Contents, even around the time when we were still in the assumption that the rest of DLCs would be just the 00 movie Meisters. But then they added Crossbone of all things, which might give some concrete possibilities of them expanding to more non-anime series in future games, which is why I gave an extra point there. 2. If I were only getting & playing the PS3 version, I would've gotten very irritated with the frequent framerate drops it's having indeed. Maybe it's a godsend that I received the PSV copy earlier and got accustomed with the 30 fps cap there, so I didn't get caught off guard when I got & tried the PS3 version. It's kinda like Hokuto Musou, in the first game it was capped at 30 fps, then for the sequel they promised 60 fps but in actuality it's more like 30 fps 90% of the time, so I didn't feel too out of phase when playing the sequel. On the other hand, the difference on framerate sensation between DW6 & DW7 was very jarring, since the former was mostly stable at 60 fps..
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| Skode | Mon Feb 10, 2014 5:32 pm Post #5 |
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King of KW
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Interesting you gave the game an extra point in content for the paywall DLC content, i can understand the optimism for the future of the series based on Crossbones being there but overall im not sure DLC should IMO be reflected in reviews. Regardless very interest review BK, i enjoyed reading it from start to finish for its noted care for the series (and thus regular comparisons between it and past installments) as well as some blunt home truths about things you liked and in particular did not like. You even highlighted current status of the game in regards to a western localisation or lack of it so thanks buddy, only thing i think you missed was a comment on the online... or as i recall removal of the online mode which was present in DWG3. Im worried about the framerate drops... i dont own a Vita, not sure i want to own one either so i could be in a real love/hate relationship with the title if it gets released over here much like you clearly were having with the PS3 version of the game. |
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| BlackKite | Tue Feb 11, 2014 6:10 am Post #6 |
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長宗我部菜々
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Thanks for the suggestion, I'll keep that in mind when I try writing reviews again in the future ![]() I guess it's really because how much us Gundam fans are really let down with the total lack of effort from them to add more contents here, which for most people in the Gundam fanbase, would be a prime deciding factor. And also thanks for the reminder on online features. I think online co-op has pretty much become a staple feature for pretty much any action games with multiplayer nowadays to the point that it would've been more noticeable to raise a point in the reviews if there's a lack of online co-op instead. And I'm also mostly a singleplayer person so I tend to forgot that such feature exists, unless the online factor is being integral like when GW3 had online-exclusive trophies. So please pardon me on that ^^; EDIT: Oh and about the framerate drop, if you're already accustomed to the recent Warriors games like DW7-8, FotNS2 or OPPW games, there's nothing to be surprised at when this game also suffers from the same problem. I really miss the times when we used to have 60 fps Warriors games until 2010 though.. Edited by BlackKite, Tue Feb 11, 2014 6:40 am.
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| Joshelplex | Tue Feb 11, 2014 7:01 am Post #7 |
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The Nightmare of Winnipeg
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One thing I wonder, if anyone has been able to verify, how's the FPS in splitscreen. I heard it simply locks at 30 and cuts onscreen enemies down a touch, anyone tried it yet? |
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| wodash | Tue Feb 11, 2014 1:55 pm Post #8 |
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undefeated in all directions
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the game would've had a higher opinion, at least from me if the DLC guys were not DLC and is the actual new roster addition and stories that they revealed on the first announcement, would've been a big contender of my to buy list against EXVSFB since i loved the Musou atmosphere more than the VS series mini missions, but alas that's not what happened |
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| Turbo857 | Tue Feb 11, 2014 11:16 pm Post #9 |
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Elite Soldier
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Pretty good review, BK! I prioritize game play above all else so I'm definitely picking up a localized English version once it's released. I wanna see the Charge shot in action as well as battling the warships. Speaking of reviews, I noticed there's no review of Ken's Rage 2 on the site? It'd be great to see how you guys would break that game down, especially compared to the first game. Edited by Turbo857, Wed Feb 12, 2014 1:48 am.
