Suck your way to the top as you spit or swallow your enemies!
Go out and buy this game now, not because of it's quality, but because it's a bit of a rarity, produced at the end of the Wii's life cycle, few copies were produced, and it's quickly becoming a very sought after item. But is the game any good? Long story short, it's your typical Kirby game.
The story involved Magolor crashing his Lor Starcutter into dreamland, losing five key components in the process, and Kirby being the good fellow that he is, decides to help him gather all five pieces, alongside a Waddle Dee, King Dedede and Metaknight. Story was never, and never will be, Kirby's selling point, it's just there to give you a little bit of motivation, and it does hold a twist that most Kirby games pull, so you'll probably be expecting it. As simple as the story is, the cutscenes peppered throughout the game are incredibly charming, as silly and dull and the story is, I just couldn't stop myself from smiling at times.
At its core, the game plays just like any other Kirby game, on a 2-D plane, with a multiplayer component. At any moment, a second player can hop in as either MetaKnight, King Dedede, Waddle Dee or a different colored Kirby, the former three behave like the Sword, Hammer and Javelin powers respectively. And now is when I get to call foul, player 1 cannot choose any other character. I understand how accessing hidden areas would be impossible if you couldn't pick other Powers, but I just want to play as MetaKnight, but the game won't let me because I'm player one. Not fun, let ME choose if I want to screw myself out of hidden areas. Besides that, the rest of the game is the usual Kirby fare, suck in enemies and swallow them to steal their Powers(If they have one) or shoot them out as a powerful projectile. You'll also have to do some jumping and avoid some obstacles as you search for hidden items.
If you are expecting a hard as nails platformer, you are in the wrong place, but then again, people that say that Kirby is a "easy" game haven't really played Kirby. Kirby is not about getting through the levels, heck, Kirby can fly indefinitely and avoid most obstacles. The fun in Kirby comes in the form of collecting stuff, there's 120 hidden cogs to find, and many times, one single mistake means redoing the entire level, the developers were nice enough to make it impossible for you to kill yourself after said mistake, so there's no choice but redoing the stage. 'sides, beat the game and you unlock Arena and Extra Mode. Extra Mode cuts your life bar in half, places more enemies on each stage and gives them different sizes, the bigger ones can take more punishment. Doesn't end there, bosses get new palette swaps and new moves, there's also a new boss at the end of the game. Beat Extra Mode and you unlock the True Arena, which houses a second hidden boss.
Besides multiplayer, there's a second new gimmick in the form of Super Powers. Every now and then you'll come across shiny enemies, eat one of these and you'll earn a Powered up version of Sword, Ice, Fire, Beam or Hammer. These are poorly implemented, as whenever you use it, it brings the game to a halt so that Kirby can strike a pose before unleashing the power. Some of them are more involved, like the Beam that you can move around or the Snowball that you can move about, but the others just have you, and other players if present, sitting as it goes off. Not fun. They are a poor addition to the series, even if cutting a rope with the Giant Sword is amusing the first time. Thankfully they are not the focus and they are only featured in a few levels.
As for how it looks, the game is very colorful, filled with bright, solid colors. Enemies and objects in the game are very simple, with few details, the levels themselves fare much better, lots of tiny details everywhere, with different planes and objects, regardless, it hardly pushes the Wii's hardware, but as a whole, it's gorgeous. Music is very varied, from upbeat beats to more relaxing tunes, and they do tend to fit the levels they are in. Overall, it's all very cute, but nothing noteworthy.
As one of the last Wii games produced by Nintendo, if not the last, it could've been a lot better, at the end of the day, what you've got is just another Kirby game that doesn't stand above or below its predecessors, nor does it try to stand out from them.
7.0 out of 10.
A blog of Swords and Joysticks. And maybe comics, I like comics. Movies too, we can have movies right?
Thursday, March 20, 2014
Sunday, March 16, 2014
Gundam Extreme VS Full Boost Impressions part 9
Delta Plus
The successor or predecessor, depending on how you wanna see it, to the Hyaku Shiki, this unit plays nothing alike and is half as cool. It received minor tweaks here and there, but it's basically the same unit, it has a very slow melee and few tools to deal at long range, but at mid-range? It's a beast.
