Currently Playing 5: Absence Makes the Heart Go Yonder!

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The Killer of Heroes
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Re: Currently Playing 5: Absence Makes the Heart Go Yonder!

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Postby The Killer of Heroes » Fri Apr 28, 2023 4:34 am

I beat Future Redeemed. I wish this had been the base game and had gotten the full treatment while base game XB3 had been like DLC epilogue. I was much more into the cast here and their general dynamics despite some rushed elements because of DLC limitations.

Unfortunately the larger overall story is one of those rushed elements I think, and frankly I was still fairly confused about several things after beating it.
SPOILER: Show
Like I don't really quite got the whole Alvis/A split and what drove Alvis so genocidal, or what happened to like half the cast of XB1/2, or what exactly Shulk, Rex, and A are doing in the ending. I never understood any of the Fog Beast stuff in Future Connected and still don't understand why they're running around in Aionios.

Also I guess the worlds merge again in the end but I wonder how it works exactly. Like do people born on Aionios still exist or what? Also did they actually try and tie the story from fucking Xenoblade X into this?

Also apparently I need to play Xenosaga finally.


Still I liked DLC overall and had fun with it.

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Re: Currently Playing 5: Absence Makes the Heart Go Yonder!

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Postby Blockio » Fri Apr 28, 2023 5:25 pm

Yeah, I got through it earlier today as well and HO BOY it is a lot.
Has an excellent cast, A is a strong contender for being my favorite Xenoblade character period.

It also addressed all of the things that bothered me about the main game thematically, so now I can finally lift the Madoka Rebellion maxim and declare XBC3 as a confident 9/10 in my book. I had a great time with both stories.

SPOILER: Show
And yeah, the lore implications of all of this are nuts; hell, if I have the metaphysics, right, not even A, who I was fully expecting to end up being permadead outside of Aionios, might end up being?
I can see why Gendo hired Misato to do the actual commanding. He tried it once and did an appalling job. ~ AWinters
Your point of view is horny, and biased. ~ glitz2hard
What about titty-ten? ~ Reichu
The movies function on their own terms. If people can't accept them on those terms, and keep expecting them to be NGE, then they probably should have realized a while ago that they weren't going to have a good time. ~ Words of wisdom courtesy of Reichu

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Re: Currently Playing 5: Absence Makes the Heart Go Yonder!

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Postby The Killer of Heroes » Fri Apr 28, 2023 7:31 pm

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I don't know that I understand the mechanics really, but I'm guessing they'd bring A because how could you not? A rules.

Tbh the more think about it the more I really hope the specific implication of the radio scene isn't that this is all just XBX prequel i.e. the worlds remerge and then get owned by the Ganglion from X. That would kinda bum me out tbh, but its hard not to notice the similarity of the city in that scene to like New Los Angeles. Though if that is the case, it would maybe give Z an actual sympathetic to some degree motive to perpetuate the Endless Now if he somehow knew that the Ganglion were coming down the line otherwise.

I did like this crackpot theory I saw online that perhaps the alien world from X is actually the remerged Earth somehow (And it would sorta kind of explain weirdness in that game's own ending) but I don't think I'm ready to commit to that yet.

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Re: Currently Playing 5: Absence Makes the Heart Go Yonder!

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Postby Blockio » Sat Apr 29, 2023 8:20 pm

SPOILER: Show
My knowledge of X is very minimal, so I don't really have any takes on this; my gut response is probably not that, especially since I've seen some people say that the namedrops in the radio were Xenosaga, not Xenoblade X
I can see why Gendo hired Misato to do the actual commanding. He tried it once and did an appalling job. ~ AWinters
Your point of view is horny, and biased. ~ glitz2hard
What about titty-ten? ~ Reichu
The movies function on their own terms. If people can't accept them on those terms, and keep expecting them to be NGE, then they probably should have realized a while ago that they weren't going to have a good time. ~ Words of wisdom courtesy of Reichu

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Re: Currently Playing 5: Absence Makes the Heart Go Yonder!

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Postby JoelcrNeto » Sun May 07, 2023 7:40 pm

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Yep, these are references to Xenosaga Episode III; Dmitri Yuriev, who is mentioned on the radio, is the main antagonist of that game. MONOLITHSOFT had to ask permission from BANDAI NAMCO* to use the name and also the logo that can be seen on the radio. I don't see a connection with Xenoblade X yet.