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| wodash | Wed Feb 12, 2014 2:22 am Post #10 |
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undefeated in all directions
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many did their own reviews via posts in the KR2 topic, i did one recently(well, recent as in it's in the last few pages of that thread.) Edited by wodash, Wed Feb 12, 2014 2:34 am.
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| Ambimunch | Wed Feb 19, 2014 9:17 pm Post #11 |
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First Lieutenant
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I agree with the majority of the things stated. I think the score is too high however lol, I'd give this game no more than a 5 (being a faithful follower of the series). The game had good potential and I would have been able to overlook the lack of content if the graphics were cell-shaded (with no frame rate drops). Finally, I am not a fan of the mission structure in ultimate mode and the field designs feel worse. I guess its good that they're bigger and space battles returned, but the lack of objectives aside from blowing everything up is just bad. Gundam 3 had much more variety (and thats saying a lot considering this is a DW game, which is a simplistic button masher) Edited by Ambimunch, Wed Feb 19, 2014 9:18 pm.
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| Pigeon_Senpai | Thu Feb 20, 2014 12:22 am Post #12 |
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Cao Cao's Right Hand
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Nice review. I agree with most of the things you said. The gameplay is awesome but the game lacks in the other areas. I have over 60 hours and I'm still having fun with the game. I kinda wish Gundam Musou would get all of the suits that Extreme Vs. has because I prefer that game's roster over the Musou one. I also don't like the card system. I just wanna unlock everyone already.
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| Nigoli | Thu Feb 20, 2014 1:34 am Post #13 |
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ニゴリ
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This is why I liked the Friendship System overall. Because no matter what you did, you could put certain characters as Partners on the back burner until things like the Relation Missions unlocked. Some people seem to hate it though since it never worked for them. But I definitely think this was more time consuming since they make you play with each character and suit more than once. Edited by Nigoli, Thu Feb 20, 2014 1:38 am.
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| Master Omega | Thu Feb 20, 2014 6:45 pm Post #14 |
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Lord of The World
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I think this review perfectly illustrates why this game fails. It's not like DWG3, where its key features were absolutely horrid. No, SGM seems to be a game that plays perfectly, has all the features we've wanted, has much easier methods of leveling up and upgrading mobile suits. Yet, its content and focus is so awful that it ruins a game that had amazing potential. Had this game not touted the Official Mode as it did, I'm absolutely sure the sales would be higher. One can only hope that the next game won't do this again. |
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| Zeik Liberated | Thu Feb 20, 2014 11:55 pm Post #15 |
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ChaosKasier
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Playing the game in Japanese I quite agree the card system is pretty bad and the friendship system was less hassle to unlock people (having had no problems with people been stuck) That said Ive had great fun with the game, gameplay wise and content wise, I'm not at end game yet since I'm bouncing between it and SRW but the new units are really fun having played them almost exclusively and the gameplay is much better even if the graphics have taken a hit (playing on VITA). I'll reserve judgement on the story till a English release though |
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| tyrox9 | Fri Feb 21, 2014 2:59 am Post #16 |
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SUPER!~ General
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well, can't speak on if the card system is better or worst than the friendship system. but the friendship system needed to go either way. it was kinda... just nothing... it was literally just play the game and it eventually happens. At least thats DWG3 for you. In DWG2 it's a hassle, since you lose friendship of your opponents, but that at least means you gotta plan accordingly. there's not really any substance to it, you don't really do anything about it. to call it a system is kinda being generous. more like a mechanic. |
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| Nigoli | Fri Feb 21, 2014 4:00 am Post #17 |
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ニゴリ
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![]() Finally got around to booting up 3 on my second playthrough on my Japanese 360 to take some pictures just to show it isn't too hard. This was when I was wanting to get 3's Acheivements on my Xbox Profile, since I had 1 done, and was waiting to replay 2 in Japanese for 2's Japanese Achievements. When I knew what I doing off a first playthrough on the PS3. I was able to achieve the time of 46:56 with 100%, with Online Mode still left undone. This also implies the Friendship System is at LV5. Since you need all of them for 100%. I really think people that haven't finished 3 because of this should go back and try giving it another chance. It's really not as bad compared to 2, and definitely no where near as bad as the Card Collection System grinding. Edited by Nigoli, Fri Feb 21, 2014 4:03 am.
