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    Jan 8th, 2007 at 21:47:44     -    Super Robot Taisen: Original Generation (GBA)

    Gamelog Super Robot Taisen: Original Generation part 1B:
    Time for the second post, eh? I picked back up SRT:OG again, this time getting through chapters 6-8. The game has gotten significantly harder, though I have yet to get a gameover. Each level has more and more enemies, and more times they come in as reinforcements, as well as one or more (much harder) bosses.

    Aside from simple “destroy all enemy” missions, there has also been a mission (segment) in which I had to keep a carrier from getting destroyed by a mob of enemies around it. I would have most certainly failed to protect it and had to retry had I not gotten a tip from a friend on the same level. As well, there were two segments in which I had to prevent enemy forces from entering a 3x4 or so area of the map (the base) while destroying them. These segments throw in a nice change of pace (though they are a bit more nerve wracking), and show some thought put into the design process.

    The story is a bit confusing at this point, as it draws on what I assume is a pre-established canon that people like me in America do not really know of, due to the fact that every other game in the series was kept in Japan, likely due to legal issues dealing with the rights to certain non-original characters in the games which are owned by different companies here in America.

    All in all, though, still a pretty well designed game, if a bit text heavy.

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    Jan 8th, 2007 at 21:33:08     -    Super Robot Taisen: Original Generation (GBA)

    Gamelog Super Robot Taisen: Original Generation part 1A:
    I had played this game for about twenty minutes before this session, but not much aside from the opening missions happened. I started on mission 3 and went to mission 5.

    This game is, first of all, a Turn-Based Strategy RPG. The player controls a squad of pilots flying giant robots. It may just be a personal opinion, but I find the premise awesome. Now, onto the gameplay.

    The battles themselves go similar to other TBSRPGs such as Shining Force and Fire Emblem. It goes on a grid-based system, the player’s characters maneuvering around the enemy planes/aliens/giant robots and attacking. It differs from Fire Emblem in that, should a character “die” in the battle, they are not permanently gone, they simply retreat and the player is docked money at the end of the battle for “repair costs”. Meanwhile, unlike Shining Force, the player has a series of weapons to choose from, most of which have limited ammunition (although, these refill after each battle, meaning one can use weapons without fear of them breaking). There is also a “Will” value that, upon reaching certain values, the player can use to activate the character’s mech’s super attack for massive damage.

    The pilots for the most part can be switched between vehicles, both of which can be “customized”. For the pilots, the player accumulates points in battle that they can then apply to the characters’ stats to raise them, or give them skills. The mechs are also customized in a similar way, applying money earned in battle to raise the stats of certain aspects, defense, HP, movement, energy, as well as each individual weapons instead of piecing together the mobile suit from different parts in other giant robot games such as Armored Core or Front Mission.

    Aside from the slight disappointment in the way the vehicles are customized, so far the game has been interesting, with lengthy story segments and well designed battles.

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