References to Xenosaga are nothing new in Xenoblade:
  • KOS-MOS and T-elos are heavily based on KOS-MOS and T-elos from Xenosaga;
  • Pyra’s, Mythra’s and Malos’s Core Crystals from Xenoblade 2, as well as Alvis’s necklace in Xenoblade Definitive Edition and A’s earing in this DLC, all them are heavily inspired by the Zohar – there’s an eponymous object in Xenogears too.
In the post-credits scene, something is seen falling from the universe towards the new Aionios. It is very similar to the ending of Xenosaga Episode III when KOS-MOS drifts to Lost Jerusalem (Earth).

Xenosaga was not finished properly, due the poor sales the project was canceled. I don’t know what they're really planning with all this, but the possobility of a Xenosaga remake isn’t out of the question.

* You find a copyright information in “Intellectual Property Information”.
Image

Anyway, I finished the DLC just today, and I feel like Takahashi did what he wanted to do with Xenosaga. Well done!
Now the final battle song is stuck in my mind.
“Like a miracle, life starts with the pain / Forever this will be” — “Heroes of Sand” by Angra.
“É porque nós gostamos de você. Obrigada por conversar comigo. Vem, me dá a sua mão para andarmos juntos.” — Rei to Shinji (Portuguese dub).

Avatar: Elma (from Xenoblade Chronicles X) by @ui_frara on X

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Re: Currently Playing 5: Absence Makes the Heart Go Yonder!

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Postby The Killer of Heroes » Mon May 08, 2023 1:32 am

SPOILER: Show
The Project Exodus stuff that the radio mentions is straight out of Xenoblade X, which is big part of entire premise of that game. It seems likely to me that they're melding Xenoblade 1-3, X, and Saga trilogy into some kind of super narrative even if some details along the way get changed a la Definitive Edition changes to align Xenoblade 1 with XB2's reveals. It might also be something more akin to Turn A Gundam's "Correct Century" timeline that has different shows fitting together even if the specifics don't quite make sense.

The "Philadelphia class ships" they mention are apparently a Xenogears thing I forgot about, but because legal headaches involved I doubt we'll get many explicit connections to that.


Anyways I just finished Xenosaga 1 myself and quite liked it. It's a little older than I realized going in (Original Japanese release was in 2002 jesus christ) and shows its age, but I enjoyed it overall despite some obnoxious bits like how missable some of those god damned e-mails are and some battle animations taking 1000 years to finish. Really looking forward to playing 2 and 3 after Tears of the Kingdom.

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Re: Currently Playing 5: Absence Makes the Heart Go Yonder!

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Postby Blockio » Tue May 09, 2023 8:55 am

Luxin did a video on that, it's not a Xenoblade X thing, the events do not line up. This is straight Xenosaga.
I can see why Gendo hired Misato to do the actual commanding. He tried it once and did an appalling job. ~ AWinters
Your point of view is horny, and biased. ~ glitz2hard
What about titty-ten? ~ Reichu
The movies function on their own terms. If people can't accept them on those terms, and keep expecting them to be NGE, then they probably should have realized a while ago that they weren't going to have a good time. ~ Words of wisdom courtesy of Reichu

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Re: Currently Playing 5: Absence Makes the Heart Go Yonder!

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Postby Tankred » Sun Jun 18, 2023 4:57 pm

Been running through Doom, Carmack was right about stories in these games, they're a window dressing in many respects. Gameplay is pretty tight as you'd expect.

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Re: Currently Playing 5: Absence Makes the Heart Go Yonder!

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Postby Tankred » Wed Aug 23, 2023 3:15 am

Quake II Remastered
Now this was a pleasant surprise, I've played hrough the main campaign, as great as I remember, AI is improved, a well balanced power fantasy even on hard mode. This is a genuine remaster and I wish more games went this way instead of remakes.

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Re: Currently Playing 5: Absence Makes the Heart Go Yonder!

