Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
GB3 is a different beast altogether.
I disagree. GB3 offers a lot more in-depth customization through *actual* parts and you can mix and match a lot of things, create your very custom machine etc. etc.
GBA has simple, fixed movesets and "customization" only happens in the stats/passives department through levelup and parts.
There's a window for jump cancel, you don't have to wait for the animation to finish to be able to jump. The cancel timing for the follow up jump is rather generous, you could cancel out into the jump as soon as the launcher hits but it's better to wait a bit till the mob is almost fully in the air.
It great game because you can customize your gunpla That all.
If you like grinfest like me then it ok, but if it not then gb3 isn't for you.
For one, the story. GB3 is essentially gunpla simulation so there is ZERO character from the actual gundam shows, so forget about all the interesting cross-over dialogues that we did get in SDBA.
The other thing is, while it's great to be able to fully customize our own suit, having movesets tied to each part means it's hard to create something truly unique. For example, if you want to make a suit with a generic pink beam saber, then ANY suit created holding a generic pink beam saber will always share the same melee moveset, whereas in SDBA, the moveset can be different from unit to unit, and signature moves from the show are much more accurately recreated since moves are suit-specific.
Besides, for ppl who want to experience the stories/events seen in the show, GB3 can't offer that.
The combo flow in GB3 isn't nearly as fluid. It often felt super rigid/clunky and enemy with super armor isn't nearly as easily breakable as SDBA. Overall, despite each suit having less moves available, I find SDBA offer a far more fluid and flexible combat system. After you've fully understood what builds can be utilized via pilot skills and components, you can do a lot of creative play, and essentially, any attack can be chained into each other if you know what you're doing.
Not to mention having perfect step and perfect guard/parry adds another layer to your tool kit/playstyle choice, where it's possible to have builds emphasizing combos after a perfect guard parry to instantly down an enemy ace.
Now, don't get me wrong, GB3 was amazing, but there are a lot of things it couldn't offer while SDBA has them. Each game has its own pros and cons, and I like them both for different reasons.
As far as story goes, both fall short of anything spectacular, but if you're playing any sort of Gundam game for story you haven't already watched, you've got Bamco misunderstood by now. Even though, personally, I am a big fan of GB2's story.
In Gundam Breaker 1 on PS3, I definitely recall my strategy being to get into the face of the enemies (particularly PG models) and using the bullet burst special for high damage, since in that game it didn't have tracking yet, but did a lot of damage per bullet.
That aside, the secondary and special attacks give Gundam Breaker more depth that you're probably giving it credit for. In Gundam Breaker 3, thanks to the fact that you could unlock specials for all parts with enough use, I was using a literally potentially game-breaking combination of attacks for a while, in that it overloaded the game to the point where it would stop functioning properly due to the sheer number of hits I was getting in in a short time frame (events stop triggering, can't move to next area). Meanwhile, I was able to keep groups of bosses perma-stunlocked in the event the game didn't break. The customization that truly locked moves to certain parts also offered real options, since adding parts would get you access to special moves or attack sets as optional moves on top of your normal attack set of your weapons, so I used Tallgeese III arms a lot for both the cannon and whip it provided (also a GN shield for the GN Barrier). Aside from working as backup weapons for your primaries, having secondaries provided by option parts allowed you to get creative and string combos of different weapons together (which was broken as hell in either 1 or 2, I don't recall which at this point, but it was pretty simple to get an infinite combo on most enemies with a single/dual sword combo).
While Battle Alliance has a fairly free-form system, it's still pretty rigidly locked into its animation cancelling rhythm. Gundam Breaker pretty much just let you do whatever the hell you wanted as long as you could shove the parts and moves together to do it (as mentioned, to the point where you can break the game).
Also as far as story in Gundam games: I have a real soft spot for 0081, and I enjoy Climax U.C. (okay, the one in this is pretty thin, but it's fun following Kamuna and his son or daughter through near every major U.C. conflict from multiple possible perspectives), Zeonic Front, Missing Link, Blue Destiny, and so on. Though, in the case of Zeonic Front, the storyline has had some fun revisions as time has gone on, notably involving Garret's custom Zaku 1 against the Mudrock as a major final showdown added in both Side Story and G Generation Genesis. Otherwise the story's a little bland on its own in the original game.
Right, but what you're describing are gameplay mechanics still tied to specific parts, not the gameplay itself on a fundamental level. The main point here is customization beat out depth in terms of what you can/cannot do within the limits of what you're given off-rip in GB. And GB1's bullet burst was probably the best damn thing in that game. Wasn't too big a fan of 1, to be honest. GB2 onward, I had a damn warpgate of funnels (Strike Freedom's DRAGOONs mixed with Cherudim's Shield/GN Rifle Bits or Qan [T]'s Sword bits), or day 1 GB2 which was broken in that certain moves (ZZ Head Mega Cannon, Lightning Gundam's Missile Barrage, Build Burning Gundam's melee specials) did max damage at level 1.
Unrelated, those games were MUCH worse in terms of grind, so much so that they had to patch the amount of resources to make the leveling much more reasonable (Something like 999 of one resource to max an ability/part, to 99 instead).
I'm not hating on GB, I love that series to death and will forever curse Bamco to the depths of the lowest hells for the atrocity that was New Gundam Breaker, but SDGBA is by no means a "pale imitation". There are some mechanics in GB this game doesn't have and vice versa. I do wish they'd just give us the pilots to go with their suits instead of some generic, no-name MC if they were going the character action route like the musou games.
or GBO2 news? shrug. its bandai
Depth is a matter of just how far you can dig and play around and discover new things. Gundam Breaker allowed for this by pretty much being entirely open to letting you do anything, balance be damned. You didn't need to dig at all if you didn't want to, the game's not that hard, but you could dig real far down by testing out different combinations of parts and attacks to optimize a playstyle or build. Battle Alliance allows you to play around with a few systems systems, but once you've figured out cancelling and chain break, you've pretty much dug as far as you can go, and that's not exactly very far.
