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They do everything right about visual effect and graphical effect on Gundam. Sounds and animations are all superb. Which was staple thing for Bandai when they do Gundam game. It's a truly love letter to a fan as they faithfully recreate the ironic scene all throughout the game. Most positive review come from this point of view.
The miss is gameplay where opinion vary based on their experience (which based on RNG on end game). In my opinion It's all on the mixed bag when you compare to other pve coop game. The overall stages are alright, bit on the bland side saved by only cutscene that's a reference to the original show and fanservice, that's never fail ofc. When you complete grinding out the stage (only take a few minutes per run and no more than 5 or 6 repeating per stage) you're basically done with that stage and see no reason to revisit it ever again. Aside a request from maybe my friend who're struggling on that stage. Public room of regular missions are ignored because I find it's wasted of time to help somebody without getting anything in return.
End game is basically coming down to play a latest 1 or 2 missions at the end of mission chain to get the most powerful possible parts to further make your suit OP within that patch (Currently it's hard mode EX4 mission to EX6, used to be EX1 to EX3 yesterday based on this reply). Where your only real enemy of endgame is RNGsus lord of random generated number, in short there's no real end game, It's an illusion optional for someone who just want to see a bigger number. As for me I like to play different suit so there's bit reason to go back and front but it's all personal goal and not an option given by game.
There's no track record. No telling how far you have played a game. No kill record, no most damage dealt record, no most favorite suit record, no number of sortie or number of stage played, nothing of Portfolio of sort to set an impression of how far you have come. So it's not very completionist bait in contrast to other famous pve coop game (like EDF5) out there.
As result of the no visual end game sense and no real track record of player, it seems to affect an online playerbase where people has no reason to ever be actively online once they're done putting their number along with their bragging rights to the desired high enough for their ego. Since it's just a game to come back and play for short duration and quit to do something else, it contradicts the existing of its being coop pve game as in longevity.
Even Dynasty Warriors has track record, a reason to keep playing until you truly 100% anything outside of achievements. Or how EDF5 has strong playerbase to this day because of its end-game and pve record design to always have an optional option for player to come back online everytime.
It's also badly balanced. Only few suits are truly visually useful on the outside without forcing player to have skill to repeating put a bandaid on their terrible lacking or designing suits, or required decent/godlike part that drop randomly that's usually numeric impossible to acquire unless massively grinding throughout day and night. Parts are main factor of player's power progression in end game and most of them are designed to only be automatically useful on few late game Sharpshooter, those parts also have a clear drop place and fixed effect which increase a chance to be godroll. As result vast major of player seen online and success in SOLO only use these suits, with no real sense or reason to ever try other one despite a large roster aside from....getting bored? While parameter and modifier of all suits are near identically the same, the problem is a few suit can exploit infinite ammo which set them apart from the rest, and people think it's good idea to generalize these suits being standard of how it should be, causing every suits to be just optional in sugar coat or useless in a blunt of truth. Then people start asking for a change in balance all over the place, this forum included which result in even more vast opinion about thing, all because of how unfinished or oversight it feels to.
It's like people keep exploiting bleed katana in Elder Ring, every weapon can kill people in PVP if you're like a good player but katana just did it super fast enough that a fight doesn't need to put effort in, who doesn't like it when you don't need effort to win an easy game?
If you take your time you may notice that most mixed review came from the MA boss fight, and those boss fights are unfortunated, heavily punishing unprepared player who don't have enough skill ceiling or part to back it up. And mostly because they design it to be this level of difficulty because they hope for player to solve them together with coop but as I explained earlier about online problem, this solution will not be option for long.
If you read further you may notice the vast difference in opinion about difficulty of the game. Most people who use Sharpshooter and/or play coop will just be like pissing at the game how easy it is while someone who play non other than those few suits will struggling and their opinion will vary between blaming a MA boss fight being bad or would ask for advice, which they end up using those sharpshooter or coop later. Only few people with enough skill ceiling will be okay with it. How much skill ceiling is needed? I saw some people compare this to Dark Souls in their review but I think it mostly because they stick to All Rounder or Infighter due to being favorite suit and ended up getting good at it somewhere so they end up having entirely different experience compare to Sharpshooter player.