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Postby Blockio » Tue Oct 10, 2023 11:39 am

Played Heaven Will Be Mine after seeing it recommended by a mutual; it's a bit obtuse at the start, with extremely rapid-fire introduction to lore and concepts even by the standards that those here are used to, but quite fun once you settle into the rhythm of things; the cast is small, only a three mains and a couple of supports per route, but each of them is pretty interesting and very much endearing.
It's also very short at just a couple of hours and only costs a tenner on Steam, so if disaster lesbians in eldritch mecha sound like a good time to you, I can highly recommend it.
EDIT: Played all other routes, got all other endings in one go today. Game good, highly recommended
I can see why Gendo hired Misato to do the actual commanding. He tried it once and did an appalling job. ~ AWinters
Your point of view is horny, and biased. ~ glitz2hard
What about titty-ten? ~ Reichu
The movies function on their own terms. If people can't accept them on those terms, and keep expecting them to be NGE, then they probably should have realized a while ago that they weren't going to have a good time. ~ Words of wisdom courtesy of Reichu

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Re: Currently Playing 5: Absence Makes the Heart Go Yonder!

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Postby The Killer of Heroes » Tue Nov 14, 2023 6:41 am

I beat Xenosaga 3 last night and wow that was a hell of a game. I'm really glad I took the time to play through the trilogy this year because it was honestly really cool journey. I think XS3 was the highlight of the trilogy both story and gameplay-wise (Though XS1 came pretty close to me), but especially because they were finally willing to drop the awful combo system stuff that had plagued the uh franchise since Xenogears. XS3 combat is snappy and fun as a result and I think is pretty easily the best playing of the pre-Blade games.

My final Xeno tier list:
Image

Individual placements on lower tiers might change with some more thought (Might swap Future Connected and XS2, and maybe XB1 and XB3), but tier placements themselves I think are more or less settled.

I first started this series with Xenogears back in 2012, and it feels weird to be finally caught up now 11 years later.

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Re: Currently Playing 5: Absence Makes the Heart Go Yonder!

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Postby Blockio » Sat Dec 02, 2023 9:24 am

100%ed Sea of Stars; excellent game, no notes. Incredible time, all that's left is a run of NG+, but that will come later.

To quote the friend who introduced me to it - one of the best completionist experiences of my life. Highly recommend.
I can see why Gendo hired Misato to do the actual commanding. He tried it once and did an appalling job. ~ AWinters
Your point of view is horny, and biased. ~ glitz2hard
What about titty-ten? ~ Reichu
The movies function on their own terms. If people can't accept them on those terms, and keep expecting them to be NGE, then they probably should have realized a while ago that they weren't going to have a good time. ~ Words of wisdom courtesy of Reichu

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Re: Currently Playing 5: Absence Makes the Heart Go Yonder!

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Postby FelipeFritschF » Wed May 08, 2024 8:36 pm

Despite being very much into aviation, I had never played the Ace Combat games, and four weeks ago I finally tried out 04 on the PS2 emulator. Having previously played lots of flight sims proper as well as Ubisoft's clone. HAWX (I still have a box of HAWX 2 in my room, which I will probably never bother finishing), it was pretty easy for me but still immensely enjoyable. It's amusing I never got into those games as a child, so I finished it in about 3 hours, then I moved on to the equally excellent 5, then Zero, then X for the PSP, then 6. Assault Horizon Legacy was pretty disappointing and I'm going through the series' proverbial resuscitator, AC7 little by little. However, as it turns out the series' most quiant title, Ace Combat 3: Electrosphere, a very interesting story heavy little cyberpunk thingy, had a fan translation released for it a little under a year ago. It might seem odd to need a fan translation, but as fans of the franchise know, the international release had well over half of its titanic 2-disc release cut, including all of its cutscenes and dialogue, which in the original Japanese version consists of over half an hour of fully animated anime waifus (by Production IG, even!). One of the main characters is, uhh, Rena, a quiet ace pilot girl with blue hair. Rather familiar...

