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Super Robot Wars Community Thread

Bebpo

Banned
Few more stages in, now on normal. My experience is that yeah normal feels like Z3/2nd OGs hard. Grunts are fodder, though accuracy still isn't 100% on them without SP and they hit pretty close to 100% without SP defense on your side and do decent damage, but they're fine and fun to fight against. Bosses are basically 100% vs. 18% accuracy without SP lol, but save your SP for them and they're fine.

I'm playing the opening 10 routes on hard on one-side, normal on the other to compare and yeah there's definitely a difference. Accuracy on hard against grunts without SP is very much under <50% even with 3-4 points into hit accuracy compared to like 70-90% on normal.

Outside of the difficulty stuff, the game is really hit or miss so far. A lot of the stages and story events are great. The 3d in-battle cutscenes are pretty often and very cool. Gonna be sad to lose these when SRW V goes back to 2d top-down map. Story is exciting. Having never played J this game makes J's OG plot seem pretty awesome stuff other than the SEED-era angst protags.

The miss is that so far like 25% of the stages have this stupid "you can't kill any enemies" rule. And I hate it so much. These stages, especially when you've put some points into your units so they're doing more damage, are basically me quick saving after every single attack and constantly hard resetting everytime an attack does too much (killing the enemy) or too little damage (leaving the enemy with too little life to hit w/o killing at that point). A 10 minute stage becomes a 40 minutes stage of 20-30 hard resets and is just miserable to play. Add to that the only character early on with Tekagen is the main ship unit which has crap accuracy means you can't rely on that SP. If they're going to keep this up with every 3rd or 4th map having this requirement then I can't wait to get a good front line unit that I can case Tekagen on and let counter everyone. Also not kililng grunt enemies is not fun. Maybe I'll get lucky and they'll stop with these types of stages after the intro split.
 

Reishiki

Banned
The miss is that so far like 25% of the stages have this stupid "you can't kill any enemies" rule.

How far in? I only remember the one early on the space route. Does the Earth Route have more of them?

I haven't been specifically focused on the SR Points, mind you, I usually save those for a second run.
 

Bebpo

Banned
How far in? I only remember the one early on the space route. Does the Earth Route have more of them?

I haven't been specifically focused on the SR Points, mind you, I usually save those for a second run.

Yeah, by stage 7 of both, space route has 1, earth route has 2, so 3/14? Ok more like 10%, but every one of those stages still really annoys me. The second earth route one was really annoying because your units are more powerful but now it's bring the enemies under 1500HP instead of 2000HP, so it's even harder. And it's not even an SR point! I'm a little worried how people who play the Asia English version of this as their first SRW will react to stages like that.
 

Bebpo

Banned
Rp3MaIq.jpeg


Hptit1U.jpeg



Two maps in a row, top is on hard, bottom on normal. Enemy is probably a little stronger in the top one but still you can see the difference. This is with no upgrades, no seishin, vs grunts first 10 maps. :p
 

Bebpo

Banned
aaand 20 maps later I'm done with the initial route split and into the unified main game route. The space route has some cool stuff, but the earth route start is way better just because of a single map that is epic level SRW badass hot blood. Earth route is basically "new series entry intros route" and space is "returning characters" route.

Game is pretty fun. Deploy counts are a little low once you hit unified. We're looking at about 8 teams deployment/16 units. When you hit unified you have about double that amount of units, so half the characters get instant cut.

Biggest praise is surprisingly the music. It's so good! And it's been sooooooooooo long since SRW got new music outside of battle scenes. After years and years and years of hearing the same tune over and over again when people are talking it's nice to have a handful of new poppy tunes. Same with map BGMs, they feel really fresh and there's one I already totally love. And then the new battle BGMs are great, especially the boss music for J bosses. It's nice having a SRW game where I'm fully satisfied in the music department again.

Also nice having a SRW where I'm fully satisfied in the visuals department again. I wish one day we can have a licensed SRW with the animation and sprite consistency and quality of this.

And I really really hope the licensed game after V goes back to 3d isometric maps. They do a lot of neat stuff here with the 3d models. There's so much potential for them to use that stuff in the licensed games again.
 

Reishiki

Banned
Some of the new map/intermission tracks are remixes from J. It doesn't seem like the originals were ever uploaded to Youtube, though.
 