NEW Gundam Banshee
This unit is so much fun, and a great alternative to the Unicorn Gundam. Unlike the Unicorn, Banshee is not much of a all-around unit, but rather a great mid-close range bruiser. It's got plenty of projectile tools for anything that's close and some rather fun tools for close encounters, to top it off, it has a Destroy Mode that buffs it and grants it new, stronger moves(Both close and long range). By default, it's a timed Mode, like the unicorn, but once it reaches about 25% health, it becomes permanent. To be honest, I think the 2500 cost is a bit too little for this beast.
Sinanju
Now it has more HP and is bigger in size! Sinanju is Mobile Suit with two different modes, a really strong mid-range player and a form that sucks at everything but melee, plus, it way more mobile, it's faster and can propel itself by kicking asteroids(Which double as projectiles!). Looks really cool, but it takes some work to make the most of it.
Kshatriya
Bumped down to 2000, which also means nerfs everywhere. It got some new ways to shoot its funnels. It's a decent all-around unit, particularly good at mid-range.
NEW Rozen Zulu
A long range specialist, Rozen Zulu has some very awkward and unique looking attacks, so it may take some time getting used to it. I think it might be a good unit, but it's just not my style.
BONUS
Mobile Suit Gundam 0080: War in the Pocket
Gundam Alex
Only got a couple of tweaks, it's the same Alex it used to be. For a 1000 unit, its damage output is quite high, at close range. Yes, Alex is a close-range 1000 unit, it has some tools for mid-range combat, but its melee is so good, and its armor lets him get in quite safely. To make the most out of the Alex, you probably need to master getting in and out of the armor.
The successor or predecessor, depending on how you wanna see it, to the Hyaku Shiki, this unit plays nothing alike and is half as cool. It received minor tweaks here and there, but it's basically the same unit, it has a very slow melee and few tools to deal at long range, but at mid-range? It's a beast.
NEW Gundam Banshee
This unit is so much fun, and a great alternative to the Unicorn Gundam. Unlike the Unicorn, Banshee is not much of a all-around unit, but rather a great mid-close range bruiser. It's got plenty of projectile tools for anything that's close and some rather fun tools for close encounters, to top it off, it has a Destroy Mode that buffs it and grants it new, stronger moves(Both close and long range). By default, it's a timed Mode, like the unicorn, but once it reaches about 25% health, it becomes permanent. To be honest, I think the 2500 cost is a bit too little for this beast.
Sinanju
Now it has more HP and is bigger in size! Sinanju is Mobile Suit with two different modes, a really strong mid-range player and a form that sucks at everything but melee, plus, it way more mobile, it's faster and can propel itself by kicking asteroids(Which double as projectiles!). Looks really cool, but it takes some work to make the most of it.
Kshatriya
Bumped down to 2000, which also means nerfs everywhere. It got some new ways to shoot its funnels. It's a decent all-around unit, particularly good at mid-range.
NEW Rozen Zulu
A long range specialist, Rozen Zulu has some very awkward and unique looking attacks, so it may take some time getting used to it. I think it might be a good unit, but it's just not my style.
BONUS
Mobile Suit Gundam 0080: War in the Pocket
Gundam Alex
Only got a couple of tweaks, it's the same Alex it used to be. For a 1000 unit, its damage output is quite high, at close range. Yes, Alex is a close-range 1000 unit, it has some tools for mid-range combat, but its melee is so good, and its armor lets him get in quite safely. To make the most out of the Alex, you probably need to master getting in and out of the armor.
Saturday, March 15, 2014
Now Playing: Kirby's Return to Dream Land
So, a mate came home and now I'm kinda stuck playing this one for March.
Ever played Kirby? Well, more of the same. To be fair, movesets feel a bit more fleshed out, but it's the same old movesets you've used since the SNES!... Although, to be fair, I did come across a couple of new ones(Grass and Water, one is incredibly overpowered in an already easy game and the other is pretty fun to use).
There's a new feature actually, Super versions of Powers, but they are to be used in specific places during certain stages, and I feel that they bring the game to a halt, as the screen darkens as Kirby strikes a little pose before using the power, quite underwhelming and dull.