So yes I think it being mixed makes some sense. It's not bad per se but I think it could be a lot better given how there're good/excellent example of the same genre out there.
Haha, true, though that’s a big “if”.
The game itself feels a lot like one of those things you'd get on the PS2 because they were like ten bucks and the cover looked cool. It's not particularly deep, but it's a good amount of fun and there IS a decent chunk of content. I hope it gets a sequel or a big 2.0 update if they do the expansion pack that the last few Gundam adjacent titles have had, because a lot of the problems with it are pretty solvable with time and attention. It's not like New Gundam Breaker where every decision just made it feel bad to play. The core Dynasty-warriors-ish "wack a bunch of dudes and combo them" gameplay loop feels nice for the most part, the characters are just distinct enough in animation and design that you don't notice that it's mostly the same thing.
Trash is maybe a bit harsh but at the same time it's VERY hard to recommend it to someone who's not a preexisting fan.
That said, the Steam Community's uncanny ability to burn bridges with developers working on the Gundam IP will likely put you in a position where you are unironically better off emailing Tim Sweeney (tim.sweeney@epicgames.com) about investing in the Gundam IP. Relevant developers would likely view the Epic Games Store's lack of forums and a review system as a feature
What they needed, and I hope they add, is some sort of Inferno mode difficulty level, much harder than EX, that is applied to all the base game missions. Maybe rather than raising the cap for that, or in addition to raising the cap, maybe taking a cue from EDF and adding armor and weapon upgrade parts that increase your overall HP and weapon power on pickup, to contend with Inferno. Get these from any mission, so that there is value to play with others in any mission. Get enough of them to possibly solo Inferno. Also add some sort of part editing system, where you can upgrade the percentage on one attribute on a part, or change the base attribute of a part, etc. Introduce hybrid stat parts. Place some new blueprints and maybe special cosmetics in Inferno and the game would have a bit more end game depth, as opposed to just farming one DLC mission ad infintum. The game really wasn't designed at the start for this though, so some sort of addition to fix end game is unlikely.
It's a really fun game though, and i have a couple hundred hours in it. Enjoyed it more than the other recent Gundam games (outside of Genesis and Cross Rays, which are of a different genre, and can't really be compared). Definitely one of the better Gundam action games, if a bit simple. There is some nuance if you get into guarding and combos more.
Though this is a completely new game and not a part of a series yet, so there's lots of space for growth.
They are still working to nerf some of the bosses to make them less overwhelming to beginner players. Whoever thought of throwing a progression wall of 3 MA bosses (an I-field shield rapidly followed by a highly beam resistant boss) against unprepared players who are also unwisely spreading out their capital among the multiple **bad** early game mobile suits to see which fits their playstyle wasn't helpful.
It forces casual players to replay missions just to get enough capital/parts to finally progress the story again and a lot of them just gave up and bad reviewed the game. If I wasn't a non Gundam franchise game, I probably wouldn't have stuck around either.
The game play balance currently is really mixed with the sharpshooter playstyle of a select few end game mobile suits being absolutely superior over everything else. All the trailers of fancy long combos and Devil May Cry flashy game moves aren't even useable against the MA bosses the game throws at you as the ultimate enemies lol
This game is literally the reverse of every Gundam show where the decisive final blow are always dealt in personal melee close combat.
But if you look past that and are willing to just abuse the system as is, it's pretty fun. You can speedrun yourself to see how fast you can crush those enemies that gave you a lot of trouble earlier in EX missions and it's always nice to beat up on some of the most heinous villains in the Gundam franchise even when they get some OP moves in their boss forms that you never gain access to.
Fortunately, the MS vs MS combat itself is decent and viable for all 3 classes, just that it won't be as "fast" as a meta maxed out Sharpshooter.