Bebpo

Banned
Couple of thoughts about the PS4 version:

1. What the fuck is up with blocking all screenshots/videos for the entire game? Seriously, this is like corporate big brother gaming. The PS4 system even gives errors constantly as it fails to take a screenshot when you get a trophy because screenshots aren't allowed. I get that some Japanese developers want to block story scenes so people can't just watch them on youtube and not by the game, but blocking the entire game from even screenshots is super anti-consumer. All it's really obvious that Scamco doesn't like all attack videos on youtube because they feel people won't buy the game and can just youtube all the attack animations. My main concern is after V, what happens when the next mainline console SRW is PS4 only? I mean I guess people will just use external video capture like they do with the PS3, so maybe it's not a big deal, but it's still super lame they block everything in the game.

2. This is the first PS4 game where I'm really feeling how bad the PS4 controller battery life is. I can't even make it through a single day of playing from full charge, which I can do no problem on PS3 SRW games. I did like 7 maps or so today and my controller died mid-battle on the last one for the night :| I wonder if the fact the game uses the lightbar to change colors based on whose turn it is kills the controller battery even faster than normal for PS4.

Otherwise everything else about the PS4 version is great. Instant loading, looks sharp.

On stage 18? I think. Still liking it a good deal. Very solid start so far for a SRW, not amazing but solid. Usually 2nd halves are way better since that's when the story kicks into gear and all the surprises are, so if it's this solid from the start I'm feeling good about the game's potential for epic greatness in the 2nd half.

Ok, so OGs has too many units at this point. Like if they keep carrying all the units over and adding new ones each OGs game, it just doesn't work with 2 person squads and 8-10 team deploy counts. I think for 3rd OGs, as much as I detest squads, they're gonna have to do at least a 3 person squad system (hopefully 3, not 4, 4 person squads are so tedious as shown by Alpha 3) so that you can deploy at least almost all of the major characters. As it is in MD, you need to leave about half the OG cast in the dumpster. Anyone who pilots a Geshpent or Huckbein whose not Hawken Brown is never seeing the light of day in my game.

I like some of the new enemy units, the
Dark Brain Generals
do a good job of giving Mazinger style fun creative super robot enemies with gorgeous OG animation. Also even the grunts from J look really nice.

Man, J's protaginists are super super emo & angsty. They feel straight out of that SEED/Destiny era of dark brooding emo angsty teenagers anime. They actually feel the most "anime" OG characters yet, if someone said they weren't OG characters and were from some ~2005ish anime, I'd totally believe it.

The SR points in this game have actually been surprisingly easy for some reason for 90% of them. Like easy to the point that I have to purposely avoid them almost every map just to stay on normal. It's weird since the hit rate stuff, especially with hard mode is very difficult, yet they have SR points that are like "move your ship 20 spaces in 5 turns instead of 6", or "Go talk to to an enemy". Just kind of weird how easy they are so far.

Also even on normal, and constantly upgrading accuracy, I still see occasional bleeding over of the wacky hit percentages. My Compatible Kaiser even with 6 stats into accuracy still has like 50-60% hit ratio against certain grunts. I mean it's normal for a super to have crap accuracy, but since I am upgrading the accuracy stats, I expect a little bit more. Also Granteed/Touya for some reason have really shit accuracy and Touya has a low SP bank in the first 1/3rd which is annoying, I'm sure it'll get better over time. Soul Saber is less strong but much better accuracy/SP in the first 1/3rd.

With D characters, I'm torn on setting them on Fort Gigas over Joshua's blue Dendro. I'm doing it mostly because that way I get both SP banks on 1 unit and when deploy counts are low that helps. Plus Rim has the extra distance SP and Fort Gigas & Dendro both have terrible movement so that helps. FG also has better damage. The problem with FG is that his attack after move options are really limited to low damage attacks until he hits 130 morale and then his final attack is good but eats 50 EN per swing. I feel like I need to get Hit & Away on Joshua to make Gigas more of a powerhouse unit, but that costs 200PP and he has like 26 PP on my game now lol ;_;

And I see what someone meant by weird balance. The problem (if it's even a problem) is that the game gives you all the 2nd OGs units with pretty much all their moves unlocked from the start. So while your new entry units start out with just a few attacks and are slowly gaining more powerful ones as the story progresses, the major badass powerhouses from 2nd OGs are available really early on with their final attacks like SRX or Hugo's unit, Compat Kaiser, even Fort Gigas. You have a lot of big powerful super robots at their endgame which dominate everything (except accuracy). The Z games took care of this by having all the units suddenly break down or lose their best attacks, which was really silly from a story perspective, but it does even out the balance. They don't really do anything like that here except for a couple of characters who they keep their real units away for a bit. But then again I don't really mind when there's some unbalance in my favor.
 