Multiplayer is fun 'n all, but why oh why does Player 1 get stuck as Kirby? I want to play as MetaKnight! So what if I get screwed out of collectibles, it should be my choice, and if there are other players involved, let them be Kirby and let me be Metaknight. Actually, players 1-3 can be either a different colored Kirby, Waddle Dee, Metaknight or Dedede, so unfair!
Overall? It's alright, as most Kirby games are, nothing special. Wish they'd bring Kirby 64's power fusion back, now that was a fun gimmick!
Ever played Kirby? Well, more of the same. To be fair, movesets feel a bit more fleshed out, but it's the same old movesets you've used since the SNES!... Although, to be fair, I did come across a couple of new ones(Grass and Water, one is incredibly overpowered in an already easy game and the other is pretty fun to use).
There's a new feature actually, Super versions of Powers, but they are to be used in specific places during certain stages, and I feel that they bring the game to a halt, as the screen darkens as Kirby strikes a little pose before using the power, quite underwhelming and dull.
Multiplayer is fun 'n all, but why oh why does Player 1 get stuck as Kirby? I want to play as MetaKnight! So what if I get screwed out of collectibles, it should be my choice, and if there are other players involved, let them be Kirby and let me be Metaknight. Actually, players 1-3 can be either a different colored Kirby, Waddle Dee, Metaknight or Dedede, so unfair!
Overall? It's alright, as most Kirby games are, nothing special. Wish they'd bring Kirby 64's power fusion back, now that was a fun gimmick!
Friday, March 14, 2014
Progress Report: Classes have started Edition
I just wanna lay on my bed, drink some Pepsi and watch The Princess Bride, but alas, I cannot.
Mobile Suit Gundam Extreme VS Full Boost: I've been posting updates with my progress, so I guess this isn't really needed? But I could mention how I'm enjoying most of the new units and the tweaks to the old suits. I love this one, and I'm done with 60+ of the 98 units, Mission Mode next!
Dissidia 012 Final Fantasy: What's the actual name of this friggin' game? I went with what the spine said, heh. I just reached the Epilogue, so I'll see what comes next. I have mixed feelings on this one, care was evidently put into the package, fan service is everywhere, and tons to unlock... but I would've preferred something a bit more straightforward, no equipment and no customization on the movesets, but that's just me. Oh, and the story is terrible!
Tales of VS: Now that I got the hang of it, I'm having fun with it! Got through Lloyd's story mode just fine. My main complaints are the same I have with Dissidia, I wanted a more straightforward fighting game, no equipment/moveset bullsh!t, but hey, that's just me.
Tales of Eternia: I might've hyped myself a bit too much with this one. It definitely picked up after the scene with the King of Inferia, I wasn't expecting him to be such an a$$hole! Oh, and I love just how different this cast is from other Tales of games. Reid is a lazy bum who wants nothing to do with saving the world, unlike every other Tales of Hero. Farrah is the real hero, the one that loves helping people and what have you, and she is not the main character! Keele seems to be like Chester, in that he lags behind the rest of the party, but the reasons for their situations are quite different; Chester and Cless started at the same "level", so to speak, but while Cless spent time training when he went to the past, by the time he returned to the present, Chester was completely outclassed(And then you could trigger some scenes in which he trains as Arche watches, I JUST LOVE PHANTASIA), Keele on the other hand was always a weakling; and Keele is, probably, one of the most irritating allies in the Tales of series, makes Hubert look like a Teddy bear!. Meredy is cute as a button, love how she says "You bet!" whenever she responds positively.
Yes, the cast is pretty dang unique for a Tales game, as much as I love the series, you just gotta admit that they love reusing archetypes.
Mobile Suit Gundam Extreme VS Full Boost: I've been posting updates with my progress, so I guess this isn't really needed? But I could mention how I'm enjoying most of the new units and the tweaks to the old suits. I love this one, and I'm done with 60+ of the 98 units, Mission Mode next!
Dissidia 012 Final Fantasy: What's the actual name of this friggin' game? I went with what the spine said, heh. I just reached the Epilogue, so I'll see what comes next. I have mixed feelings on this one, care was evidently put into the package, fan service is everywhere, and tons to unlock... but I would've preferred something a bit more straightforward, no equipment and no customization on the movesets, but that's just me. Oh, and the story is terrible!