SPOILER: Show
Image


Playing through those games now, and feeling the immaculate turn of the millennium vibe from AC3 and 04, it's pretty interesting to note how in 2010-13 ish it looked like the franchise had abandoned its original setting, then that it had died after years of abandonment, started to look like a relic, then after even more years it came back in a triumphant return. Kinda feels like it was this way for Eva too, except we know that Anno kept saying "okay, NOW it's over" after this or that big campaign (Revival of Eva in 2003 had that). In a way the 10 year gap between 3.0 felt that way too. I remember some other older fan told me he felt that way when EoE finally became widespread in the West, and that was in, what, 2001? As well as a Korean fan that has been there since the beginning.

SPOILER: Show



I also kept thinking about how great AC6 was also bold and excellent, but its X360 exclusivity as a result of Microsoft pretty much bribing Bandai Namco killed that franchise for over 10 years as it would ensure low sales and from that point on those games would be trend chasing after mainstream AAAs and then even F2P titles, which would only end in 2019 with AC7 itself by doing the things fans wanted rather than follow what game execs and analysts believed were the trends. It was in fact so successful it outsold the entire franchise combined and reignited that entire fandom and unearthed those games from obscurity. Likely without AC7's success, there would be no fan translation of AC3 either. Really goes to show what rejuvenation does to fandoms.

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Re: Currently Playing 5: Absence Makes the Heart Go Yonder!

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Postby Alaska Slim » Sat Oct 05, 2024 12:47 am

View Original PostFelipeFritschF wrote:I also kept thinking about how great AC6 was also bold and excellent, but its X360 exclusivity as a result of Microsoft pretty much bribing Bandai Namco killed that franchise for over 10 years as it would ensure low sales and from that point on those games would be trend chasing after mainstream AAAs and then even F2P titles, which would only end in 2019 with AC7 itself by doing the things fans wanted rather than follow what game execs and analysts believed were the trends. It was in fact so successful it outsold the entire franchise combined and reignited that entire fandom and unearthed those games from obscurity. Likely without AC7's success, there would be no fan translation of AC3 either. Really goes to show what rejuvenation does to fandoms.


Maybe I'm outside the loop on something, but did you mean AC5 and AC6?

Going back to AC5 which I thought of as a grittier, shiniest entry of the Franchise -- I realize it's actually pretty cartoonish. From the "Waddle" movement of several enemies, to Mario Cannonball-esce mvoement of certian flying enemies.

AC6 has a lot of polish in retrospect, much more cohesive in how enemies look and feel.
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Re: Currently Playing 5: Absence Makes the Heart Go Yonder!

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Postby ::KL7:: » Fri Dec 27, 2024 9:41 am

Mario Maker 2 is a blast, when I’m in the mood for it. Been playing a lot of older titles like Marvel vs Capcom 2 and legend of Zelda NES.

Can someone give me a good reason to get Mario Party Jamboree. Please somebody twist my arm. :tongue:

**Edit**

Got the Legend of Zelda echoes of wisdom for my birthday.

Put in about an hour so far. Love the smooth gameplay, just not sure how it’s going to hold up compared to breath of the wild or tears of the kingdom.
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Re: Currently Playing 5: Absence Makes the Heart Go Yonder!

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Postby C.A.P. » Sat Apr 05, 2025 7:29 am

Where my Croc: Legend of the Gobbos bros at?
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Re: Currently Playing 5: Absence Makes the Heart Go Yonder!

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Postby Dr. Nick » Mon May 12, 2025 6:16 am

For a pretty long time now I've been meaning to put together my thoughts on Super Robot Wars 30, so here goes. I bought the game and all of its DLCs off a Steam Sale, and I've done a story-complete playthrough once. It's the first International era SRW I've played, and my primary impression was that it's an SRW blighted by some very common illnesses of modern gaming. Let's remember that these games are fundamentally 1) linear 2) story & character driven 3) turn-based 4) single player experiences. Despite this, SRW 30 features a busywork-laden semi-open world and has a heavy focus on DLC content, which includes a lot of new characters and a lengthy epilogue story. As you might guess, this combination makes for a wobbly marriage.

The thing with Super Robot Wars is that people love the franchise because it's an IP mash-up fever dream that is somehow real and official. To put it bluntly, it gets a lot of passes by the virtue of simply existing because its existence is a miracle of the universe. But here's some tough love from a fan: It's a kusoge-adjacent franchise. There's a decent core of a tactical RPG there, but I don't think it's ever been truly polished to a mirror sheen. The early games tended to be ball-bustingly Nintendo hard due to their archaic game mechanics, and the new games are so easy they trivialize themselves.