Reishiki

Banned
1. What the fuck is up with blocking all screenshots/videos for the entire game? Seriously, this is like corporate big brother gaming. The PS4 system even gives errors constantly as it fails to take a screenshot when you get a trophy because screenshots aren't allowed. I get that some Japanese developers want to block story scenes so people can't just watch them on youtube and not by the game, but blocking the entire game from even screenshots is super anti-consumer. All it's really obvious that Scamco doesn't like all attack videos on youtube because they feel people won't buy the game and can just youtube all the attack animations. My main concern is after V, what happens when the next mainline console SRW is PS4 only? I mean I guess people will just use external video capture like they do with the PS3, so maybe it's not a big deal, but it's still super lame they block everything in the game.

It shouldn't be blocking screenshots, I've been able to take screenshots fine. They just get an MD watermark on them, like this:


Man, J's protaginists are super super emo & angsty. They feel straight out of that SEED/Destiny era of dark brooding emo angsty teenagers anime. They actually feel the most "anime" OG characters yet, if someone said they weren't OG characters and were from some ~2005ish anime, I'd totally believe it.

SRWJ Release Date: 15th September 2005.

I think it's the reason the Ardygun family in W was a lot more bubbly and generally positive. W was a fuckton more cheerful in general, really. As an example, J plays the SEED plot entirely straight, meaning the Archangel actually loses support characters as the plot goes on, among other things. W hardly kills anyone from SEED, I think even Miguel lives.
 

Bebpo

Banned
It shouldn't be blocking screenshots, I've been able to take screenshots fine. They just get an MD watermark on them, like this:

Maybe it doesn't block the visual novel part, but it's blocked all my trophy auto-screenshots, so I guess the map/battle stuff is all blocked?
 

Shouta

Member
I kinda like that they're giving us the entire cast to play with because then we'll be able to choose our own playstyle. I'm going mostly Super Robot aside from like the Bezellute but if I do a second run, I'll probably go mostly real with the Huckies/Gespensts.
 

PSqueak

Banned
I think it's the reason the Ardygun family in W was a lot more bubbly and generally positive. W was a fuckton more cheerful in general, really. As an example, J plays the SEED plot entirely straight, meaning the Archangel actually loses support characters as the plot goes on, among other things. W hardly kills anyone from SEED, I think even Miguel lives.

W basically shoved SEED aside to focus on Astray, which makes sense in many ways, it really stopped the game from being J 2.0.
 

Bebpo

Banned
A little annoying that when you get units later on they all start at 0 stats across the board. I know in a lot of SRW games when you get units 20 hours in or more they at least start with stuff like lvl.2 stats across. Just got like 4 new units and spent all my map money on just upping all their hit accuracy to 4 points in. Now they're just 3 weapon levels behind all my other main units (My playstyle in SRW is that I don't go for 1 FUB character, I evenly level all my mains).

I kinda like that they're giving us the entire cast to play with because then we'll be able to choose our own playstyle. I'm going mostly Super Robot aside from like the Bezellute but if I do a second run, I'll probably go mostly real with the Huckies/Gespensts.

Yeah, I mostly stick to supers. I'm glad my main concern turned out wrong. When MD was announced I was hoping it'd be a Gaiden game with the full cast, moving the story forward, just not enough to be a 3rd OGs, but since they were only showing a few units I was worried it'd be some half-assed expansion like Dark Prison++. It's definitely what I wanted outside of a 3rd OGs.

So uhhhhhhhh, story spoilers for Stage 16ish I think, also for J/OGs:
So the main bad guy from the J antagonist's group's last name is GOZZO. I'm guessing either he wasn't in J or if he was they just added that last name to connect to OGs? I'm assuming he's another Balmer GOZZO guy. Nm, doing some google searching the romanization of the J bad guy's last name is GOETZ; so I guess there's no relation to the GOZZO clone family.
 

Loona

Member
I think it's the reason the Ardygun family in W was a lot more bubbly and generally positive. W was a fuckton more cheerful in general, really. As an example, J plays the SEED plot entirely straight, meaning the Archangel actually loses support characters as the plot goes on, among other things. W hardly kills anyone from SEED, I think even Miguel lives.

Even better, [spioler]Gai Daigouji from Nadesico lives all the way through Prince of Darkness[/spoiler].

I'm yet to read reports of references to W's originals, indirect as they may be, in MD...
 

PSqueak

Banned
Even better,
Gai Daigouji from Nadesico lives all the way through Prince of Darkness
.

I'm yet to read reports of references to W's originals, indirect as they may be, in MD...