Tales of VS: Now that I got the hang of it, I'm having fun with it! Got through Lloyd's story mode just fine. My main complaints are the same I have with Dissidia, I wanted a more straightforward fighting game, no equipment/moveset bullsh!t, but hey, that's just me.
Tales of Eternia: I might've hyped myself a bit too much with this one. It definitely picked up after the scene with the King of Inferia, I wasn't expecting him to be such an a$$hole! Oh, and I love just how different this cast is from other Tales of games. Reid is a lazy bum who wants nothing to do with saving the world, unlike every other Tales of Hero. Farrah is the real hero, the one that loves helping people and what have you, and she is not the main character! Keele seems to be like Chester, in that he lags behind the rest of the party, but the reasons for their situations are quite different; Chester and Cless started at the same "level", so to speak, but while Cless spent time training when he went to the past, by the time he returned to the present, Chester was completely outclassed(And then you could trigger some scenes in which he trains as Arche watches, I JUST LOVE PHANTASIA), Keele on the other hand was always a weakling; and Keele is, probably, one of the most irritating allies in the Tales of series, makes Hubert look like a Teddy bear!. Meredy is cute as a button, love how she says "You bet!" whenever she responds positively.
Yes, the cast is pretty dang unique for a Tales game, as much as I love the series, you just gotta admit that they love reusing archetypes.
Thursday, March 13, 2014
Now Playing: Tales of VS
Oh boy, what have I gotten into?
I have played tons of Japanese games, games that didn't require you to actually know Japanese, mostly fighters. But Tales of VS is a whole different beast, try to play Dissidia in English. JUST TRY TO. What makes it so hard? The fact that it's not just a fighter, it tried to add RPG mechanics, namely stats, customizable equipment and moveset. I tried doing Arcade Battle and I got wrecked so hard, I could barely dent Farah and she'd just heal back up every wound I'd make. I wanna blame my equipment, but I can't buy any, yet. Oh well, I'm going to try my hardest with this one. I will.
I have played tons of Japanese games, games that didn't require you to actually know Japanese, mostly fighters. But Tales of VS is a whole different beast, try to play Dissidia in English. JUST TRY TO. What makes it so hard? The fact that it's not just a fighter, it tried to add RPG mechanics, namely stats, customizable equipment and moveset. I tried doing Arcade Battle and I got wrecked so hard, I could barely dent Farah and she'd just heal back up every wound I'd make. I wanna blame my equipment, but I can't buy any, yet. Oh well, I'm going to try my hardest with this one. I will.
Archile's Grab bag: Tales of Thursday edition
It's here!
Open up!Tales of VS: I've been a fan of the Tales of series ever since I played the translated ROM of Tales of Phantasia for the SNES. I love SNES RPGs almost as much as Playstation 1's, and Phantasia mixed the real-time battles from Seiken Densetsu 3, my favorite SNES RPGS, with the time travelling aspect of Chrono Trigger. Unlike Chrono Trigger, there were only two time periods, and you couldn't switch at will until the very end. Tales of Phantasia was a fantastic game and I fell in love with it, playing as many games as I could in the series. I've finished most of the games that made it state-side(Destiny(Which I need to buy!), Phantasia(GBA), Abyss(PS2), Graces F, Xillia, Symphonia and Symphonia Dawn of the New World), plus, I'm now playing Destiny 2(Eternia for Japanese players), only missing are Vesperia(Don't have a 360), the PSP one(Which I am gonna get ASAP!) and Legendia.
I love the Tales of Series, and them making a fighter out of it was a dream come true. Kinda...
Wednesday, March 12, 2014
Gundam Extreme VS Full Boost Impressions part 8
NEW Strike Noir Gundam
Good at any range, and very fun to use. For a 2500 unit, it seems a bit lacking on the damage department, but it looks so good at everything it does... and he loves to play with its guns when it goes idle!Exia Gundam
It has more HP and a new Extreme Attack. It's especially good at close range, lots of melee combos and cancels, but its long-to-mid range game is a bit lacking. Its main beam rifle has little ammo and needs recharging, so every shot must count. For what it's worth, it does a ton of damage, for a 2000 unit.