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| tyrox9 | Fri Feb 21, 2014 4:07 am Post #18 |
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SUPER!~ General
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i find the fact you can 100% the game in 2 days to be pretty discomforting.
Edited by tyrox9, Fri Feb 21, 2014 4:07 am.
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| Nigoli | Fri Feb 21, 2014 4:10 am Post #19 |
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ニゴリ
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^ I had 90 hours when I reached Platinum status on PS3 Musou 3 for my first playthrough. Forgot to mention that in my post. I was more trying to grind for better plans though. When I was done playing with Online and the game itself. It was around 120 hours at that point from what I'm recollecting. |
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| tyrox9 | Fri Feb 21, 2014 4:15 am Post #20 |
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SUPER!~ General
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guess thats better. Idk. I still think that at least with this card system, you have something to work for. something to work towards too.. the friendship System was just... there. its progression you don't really contribute to. You don't even have to think about it, or worry about it. |
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| BlackKite | Fri Feb 21, 2014 4:55 am Post #21 |
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長宗我部菜々
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I can't go back to GW3 anymore though... it had this peeve of mine where every single characters regardless of their origin universes are required to become Newtypes at the end. So I had to stick with a save where NT-equivalent characters could be made NTs, while those who are completely not NT-equivalent don't become Newtypes. (eg. Kou, Gato, Graham) But then a friend who came to play GW3 at my place had to ruin that save and turned some of those latter characters to NTs when I wasn't looking, so I raged and called it quits with it.. ![]() At least I already platinumed that though. And here I'm still slowly progressing in Shin GW, at a slower pace. And as I mentioned in the review it has addressed this peeve, which is why I can stick with it for longer Edited by BlackKite, Fri Feb 21, 2014 4:57 am.
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| tyrox9 | Fri Feb 21, 2014 5:04 am Post #22 |
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SUPER!~ General
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^ Lol. sclemeel schlemazel. And if there's anything I can definitely say I wont be missing, it's this. *"Time to work on my friendship with Loran!" * select mission, settings, unit... * "Yazan... Reccoa... Heero... damnit." * back out. * reselect mission, settings, unit * "Reccoa... Shinn... Full Frontal. Damnit!" * back out * reselect mission, settings, unit... * "Beecha... Ramba Ral... Reccoa. GOD damnit. Reccoa every time!" * Back out.... |
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| Joshelplex | Fri Feb 21, 2014 5:43 am Post #23 |
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The Nightmare of Winnipeg
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I hated the friendship system in 3. I don't get it at all. I have like 3 or 4 more people to max but they never move in rank ever, and there was no effective way to track it.
Edited by Joshelplex, Fri Feb 21, 2014 5:44 am.
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| Nigoli | Fri Feb 21, 2014 11:00 am Post #24 |
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ニゴリ
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If they did add the Card Collection back in, I could see them making the rates lower than what we had in this. I think it's manageable and can work if done right. Unless this was just some kind of ploy in the to force you to use all the game's content more. And wishful thinking here. But using some new art strictly for certain cards would've been nice too, like the percentage ones. The Card you unlock for 100% seemed so disappointing to me, and so anti-climatic for finishing the Collection. Spoiler: click to toggle
Edited by Nigoli, Fri Feb 21, 2014 11:01 am.
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| sion13 | Fri Feb 21, 2014 1:58 pm Post #25 |
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First Lieutenant
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I lost my passion for the game at 70% collection. it has become a grind feast at this point and I'm having difficulty carrying on the grinding.... I having 100% achievement for 3 but I dont think I can achieve that for SGM. |
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Yeah, I got and played both console versions to get a broader impression on the game. Actually at first I would've given this a flat-out 6/10, but it had a couple of saving graces IMO









5:55 PM Jul 13