The difficulty really is the main problem, and I say this as a non-gamer who has mainly just played a handful of SRWs over the decades. With 30, balancing and balance playtesting seem to have been completely ignored in the development process. Knowing that these games are notoriously easy, I chose to play it on Expert difficulty. Now, to give credit where credit is due, this entry at least features a normal difficulty selector instead of the confounding mastery point system which turned game difficulty into a craftable resource. However, choosing Expert difficulty was a mistake, as it seems to simply apply a blanket stat buff on all enemies. They hit really hard, which is good, as hard-hitting enemies force the player to expend their resources, and the tactical gameplay aspect of SRW is based first and foremost on resource management rather than unit placement. But what is less cool is that alongside damage rates, the enemy accuracy also gets buffed something fierce, to the point that dodging is just straight out of the question. The only characters who consistently had worthwhile natural dodge rates were Amuro and Ernie and maybe the Ultramen on a good day, and everyone else played like a super robot, i.e. tanking shots to the face. It was pretty wild playing an SRW game where the mainstay spirit command "focus" is completely useless because it does dick all against the supernaturally accurate enemies. So the entire real robot half of the mecha formula goes down the toilet, making the gameplay feel horrifyingly samey and sloggy.

Nobody being able to dodge things caused some fucky moments during scripted sequences where you're supposed to survive some turns with only one or two units before reinforcements arrive. There's a boring filler mission where Quattro visits Axis alone and gets jumped by a Zanscare squad, and the idea is that you're supposed to thin their ranks by using the Hyaku-Shiki Kai's map attack. I'm sure it works like intended on Normal and Easy difficulties, but on Expert you'll have to run away like a headless chicken, which is just fantastically non-heroic. Similarly, by going into some filler content rabbit holes you can unlock your OG character's sibling, and they have an entire post-game story arc to themselves, which is nice. Too bad they're also alone and facing a small army of level-matched super mooks, and both siblings pilot Huckebeins, which are real robot Gundam clones that can't tank hits. I did some testing, and this seems to be the only part of the game that is intended to be balls hard even on Normal difficulty, and on Expert this bonus content is nigh unplayable without major min-maxing and item abuse. While I aimed for 100% story completion, by this point I had already clocked in over 300 hours with the game, so when it started asking for more grinding during post-game, I just skipped this piece of side content and I watched a playthrough of it on Youtube.

Despite dodging now being a non-mechanic, outside of a handful of scripted moments the game was still pathetically easy, and there are multiple reasons behind that. I can't personally verify this, but I've read 30 simply copies its player powerscaling math from the previous International era titles, but because 30 is a grievously overlong game and the scaling hasn't been adjusted accordingly, the player team hits godlike levels way before the story is even starting to wrap up. The DLC units come with strong items and free money, so that's a big buff early on. A lot of the difficulty bleeds out from thousands of cuts caused by well-meaning quality of life updates that the series has accumulated over the years. This might be a hot take, but I actually appreciate the ability to cast spirit commands on enemy turns. It helps to avoid cheap game overs from unpredictable enemy turn enemy spawns, but this ability is not balanced like the last resort life-saver it should be. There should be a penalty for taking this way out. Perhaps the spirits could be twice as expensive when not cast on your own turn or something. Similarly, let's consider the supporter mechanic. It turns select non-combat NPCs that you have hanging around on your capital ships into cheerleaders that can affect the outcome of battles by granting more buffs to your combatants; a great idea, and anime-accurate to boot. The problem is, the enemies have nothing comparable in their arsenal.

The biggest offender causing the game to be so morbidly easy is its terrible mission variety. It is just bafflingly awful. This game has hundreds of different missions, and almost all of them boil down to "kill all hostiles". When your team starts to get good at the whole killing thing, the game should start throwing curveballs and demanding more. Some big bosses come with scripted blanket debuffs, but even basic things like time limits, area or NPC defense requirements, unlimited mook waves, actual area hazards and cruel and esoteric traps are seldom if ever used, even though they are exactly the sort of things that can still offer challenge even when your guys have become deadly. Furthermore, since it's an open world game of sorts, there are no route splits so you'll always have access to all of your dudes, so you never have to break your doomstack apart. I can't understand why the difficulty situation has to be like this. You'd think a turn-based game would be easier to balance than a twitchy shooter or a Souls clone. It ruins my power fantasy when there's no pushback.