Dynames Gundam
Got very minor buffs to its subweapons. It has a ton of projectile tools and a shield mode that blocks a bit of damage, reduces mobility by a lot and turns melee into a weak kick, but changes the missile subweapon into a Gerobi beam.
Susanoo
Upgraded to 2500, with the needed buffs to mobility, boost and HP, among other minor buffs and cancel- possibilities. Has a new move that dashes forwards and can be cancelled into melee, I didn't find much use for it. Susanoo has a fantastic close-range game, with combos that move him all over the place, but his projectiles are few and incredibly weak, making him a hard to recommend.
Gundam 00 + Raiser
Has a new assist and a new Extreme attack, Raiser Mode lasts longer and it can now use the beam boomerang like Normal 00 Gundam. 00 has very slow projectiles, but shines everywhere else, its mid range and close range games are pretty strong, and Raiser Mode makes it faster and enhances all his moves. Very good choice.
Cherudim Gundam
Got a lot of buffs for its subweapons. Cherudim is a great long range and mid range unit, but since it lacks any form of melee, unlike other ranged units, it really doesn't want to get close to anything. What makes it different from the other units, is that its melee attack is a projectile weapon that doesn't consume ammo, but on the flip side it's really slow, so you have to be smart about it.
NEW Arios Gundam + Archer Gundam
Pretty strong for a 1000, and quite the extensive moveset. What makes Arios unique is that it is constantly accompanied by Archer Gundam, who shoots with it, and you can order it to shoot as an assist attack. Furthermore, they can fuse together for a Mobile Armor mode that has quite the moveset, not many MA modes get as much care! Arios' only weakness might be its close range game, but it really shouldn't need to engage that close.
NEW Reborns Gundam
This one is so good. It has two modes, can be changed at will and neither have a timer, Normal mode is good at any range, plenty of projectile tools, an assist and some pretty good close-range moves. Gunner Mode has a pathetic excuse of a melee attack, but it can stun, and has some fantastic long range and mid range projectiles. I wasn't expecting to like this one, but it's really good.
NEW Arche Gundam
Has a lot of bit-based tools, most of them track a, pardon the pun, bit. Arche wasn't made for long-range skirmishes, he wants to get close and personal. I actually like its melee tools, but it could've benefited from a bit more variety on its subweapons.
NEW Throne Drei Gundam
I didn't like it, but I think that it's a really good unit. Its more important tool is the red field, that turns all locks on friendly units into green locks, at the cost of making it a sitting duck. It's also a bit of a Assist unit, it has four different assists!, but the rest of its moveset feels pretty... vanilla.
Mobile Suit Gundam 00 The Movie
Raphael Gundam
A two mode unit, it received minor tweaks on both modes. Raphael is a unit that shines at long range, but shouldn't get into mid or close range unless it's on Separated Mode. Separated Mode actually turns Raphael's melee into some very fun to use combo strings, but it makes it a bit of an easy target, still, being able to attack from two different directions while Separated is very neat.
Quanta Gundam
It got tweaks everywhere, and I think, think that the melee combos in Quanta Mode are new, I don't remember it having melee combos. Quanta is a bit complex to use, it has many modes and tools, but i think making the most of it requires experience, heh.
BONUS
Gundam Unicorn
Received a ton of minor buffs, the one I like the most? Destroy Mode lasts about 5 seconds longer. Unicorn Gundam is an all-purpose suit, very straight to the point and easy to handle, it's particularly devastating at mid and close range, especially while in Destroy mode.
Sunday, March 9, 2014
Review #101: Shinobi
Oldschool goodness.
Shinobi is a series that's sadly underrated, to think that it once was one of Sega's flagship titles! Curiously enough, three games, counting this one, share the "Shinobi" name, but I digress. Developed by Griptonite Games, Shinobi on the 3DS is a callback to the games of old, tough as nails and as unforgiving as it gets.
The story.... makes no sense, but it all boils down to time travel, seriously. You play as Jiro Musashi, father of the legendary Joe Musashi(The hero from the first games), who during a invasion on his village gets sent into the future, for mysterious reasons, and must now battle Zeed in the future. The story never, ever makes much sense, and you do get cut-scenes before, and sometimes during, each level, but don't expect them to make much sense, at least you get to battle a mechanical shark!