My personal theory for W + J was that
The universe in SRW J was the previous universe mentioned which ended to give birth to the new universe
So they can always pull some shit like the Database coming from an
alternate and future
universe giving way to the Ardyguns for sequels or expansions.
 

Reishiki

Banned
SRW W will probably remain my favourite handheld SRW title, even if the Valzacard makes the final stages so very easy.

With a custom spirit set for Kazuma plus W's glitches (Infinite SP + hot blood/soul stacking), I cleared the final stage in one turn with just Valzacard.
 

Shouta

Member
Just finished Stage 16. I think I've figured out why the accuracy rates are all over the place. It's because of all the terrain. Quite a few of the maps have tons of 20% or 30% modifiers to stuff that even the enemy gets so if you're not on one of those, it gets real lopsided, lol.

The maps in this are way more varied than 2nd OGs and most are pretty new which explains a lot. All of the city ones are pretty tall making it hard to get around without flying, lol

So uhhhhhhhh, story spoilers for Stage 16ish I think, also for J/OGs:
So the main bad guy from the J antagonist's group's last name is GOZZO. I'm guessing either he wasn't in J or if he was they just added that last name to connect to OGs? I'm assuming he's another Balmer GOZZO guy. Nm, doing some google searching the romanization of the J bad guy's last name is GOETZ; so I guess there's no relation to the GOZZO clone family.

Yeah, they're different, lol
 

cntr

Banned
In J, Toya starts out anime angst, but he gets over it. Calvina doesn't do as well, I think.

but the best part is how it manages to make Kira's character even worse, since Toya got over the same type of angst before he's even introduced
 

Bebpo

Banned
Just finished Stage 16. I think I've figured out why the accuracy rates are all over the place. It's because of all the terrain. Quite a few of the maps have tons of 20% or 30% modifiers to stuff that even the enemy gets so if you're not on one of those, it gets real lopsided, lol.

The maps in this are way more varied than 2nd OGs and most are pretty new which explains a lot. All of the city ones are pretty tall making it hard to get around without flying, lol

The city ones are just plain bad design decision. I actually have to play using the start button top-down view in those maps because I can't see the units. It's borderline unplayable. Not sure why they felt they had to change them to be like that.

And yeah, it could be terrain modifies more than usual. Wasn't it normally like a 5% modifier and now it's 20%?
 

Shouta

Member
The city ones are just plain bad design decision. I actually have to play using the start button top-down view in those maps because I can't see the units. It's borderline unplayable. Not sure why they felt they had to change them to be like that.

And yeah, it could be terrain modifies more than usual. Wasn't it normally like a 5% modifier and now it's 20%?

That's my only complaint, the view but that's why we have L/R to select units, lol.

Terrain has always modified a lot but it was just that a lot of maps were much more plain before. Lots of flat maps or a bit of forest and a little elevation were common in other SRWs. In this game, there's actual terrain everywhere. Forest is always 20% Evade/Def. Good buildings are 30% Evade/Def and 20% Regen to HP/EN. The enemy gets to use those bonuses too as I recall which is why a lot of them are powerful. Then there's the level gap etc.
 

Bebpo

Banned
Can't believe there still isn't a patch out for the crashing. Mine goes to a black screen after a load and starting next stage about 1 out of every four times.
 
In J, Toya starts out anime angst, but he gets over it. Calvina doesn't do as well, I think.

Calvina has her story arc and it's fine. There is a reason her theme is called "Revenger", albeit it's probably the same reason metal gear rising is subtitled Revengeance. Japan likes english, but doesn't like using it properly.

Lots of flat maps or a bit of forest and a little elevation were common in other SRWs.
Playing Z2 games after OGs just kind of drove the point home that flat 2D maps are easy to read and navigate.

And yeah Terrain always played a big deal in SRW games. In OGs bosses camped on hp/en regen terrain tiles. Forests always hindered movement, although I don't remember the debuff being as high as 20%/30% but in places like Military Bases there are plenty of tiles to be found with 30% defense buffs and HP/EN regen.
 

Bebpo

Banned
A couple of small complaints I have about halfway through are the stages are too short, not enough grunts (I never thought I'd be saying this) and almost no boss fights so far. Plus it has the usual OGs thing where all of the bosses are fake fights and run away after you get half or 3/4ths their HP down. I miss actually bosses.
 
From 500 thousand to barely 100 thousand. Sad times.

01./00. [PS4] Super Robot Wars OG: The Moon Dwellers # <SLG> (Bandai Namco Games) {2016.06.30} (¥8.200) - 70.392 / NEW
02./00. [PS3] Super Robot Wars OG: The Moon Dwellers <SLG> (Bandai Namco Games) {2016.06.30} (¥8.200) - 38.715 / NEW
 

Tsukumo

Member
From 500 thousand to barely 100 thousand. Sad times.