There are other things that reek kusoge-adjacent as well. Asset recycling has always been one of the franchise's biggest sins, and these days it's supposedly exacerbated by the difficulty of developing HD sprite graphics. As a result, the individual games rarely feel like these big and fresh events because even the cast lists are so recycled. The recent SRW Y announcement felt like a joke with its roster reveal. But the recycling problem affects even unassuming game assets like the static backgrounds in the visual novel talking scenes. The same cityscapes are reused over and over again all across the solar system, and the biggest howler is Mars having Earth's night sky graphics with the full moon and everything. The isometric combat arenas look like featureless shit from the PS2 era, and even they get reused many times over different missions. The canned battle animations do have flair, but I hate how the modern visual style of SRW seems to be running away from the bold super deformed style of old. Why should manly badass robots look like cute chibis, one might ask, but the answer is simple: it gives the otherwise incoherent IP potpourri a consistent visual identity so it doesn't look like Mugen. Personally, I also think it helps to heighten the inherent absurdity of the crossover concept. A new dynamic entry system has been introduced in the battle scenes where some units start their animation from a non-static position, which is theoretically intriguing but completely half-baked at this stage. And since the mechs are less stylized, inconsistencies between them in model and animation quality are more pronounced.

Sometimes the kusoge flavoring is there in the very programming. For example, the hit percentage indicator has received a very nice quality of life update in that it now tells if the next attack is going to down the target. This is a godsend in the modern era when almost all bosses tend to have high levels of prevail, making killshot estimations very difficult. However, in true shovelware fashion, this simple feature is borked. There's a smaller number below the hit percentage showing critical hit chance, but this indicator does not tell if it's a lethal crit, and this has led to many a surprise kill. How did the playtesting process miss such an oversight that affects every attack made?

In summary, as a game, Super Robot Wars 30 is a bit of a shit, but these things shouldn't be considered primarily as games but rather fanservice delivery systems anyway. So, how's the fanservice then? Unfortunately, the crossover story falls squarely into the "nothing special" category. The series roster doesn't lead into any particularly strong synergies, and the different villains don't do anything interesting together, so your dudes are just traveling around and slapping down individual baddie factions and lugging around an entire game roster's worth of DLC tourists who literally crawled out of plot holes. Of course, the nondescript story might be a result of the game's open-world structure which necessitates that important plot developments remain on hold until the player chooses to enter a key mission node. In fact, gigantic chunks of the story are completely skippable if all you do is go from a key mission to key mission. I guess doing that would make the game significantly more challenging levelling-wise, but it feels such an anti-SRW thing to do. As fun as the big moments are, a major part of the appeal has always been the downtime between the missions when the characters just get to hang out and eat and train and banter. It's an all you can eat shawarma buffet with The Avengers, and even with a lackluster overall story, the moment-to-moment character stuff is often magical. This is a very flawed game franchise, but its biggest strength is that it understands this character appeal. When a character becomes an ace pilot in 30, you receive a trivial monetary reward, but the real reward is a small ace dialogue between the character and the chosen original protagonist. And every unit's main pilot gets one, even the lowliest of Gundam grunts. Even when SRW writing is nothing special, it often features dedication that's not found in the other aspects of the whole.

And even in a lesser SRW game sometimes the elements just align well and result in good individual stages, and I'm going to list some of my faves:

- The Magic Knight Rayearth finale, wherein the game grudgingly grants the player a proper multi-stage boss fight because the source material necessitates it.
- The Kailash Geary thunder run, a massive breakthrough battle fought under a time limit. What do you know, some actual mission design resulting in some actual stakes.
- Deep Recon: another mission design high point, this time a mostly legit escort mission. Almost shits itself though because some brain genius decided the player shouldn't be able to repair the units that need to be guarded.
- The Alien Barak surprise on the Andes, basically a super mook boss fight with an exceptionally pretty battle background.
- The Cybertruck clusterfuck in Athens would have been a fun stage against a proper miniboss swarm... until the minibosses get cold feet and just run away.