Further, the grind in Gundam Breaker wasn't bad, because the game constantly showered you with new parts that were on the expected level of what you were dealing with. This means you swapped out parts on the regular as you played the game, allowing testing of different builds and playstyles as you progressed. Battle Alliance suffers from pretty much locking you into a single unit and playstyle, because spreading out progression across suits pretty much stunts your ability to progress in the game itself.
I played GB3 a lot, just getting new parts, fusing them together, optimizing stats and passives, etc. while looking for an ideal look while playing the Hunter mode to see creative builds and designs. Never once did I feel like I was grinding, as it was pretty easy to get new parts to max with huge stock of parts I had just from plating the game. I had two or three different standard model configurations and freely swapped out parts as I wanted to to try new things and unlock new abilities (like, I don't like axes in that game, but it wasn't hard to just swap to a strong axe to unlock the axe skills).
If you wanted to swap things around and switch up your play in Gundam Breaker, there was very little stopping you from doing so, unless you're goal was to get a very specific part and use that. Like, if you were dead-set on using the Woundwort's composite shield booster, then sure, you might have a tough time getting a suitable one of those specifically, but there's pretty much nothing stopping you from using a combination of things that give you a similar playstyle.
By contrast, I'm kind of burned out on Battle Alliance, because I've got one suit leveled to the point where it's suitable for the level of hard mode I've gotten to, and while that suit was fun for a pretty long time, I'm getting tired of it at this point, and grinding the other suits means either using that one suit to farm (and again, I'm already kind of tired of it), or using another suit I actually want to try out, but not progressing at all because bringing it into the missions I'm on would be suicide.
You're right, Battle Alliance isn't an imitation. It's clearly its own thing, but while I love all three of the original/numbered Gundam Breaker titles, I just like Battle Alliance, while recognizing some real annoyances that prevent me from enjoying it more.
Also, I don't see Alka Adonis as a no-name MC. I see that as being his name, with you being able to pick a callsign for multiplayer. Otherwise, he's got the predetermined background and role in this setting. He's kind of worst of both worlds though. He's mostly a blank slate, other than the background he has, but he's not an outright custom character (which disappointed some people who played the Artdink Gundam PSP games). As a blank slate, he's also not a particularly strong character we come to like either.
I loved being able to create characters in Gundam Assault Survive. I love custom pilots in G Generation. I also love predetermined characters like Hughes Courand in 0081 and Florence Kirishima in SD Gundam. Kamuna Tachibana was also an interesting case of being a predetermined character that you could select a personality type for and life path for, which was a lot of fun. SD Gundam Battle Alliance pretty much makes the worst compromise in this regard, giving us neither an interesting main character, nor any customization.
You're right on me not giving GB enough credit for it's depth, and while I feel like I didn't word my point the way I wanted to, it still got across, which is basically that OP's statement of this game being a pale imitation being the hottest take on this forum and does this title a disservice. I also played a ♥♥♥♥ ton of both GB2 and GB3, (GB3 did not have the patched issue I mentioned in regards to GB2, so of course by just playing the game naturally or even extensively, you'd have what you want for multiple mix-and-matches, otherwise, ♥♥♥♥ no, dude. If I remember correctly, you were given 3 MAX on the some the end-game levels at the highest difficulty, 999 Z parts or whatever they were called in GB2 for max level pre-patch was unreasonable as hell, and Bamco knew that, too, otherwise it wouldn't have gotten patched).
Saying that understanding when to cancel a move and chain break is as far as this game goes. You're not giving this game enough credit, this time around. If you wanted to completely rely on physical, you can customize either and infighter or a sharpshooter to just that and completely overwhelm the enemy with raw damage rather than just high combo numbers with cancels and breaks. If you wanted a heavy subweapon/ranged build with an all-rounder or a sharpshooter, you can stack subweapon parts and skills so that you're basically never running out of ammo and constantly bombarding. If you wanted a balance breaker allrounder or infighter, again, you can stack your parts to just that and go to town. There's also the kind of role you want to play in multiplayer, or playing with friends, whether it's any of the above mentioned builds or something different, but the game allows for several different kinds of builds with it's individual parts/roles/skills/units. It's not just chain breaking and move cancelling. Not to mention perfect guarding and evasion.
But that does require alot of time committed to the game, whereas with Gundam Breaker, it was definitely alot more user friendly and faster in helping the player figure out how they wanted to play. The games were literally made to promote Gunpla and their animated Build series, especially GB3.
I do agree with you on how the way they went about a blank slate character in this game was counter-intuitive, especially when you don't even know what you look like. I don't agree the default name is actually his name, but that's subjective, so not really a big deal. I'd loved to have been able to create a character, but again, this game doesn't really play to that specific aspect of character RPGs (In-game cutscenes where you can SEE your character interacting with the world, choices that alter the course of the story, etc.).
All-in-all, I also love the GB series, and just "like" this game, too. But it's a matter of perspective on how much depth each game has and what defines depth in games like these. If I had to make a comparison from two different developers, GB would like FromSoftware's Armored Core series/Capcom's Dragon's Dogma, while SDGBA would be like FromSoftware's ACE series/Capcom's DMC 5.
Unless Epic throws big sacks of cash at the GB3 devs, we're not gonna get an Illinx-developed Gundam game on PC.