This is a platformer styled after the games of old, which is to say, memorization is a big part of the game. Plenty of times you'll be hit by stuff you weren't expecting, or maybe you won't be able to react fast enough to an obstacle after you've seen it, and that's alright, by your next run you'll be, hopefully, be able to deal with them. The game starts out hard and only gets more challenging as it goes on, having some very hard platforming segments on the last level. You'll have to jump, double jump, wall jump or hook to the roof in order to get through the game, but you'll also come across various enemies. Enemies are, on paper, the least of your worries, as they run on patterns, but the game loves mixing different kinds of enemies together so that you have to plan on how to get through them, sometimes with a little platforming on the mix. Combat is a no thrills affair, enemies go down after a couple of swings from your blade or Kunais, but you can actually juggle their corpses in order to raise the combo meter, which in turn gives you more damage and more points per hit, get hit once however, and your combo meter drops down to 1.
Jiro has a couple of other tricks in his bag in order to make his journey easier, though not by a whole lot, in the form of four different spells and a parry. Y'see, blocking is too mainstream and a coward's move, instead Jiro can only parry, and you have to time it right unless you want to look like a fool and receive damage, although you can parry at, basically, any moment, and if you got your parry right, Jiro will automatically parry anything that tries to harm it soon after, meaning that enemy combos get parried automatically if you parry the first hit. As for spells, all of them are a one-time affair, unless you find a scroll lying about or respawn after death, and they provide many different bonuses, but lightning will be, by far, the most useful, making you invulnerable for three hits.
As hard as the game is, you do get four different difficulty settings: Beginner, which grants you infinite lives and plenty of checkpoints, so you will, eventually, get through the game. Normal gives you five lives, but infinite continues, losing all your lives means starting the level from the very start. Ouch. Was Normal too easy for you? Hard limits your lives and continues to three each and you only get checkpoints on level transitions. Finally there's very hard, which I didn't even try. Each of the nine levels lasts about 20 minutes most, but getting through the game on Normal, blindly, took me six hours plus, and doing it on hard, knowing what to do, took me about three. Regardless, you also get unlockable Challenge Maps(One hit kills you!) by finding every Bonus Token on each level and by spending spotpass points on them. It doesn't end there, there are loads of achievements to unlock, and each one grants you a little something, from to Cheats to use in Free Mode(Which, sadly, don't let you earn achievements), costumes, Weapon skins, hats or a character that plays completely different from Jiro. The game might be short, but it's very high on replay value.
Platformers this hard need spot-on controls, and the game more or less provides. Controls are pretty tight, most of the time, but wall-jumps and double jumps could've used some tightening. Plenty of times you'll need to double jump out of a wall-jump, if you double jumped before the wall jump then you'll only be able to perform a single jump, the issue here is that unless you press the direction opposite of the wall, and jump, Jiro will double jump instead of wall-jumping, how is this annoying? If you double jumped before the wall jump, pressing jump will automatically perform the wall-jump, which can get confusing later on. Furthermore, movement is done with the analog stick, instead of the digital pad, which on a game played on a 2D plane isn't the best choice, when you need to fall down beneath the platform you are standing on, it can sometimes prove troublesome, due to the analog's stick nature. One thing to keep in mind, is that the hit boxes are a bit bigger than what you might expect. Hit detection is alright, but some projectiles have rather big hitboxes, so you'd better get used to them.
The game's worst aspect is, easily, its presentation. The game is fully 3D, but on a 2D plane, graphics are very lackluster and just plain looking. Still, the game manages to impress thanks to its setpieces. Y'see, the game never lets up, on the very first stage you'll go through a horseback section, then there's a section that takes place above a warplane, as enemies in jetpacks board your plane, how about the segment when you are on-board a truck and must go from truck to truck since missiles are targeting you, which sounds rather tame when compared to a mechanical shark trying to take a bite out of you while you are freefalling on a cascade.... only to be later fighting a chopper as another mechanical shark tries to destroy the solid magma you are running on.... the game is impossibly exciting and imaginative, specially for a 3DS game, easily making up for how lame it looks on a technical level. Cut-scenes between levels are made in a hand-drawn style that looks very cool, even if the animation itself is very lame. As for the music... it's very "ninja-like", very fitting, but not terribly exciting or memorable
Shinobi on the 3DS is a bit hard to recommend, not because it's bad, on the contrary it's really good, but because its target audience is rather small. If you are looking for oldschool games, this is what you want, but if you can't stand old platformers that require memorization, skip this one.
