Wednesday 5 March, 2008
Gameplay
The game allows the player to move freely through several different environments including desert, city, cave, space, and ice. The terrains differ in size and natural obstacles and space gives the illusions of terrain and altitude change by making units float upwards as you approach. Some items lodged in the ground can be destroyed but larger objects cannot be damaged and only a few can be affected directly. Beyond that the player can fight all enemies without damaging allies and it is often up to the player to actively push the attack on enemy bases and conquer territories.
The game is broken into campaigns by pilot and each pilot in turn has a set of missions that they set out to beat. The levels are one continuous set of events that the player must react to as they occur and act to prevent a loss. The player and subsequent pilot are locked into a single mobile suit, which they must maintain in order to continue fighting and prevent a loss. At each of the levels the pilot will be arbitrarily given a mobile suit except that once the player completes all of the missions for the pilot they can choose which mobile suit to use.
The main hook that grabs the player’s interest in a game that takes the better part of an hour to do one level is the variable point of view for each pilot. Different pilots in the same mission can have completely different objectives because they have different motives as defined by their personality from the anime series. This variable personality and motivation combined with the alternating levels for different pilots ensures that no matter where the player starts they will discover new features as they continue to play.
The game holds the player’s interest by pitting them against other mobile suits that can be unlocked as they continue to play. In addition to locking the player with the promise of new mobile suits the player can unlock pilot abilities and equipment modifications that open new pathways at every turn. Some of the suits even promote themselves by demonstrating amazing and powerful techniques to the player. Many of the equipment and skill modifications only become available at later levels, which drives the player to continue exploring and fighting. The game eve drives the player by increasing the difficulty between levels and in the later mobile suits (such as the one with no ranged techniques).
Design
The gameworld consists of independent, open-territory levels, strung together to facilitate the illusion of a real battlefield where the only boundaries are natural ones. This often includes tactical objectives, retreats and advances, surprise attacks and mass numbers of both allies and enemies. The game is designed to imitate the Dynasty Warriors saga with the template of the Gundam universe and as such everything is scaled to show the difference in scale between a human and a mobile suit. For instance, an expansive temple with enough space and buildings to make any human feel insignificant gets the walls and smaller buildings trampled by the mobile suit forces.
The level designs are based around tactical arrangement of allies and enemies in order to permit any of the three possible sides to take complete control of the battlefield or lose everything. Allies and enemies navigate the terrain and obstacles to try and conquer and hold strategic points and defend key areas. Every level includes a set of units that carry names and pilot stronger suits. In most cases these are recurring protagonists/antagonists from the different Gundam shows that are represented in the game.
The rewards are given in three conditions: mid-level, end-of-level, and end-of-campaign. Mid-level rewards are items that give the player temporary upgrades to attack, defense and speed or health and special attack gauge. End-of-level rewards are given for leveling up the pilot and mobile suit during the battle and usually include items to improve the mobile suit and special skills that the pilot can use to improve their performance in combat. End-of-campaign rewards are only given once a player has completed all the missions for their selected pilot and are only presented once for each pilot. They include unlocking new pilots and mobile suits as well as granting the pilot the ability to choose from the available roster of mobile suits when they revisit old levels.
Battle for this game is conducted as if the player was engaged in a real war. Enemies consist mostly of minions, which pose no real threat to the player, and bosses/leaders, which force the player to use defenses and special techniques more frequently. The player always takes the role of a leader and can coordinate special attacks with allied leaders to release more powerful techniques. Enemy minions act as units of health for the different territories and most mobile suits have a “field clearing” button combination attack that make it more efficient to group enemies around you.
While most of the conflict for the official mode is designated by the original series and not explained very well in the game the shifting allegiances in the four-faction power struggle of the original mode are only explained by the in-game dialogue and for the most part seem to revolve around misunderstandings and sheer stubbornness. The reason for conflict usually boils down to “I live to fight,” “Fighting is a way of life for me,” or “There is someone/something/some event that I must kill/destroy/stop.” As often as not allies from original series are broken up and rivals are teamed up with each other. There is one case of interesting alliances where a protagonist of one series is partnered with the antagonist of another series and vice versa.
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