01./00. [PS4] Super Robot Wars OG: The Moon Dwellers # <SLG> (Bandai Namco Games) {2016.06.30} (¥8.200) - 70.392 / NEW
02./00. [PS3] Super Robot Wars OG: The Moon Dwellers <SLG> (Bandai Namco Games) {2016.06.30} (¥8.200) - 38.715 / NEW

Nooooo.
Darn it. Hopefully the Asian and Western release will pump some good numbers.
 

Bebpo

Banned
Yeah, SRW has been fucked for a while. We're seeing the last years of it, really. The continuing budget SRW releases are necessary because the sales keep dropping. Whether it's splitting a game in 2 parts and cutting the animation budget/unit count like Z3, or making a game like MD where 85% of the units/animations are just copy & pasted from 2nd OGs. Or with V another licensed game where 80% of sprites are going to be recycled from Z3.

There's simply no way Banpresto/Namco can afford to keep creating high quality sprites/animations when the games don't sell. My dream of a real quality licensed SRW with all new and fresh sprites/animations closer to 2nd OGs level after V is dead.

I think the only solution to saving SRW is to move everything 3d cell-shaded like Guilty Gear Xrd. Stuff like the new G-Gen looks pretty darn nice and 3d is always going to be cheaper than HD 2d. I'll begrudgingly accept an all 2.5d future of SRW if it lets me start getting a bunch of licensed series and lots of units and decent animation again.

Japan hasn't been buying shit recently. Consoles are deadddd there.

Well since SRW sells like shit on portables, I guess it's extra fucked!
 
Multiple budget releases only serve to milk the hardcore audience. Winkysoft went real fast from MK finally getting a sequel to MK selling nothing and filling for Bankruptcy.


Oh and this is nonsense.
Well since SRW sells like shit on portables, I guess it's extra fucked!

01./00. [PSV] 3rd Super Robot Wars Z: Tengoku-Hen <SLG> (Bandai Namco Games) {2015.04.02} (¥7.690) - 121.219 / NEW
02./00. [PS3] 3rd Super Robot Wars Z: Tengoku-Hen <SLG> (Bandai Namco Games) {2015.04.02} (¥8.716) - 109.200 / NEW
 

Bebpo

Banned
Multiple budget releases only serve to milk the hardcore audience. Winkysoft went real fast from MK finally getting a sequel to MK selling nothing and filling for Bankruptcy.


Oh and this is nonsense.


01./00. [PSV] 3rd Super Robot Wars Z: Tengoku-Hen <SLG> (Bandai Namco Games) {2015.04.02} (¥7.690) - 121.219 / NEW
02./00. [PS3] 3rd Super Robot Wars Z: Tengoku-Hen <SLG> (Bandai Namco Games) {2015.04.02} (¥8.716) - 109.200 / NEW

I mean handheld only which is what Shouta is implying still sells well. Z3 was a PS3 game with a handheld port.

Any SRW under 200k sales opening is a dud. I have a strong feeling V will do worse numbers than Z3-2.
 
Encountered a bug on stage 33(Moon route). If you mash through the intro text or skip it using either R+X or R+Start the game will softlock when trying to spawn the enemy units. It's possible this only occurs if it's the first stage you play after opening the game. Fortunately the softlock can be avoided by going through the text normally.
 

Shouta

Member
Finished. I really enjoyed it. This is to 2nd OGs what OG Gaiden is to OGs, a focused story with most of the units so you get to enjoy it all.

The big thing that really stands out for me is that they're stepping up the presentation of the game a lot, more of the Chibi 3D models showing stuff off, more 2D cut-ins during story sequences for bigger effect, better music choice, and just all around a real polished version of their effort in 2nd OGs. It makes me really interested in what they plan on doing for 3rd OGs eventually. I also really like the basic gameplay improvements, namely putting more effort into maps with all that terrain and the like.

On animations, J and GC looked amazing and they put a TON of effort into them. They even kept some of the systems from J without the restrictive systems which is a real treat. Their animations were an even bigger step over the 2nd OG ones so I'm really looking forward to the ones in 3rd OGs and the touch-ups they may do to older units.
 

Reishiki

Banned
Now if only they brought back that thing from J where one of the full upgrade bonuses was basically a free S-Adapter. Game balance, what's that?
 
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The three things I never want to see on a boss with an HP retreat limit.
 
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