8.0 out of 10
Shinobi is a series that's sadly underrated, to think that it once was one of Sega's flagship titles! Curiously enough, three games, counting this one, share the "Shinobi" name, but I digress. Developed by Griptonite Games, Shinobi on the 3DS is a callback to the games of old, tough as nails and as unforgiving as it gets.
The story.... makes no sense, but it all boils down to time travel, seriously. You play as Jiro Musashi, father of the legendary Joe Musashi(The hero from the first games), who during a invasion on his village gets sent into the future, for mysterious reasons, and must now battle Zeed in the future. The story never, ever makes much sense, and you do get cut-scenes before, and sometimes during, each level, but don't expect them to make much sense, at least you get to battle a mechanical shark!
This is a platformer styled after the games of old, which is to say, memorization is a big part of the game. Plenty of times you'll be hit by stuff you weren't expecting, or maybe you won't be able to react fast enough to an obstacle after you've seen it, and that's alright, by your next run you'll be, hopefully, be able to deal with them. The game starts out hard and only gets more challenging as it goes on, having some very hard platforming segments on the last level. You'll have to jump, double jump, wall jump or hook to the roof in order to get through the game, but you'll also come across various enemies. Enemies are, on paper, the least of your worries, as they run on patterns, but the game loves mixing different kinds of enemies together so that you have to plan on how to get through them, sometimes with a little platforming on the mix. Combat is a no thrills affair, enemies go down after a couple of swings from your blade or Kunais, but you can actually juggle their corpses in order to raise the combo meter, which in turn gives you more damage and more points per hit, get hit once however, and your combo meter drops down to 1.
Jiro has a couple of other tricks in his bag in order to make his journey easier, though not by a whole lot, in the form of four different spells and a parry. Y'see, blocking is too mainstream and a coward's move, instead Jiro can only parry, and you have to time it right unless you want to look like a fool and receive damage, although you can parry at, basically, any moment, and if you got your parry right, Jiro will automatically parry anything that tries to harm it soon after, meaning that enemy combos get parried automatically if you parry the first hit. As for spells, all of them are a one-time affair, unless you find a scroll lying about or respawn after death, and they provide many different bonuses, but lightning will be, by far, the most useful, making you invulnerable for three hits.
As hard as the game is, you do get four different difficulty settings: Beginner, which grants you infinite lives and plenty of checkpoints, so you will, eventually, get through the game. Normal gives you five lives, but infinite continues, losing all your lives means starting the level from the very start. Ouch. Was Normal too easy for you? Hard limits your lives and continues to three each and you only get checkpoints on level transitions. Finally there's very hard, which I didn't even try. Each of the nine levels lasts about 20 minutes most, but getting through the game on Normal, blindly, took me six hours plus, and doing it on hard, knowing what to do, took me about three. Regardless, you also get unlockable Challenge Maps(One hit kills you!) by finding every Bonus Token on each level and by spending spotpass points on them. It doesn't end there, there are loads of achievements to unlock, and each one grants you a little something, from to Cheats to use in Free Mode(Which, sadly, don't let you earn achievements), costumes, Weapon skins, hats or a character that plays completely different from Jiro. The game might be short, but it's very high on replay value.
Platformers this hard need spot-on controls, and the game more or less provides. Controls are pretty tight, most of the time, but wall-jumps and double jumps could've used some tightening. Plenty of times you'll need to double jump out of a wall-jump, if you double jumped before the wall jump then you'll only be able to perform a single jump, the issue here is that unless you press the direction opposite of the wall, and jump, Jiro will double jump instead of wall-jumping, how is this annoying? If you double jumped before the wall jump, pressing jump will automatically perform the wall-jump, which can get confusing later on. Furthermore, movement is done with the analog stick, instead of the digital pad, which on a game played on a 2D plane isn't the best choice, when you need to fall down beneath the platform you are standing on, it can sometimes prove troublesome, due to the analog's stick nature. One thing to keep in mind, is that the hit boxes are a bit bigger than what you might expect. Hit detection is alright, but some projectiles have rather big hitboxes, so you'd better get used to them.
