Ultraviolet Combat
Phoenix, Arizona, United States
 
 
Some random 'mech-head.
Currently Offline
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It broke.
1 1
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123 Hours played
It's a bit unlike me to write a review for a single-player game with an actual campaign when I haven't yet finished said campaign, but this game has thoroughly wowed me. As someone who's known about this series for years and listened to its renditions of various anime themes, I'm glad to finally be able to play one of these games on PC. Short version: get it and the DLC while it's still available, you don't want to miss this if and when the licenses expire.

Somewhat longer version:
SRW is the tactical JRPG in my mind. There are other strategic/tactical RPGs from Japan, but this one is somewhere at the top of the hill. The premise is simple: gather up the various mech pilots from different anime series (or games or other media), deploy them in missions, smash them against the enemy until you win. The tactical depth comes from keeping your units alive (not too hard a task, but every so often, one of your mechs will take a hard hit that makes you worry about their continued survival in the mission) and efficiently eliminating the enemy by clever management of abilities.

Position units, buff them with Spirits, hit "Start Battle," and watch the animated carnage unfold. Use Supporter Commands to grant extra buffs, use Extra Actions to make each unit's action count for more, use your warships to protect, attack, and heal. Between missions, you can upgrade your units to incredible heights of power, give their pilots extra skills to improve their combat abilities, and equip Power Parts to grant passive boosts or enable active abilities like a repair kit or an all-team Spirit.

The gameplay loop is surprisingly addictive, and I have to tear myself away from playing more of the game when I need to end a session. And within that gameplay loop, there's the story and character that truly makes this game: you pick a player character (male or female) and embark on a grand tale of fighting for justice, recruiting mech pilots either already living in the world, or dumped there by dimensional rifts. Within just 10 of the hundreds of missions in the campaign, you'll have amassed a sizable force that can stand together against any foe--and it just keeps growing from there. You meet and join up with all sorts of characters, from the stoic, to the hot-blooded, to the young and idealistic, to the wizened and cautious.

The contrasts are obvious, with characters drawn exactly in their artstyles from their respective source material (so you'll have the very Go Nagai-style designs of the Getter Team next to the Hisashi Hirai-drawn Rabbits Team from Majestic Prince, alongside the 70's Combattler team next to the 80's L-Gaim characters), but those clashes and contrasts are truly what make this game special to me. This series seems to have always been about celebrating the mecha and tokusatsu genres (or, at least, this game definitely is, going so far as to include the recent Netflix iteration of Ultraman alongside SSSS.Gridman), and it is just plain fun] to pick such wild and diverse mecha to use on a mission, such as the small Scopedog, the human-sized Ultramen, the massive Voltes V, the literal train-mecha Shinkalion, the squat steampunk mecha of Sakura Wars, the wild Eldora from Gun x Sword, and a whole gaggle of different Mobile Suits.

It truly is like a well-produced anime fanfiction, or something like a playable Daicon movie, with characters interacting from their own perspectives and helping each other develop and grow. Every mission has an anime-like title screen to start off with, and every time you return to the title screen, you get a random dialogue section styled like a next-episode preview. It's one of the best games I've ever bought, and while I would highly recommend you get it and the DLC on sale when you can, I cannot recommend it highly enough.