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You gonna have a bad time in SRW X with Wataru lol.
Probably because the tone of those animes are more lighthearted.
GGG is the exception of that series.
I am still waiting for Da-Garn to join the main series.
Well in some older SRW you have to use certain characters who are "meta" or the game gets really hard.
In this game I think the main problem is the "bonus scenario" which is pretty much cheat. You start with a ton of op parts and a ton of gold and tacp, then you have a lot of people who can't control themselves and use those cheat then complain that the game is too easy. Those PSP SRW Z are probably easier if you don't use bonus scenario.
Of course the game isn't hard either even if you don't use bonus scenario and collect those goodies at all, but the game wouldn't be too easy either. And of course, the game wouldn't even be easy if you never use gold and tacp in the game. I find it funny when people upgrade their mech and pilot then whine that the game is too easy.
Seriously why are people upgrading stuffs if they want more challenge? It's pretty obvious if you fully upgrade the likes of Setsuna, Ange, etc and give him those op parts he turns into an immortal. SRW difficulty is artificial difficulty anyway, the harder ones are pretty much savescum fest as you will die if you get unlucky on the 40% vs 70% rolls, and at the very least you will be forced to use a ton of characters you don't give a toss about.
That being said, SRW OG 2 is probably the SRW where they get the difficulty just right for me. Not too easy, not too hard either, and doesn't need savescumming or forcing yourself to not upgrade mechs in order to get any sort of challenge. But the need to upgrade weapons individually is another problem as you will get bored from using machine guns over and over again.
I'm not planning to play X, this is the first SRW game I played since the PS2 era (I've played 4th, R, A, and MX). I'm not going to probably touch an SRW game without Shin Getter.
Because not everyone has discipline to do self impose challenge.
That is why ironman mode exist in many games now.
As for difficulty.
I think the problem is not difficulty but how much tactics the player could and should use.
It always baffled me when people think “high difficulty = depth = gameplay = challenge”.
Some keep bring up the example of dark souls, but dark souls are not hard…their funs come from good designed progression.
While game like 776 have it’s time and fans.
776 is not the most difficult tactical/strategic/RPG game I played(far from it),
Around that time (2000) advanced daisenryaku 2001 gave me harder time than it and more interesting game experience.
I just don’t agree with the overall game design.
I much prefer tactical game like jagged alliance 2.
It just offer you greater tactical freedom in many ways, more subtle RNG and game design.
FE style game always remind me sudoku instead of tactics game.
Granted, you have multiple answers to the solution but that's it.
(but I like playing sudoku because it has no RNG....)
Winky era SRW is similar to FE’s design philosophy(soudoku with RNG) but much worse.
I mean… you can have a difficult game, but it won’t necessary be an interesting game.
I like SRW now (post winky), because it doesn’t try to be a soudoku game.
If I want to play a challenging game, I will play other games, not SRW not FE.
So I don't really care about SRW being super easy now.
I don't remember any SRW post 2000 being not trivially easy .
Impact is probably the only one I remember.
But it is more of annoyance than being hard.
OG2 is good. I do miss m950, they don't get much usage in recent OG games.
Or at least give us the chance to replay some of the scenario to get some of the missing sr points. I had few moment of brainfarts resulting in gameover and when the game bring me back to the beginning of stage it mentions "No SR point could be obtained after gameover" I mean wtf.
Provided I could just quit the game and restarting by skipping the dialogue directly but it still very inconvenient and dumb. When I gameover they should at least give me the chance to choose restart the scenario with same difficulity or try it lower difficulity.
Choosing SRW X to Steam port next is a mistake. It's objectively considered the worst SRW of the modern era. Story much worse than V, everything other than story worse than T, and as an srpg it is just an extremely inferior games compared to moon dwellers. Actually it really is a mystery why they aren't porting moon dwellers instead. I would totally buy MD if it has Steam port even if it is japanese language only.
That's the part I never really understand. If you don't want to save scum then don't save scum, no one is forcing you to save scum, why do you even need to beg the devs to stop you from save scumming? Never quite understand why people wants ironman mode to stop themselves from save scumming...
It's like all these kids who go to class to take exam and cheats unless there's a teacher constantly watching them. They should be focusing on learning the the materials and doing well without cheating instead of asking the teachers to stop them from cheating.
Trivially easy with bonus scenario since you start with a ton of money, tacp, and power parts.
Easy if not using bonus scenario, but using money and tacp.
Not easy if you don't upgrade units/pilots.
Difficult if you don't upgrade anything and not use any power parts and use non-meta team.
The game is only as hard as you want it to be. But people who lack self control and max vangray and main character after stage 1 with dlc goodies will find this game super boring probably.
High difficult != depth != not boring.
When someone saying it is not hard it isn't mean "this game is boring"
Many action games made in 90s are much much much harder than souls or sekiro.
That didn't mean they are less "boring", in fact most of them are more boring despite I grew up with them.
There are different kinds of high difficulty.
SRW's "high difficulty" (AKA no upgrade) is more of a straight value difference between enemy and our force.
It is like AI cheating with unit stat in total war game.
It raised the difficulty but not very fun.
Except people who just like yarikomi.
There is no elegant in such difficulty.
This also apply to old SRW's difficulty.
It also sacrifice fan-service. Mecha fans play this game for fan-service, not for tactical gameplay.
That isn't a bad thing.
If I want tactical gameplay, I will never play SRW to begin with.
But I need to point out that
The people who are complaining about difficulty in SRW are not complaining about "raw value stat"
They are talking about lack of tactical gameplay in SRW.
(And sure some of them do like raw value difficulty, like people who love legendary mode in TW.)
And that is the problem with this demand, tactical gameplay is usually conflicting with fan-service.
VXT have it right in my opinion, fully focus on fan-service.
I play SRW like how I play WWE games.
I level up the character I love(but not to the max), I intentionally let the character be put into a risk. SRW is not really about traditional gameplay to me.
I think this apply to most SRW player, it is a fan-service game, not a strategy game.
I get that part. But the main problem with V is the fact that you start the game with a fkton of money, tacp and overpowered parts. So people who lack self control can just upgrade your first robot and pilot to the max and get to the mid game just using that seeing 0% vs 100% one shotting everything over and over again. So it's not "the game is easy" or anything but more like the game broke like you use a godmode cheat.
The whole DLC bs doesn't exist in older SRW and I don't see how their existence is a good thing to be honest. Take SRW Z series for example, it was also very easy but at least you can't just use 1 unit and be broken op immediately as stage 2 begin. It was easy and it was fan service game but you don't start with 600000 gold and 6000 pilot points at least.