And the crown jewel, perhaps the best-written level of them all, even if it does take place on a nondescript lawn: the combined J-Decker/Rayearth II finale. Sometimes the synergy is there. Just full of bonkers crossover twists, and since the enemies' microchip shenanigans sap your morale, it isn't a total curbstomp battle either. It's the sort of level that reminds a jaded fan why this series can be so damn cool sometimes.

As a side note, Knights and Magic gets done dirty in this game, despite it being a debuting series. I'm not saying the anime was anything to write home about, but at least its finale took place amidst some very handsome-looking fantasy vistas with moonlit castles. In SRW 30, the Knights and Magic finale takes place above a parking lot in Detroit. And no, it's not a parking lot flanked by a Medieval Times and two White Castles. That would have been a hoot actually.

Another dumb thing is Banagher. He joins the crew very late, and he's the worst-written part of the entire game. He acts weird and creepy and never mellows out, and he has a really embarrassing-looking character sprite because he never removes his pilot suit and helmet. He makes the Bettermen look comparatively chill. A small but tragic character writing misfire.

The big question then: is the game worth your time and money? If you take advantage of sales, it probably is worth your money, but considering its ginormous length and repetitive nature, it being worth your time depends on, as always, how much you enjoy the featured IPs. When I originally started to write up my thoughts about the game, I would've said its biggest draw is featuring the sequel story to both GaoGaiGar Final and Betterman, but looks like the manga has finally been fully translated recently, so that is obviously the better way to experience that miracle long in the making. If you just want to play an English-translated Super Robot Wars game to experience a cultural thing, the far superior option is the fan-translated Super Robot Wars W on Nintendo DS. It has a story with great roster synergy, a bold structure with an intermission and a time skip, and a coherent crossover world with no lazy dimensional shenanigans. And like a 30-year-old niche nerd franchise should, it relies heavily on beautifully esoteric source materials like Gundam Seed Astray and Detonator Orgun (!). It's still easy, but it's SRW firing on all cylinders and focusing on its core competencies. It's good stuff.

The Killer of Heroes
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Re: Currently Playing 5: Absence Makes the Heart Go Yonder!

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Postby The Killer of Heroes » Mon May 12, 2025 11:35 am

This aligns with some of the other criticisms I remember seeing about 30, and it sounds like it inherited some of the issues from V/X/T too. I mean those games at least had rosters that appealed to me more whereas part of the reason I skipped on 30 was because I didn't like a lot of its new entries, but even playing X and T on "Expert Mode" those games were pretty easy outside of occasional funky objective here or there. That itself is fine, I don't need every SRPG to be FE Fates Conquest level nonsense or to go back to SNES-era SRW nonsense like SRW3 for that matter, but it'd be nice to have something a little more challenging generally.

The thing is even an average SRW game already starts to feel kinda bloated to me around Stage 40 or so due to all the reinforcements spam, and tbh I can't imagine going through several hundred hours on a single playthrough of one of these games. I'm a little concerned SRW Y will inherit some of this from 30 (And this is a game I'm actually looking forward to getting due to Macross Delta, Gundam WFM, Dynazenon and GODZILLA) but hopefully it won't be too bad. Still not a fan of that game seeming to reuse a lot from V/X/T/30 either- like I really don't need to see Zeta or CCA in one of these games again anytime soon (Though once GQuuuuuuuX starts appearing in these titles that'll at least shake up classic UC roster a bit), and frankly Dunbine is a bit tiring as well since it basically confirms parallel worlds plot to some degree.

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Re: Currently Playing 5: Absence Makes the Heart Go Yonder!

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Postby Dr. Nick » Sat May 17, 2025 10:21 am

I don't envy the people who have to pick the SRW rosters these days since they're clearly working with their hands tied, but I'm honestly shocked that WFM in its debut is not paired with at least a couple of "space school" type of shows. A lot of the obvious suspects have all appeared in SRW XO: Valvrave, Infinite Ryvius, The Girl Who Leapt Through Space, Stellvia and (pre-timeskip) Layzner. But oh well, that's why we have meta-fanfiction.


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