The game's worst aspect is, easily, its presentation. The game is fully 3D, but on a 2D plane, graphics are very lackluster and just plain looking. Still, the game manages to impress thanks to its setpieces. Y'see, the game never lets up, on the very first stage you'll go through a horseback section, then there's a section that takes place above a warplane, as enemies in jetpacks board your plane, how about the segment when you are on-board a truck and must go from truck to truck since missiles are targeting you, which sounds rather tame when compared to a mechanical shark trying to take a bite out of you while you are freefalling on a cascade.... only to be later fighting a chopper as another mechanical shark tries to destroy the solid magma you are running on.... the game is impossibly exciting and imaginative, specially for a 3DS game, easily making up for how lame it looks on a technical level. Cut-scenes between levels are made in a hand-drawn style that looks very cool, even if the animation itself is very lame. As for the music... it's very "ninja-like", very fitting, but not terribly exciting or memorable
Shinobi on the 3DS is a bit hard to recommend, not because it's bad, on the contrary it's really good, but because its target audience is rather small. If you are looking for oldschool games, this is what you want, but if you can't stand old platformers that require memorization, skip this one.
8.0 out of 10
Friday, March 7, 2014
Now Playing: Dissidia 012 - Final Fantasy
Finally a good game!
My first PSP game was Darkstalkers 3, and it was a fantastic game, but a game I had played before plenty of times. It's the best version of said game, but I repeat, I had played it before. Little Big Planet was fair, but it didn't click with me, and Mimana was downright terrible. Dissidia is pretty dang good for a change.
I've wanted to play Dissidia ever since I heard of the first installment, Cloud? Final Fantasy fighting game? Characters flying around? I SO WANT. I waited and hoped for Squeenix to make a PS2 or PS3 HD port, something so that I could play it. Well, since it won't come to me, I will go to it, via PSP.
I like it, I like it a lot. The one thing that doesn't click with me is how you have to equip characters with moves, and while I'm sure most players enjoy the customization, I am a Fighting game fan, screw customizable movesets, I want balanced, determined movesets for the whole cast without having to grind for it, there's 20 plus characters, surely they don't expect me to grind everyone's levels just so that I can enjoy 1 on 1 fighting, do they? They do, but that's besides the point, it seems the unlockable Lv 50 and Lv 100 presets are just what I want.
Gameplay was a bit hard to grasp at first, I could get the gist of Circle attacks take away Bravery, Square attacks take away health, but the whole dodging/chasing mechanics, plus platforming and EX-Cores? It was a lot to take in at first, and the tutorial could've been a little more in-depth, but I think I got the hang of it. I approve of this game.
My first PSP game was Darkstalkers 3, and it was a fantastic game, but a game I had played before plenty of times. It's the best version of said game, but I repeat, I had played it before. Little Big Planet was fair, but it didn't click with me, and Mimana was downright terrible. Dissidia is pretty dang good for a change.
I've wanted to play Dissidia ever since I heard of the first installment, Cloud? Final Fantasy fighting game? Characters flying around? I SO WANT. I waited and hoped for Squeenix to make a PS2 or PS3 HD port, something so that I could play it. Well, since it won't come to me, I will go to it, via PSP.
I like it, I like it a lot. The one thing that doesn't click with me is how you have to equip characters with moves, and while I'm sure most players enjoy the customization, I am a Fighting game fan, screw customizable movesets, I want balanced, determined movesets for the whole cast without having to grind for it, there's 20 plus characters, surely they don't expect me to grind everyone's levels just so that I can enjoy 1 on 1 fighting, do they? They do, but that's besides the point, it seems the unlockable Lv 50 and Lv 100 presets are just what I want.
Gameplay was a bit hard to grasp at first, I could get the gist of Circle attacks take away Bravery, Square attacks take away health, but the whole dodging/chasing mechanics, plus platforming and EX-Cores? It was a lot to take in at first, and the tutorial could've been a little more in-depth, but I think I got the hang of it. I approve of this game.
Review #100: Mimana: Iyar Chronicle
Awful. Terrible. Happy 100th review, eh?
I've been playing RPGs ever since I first came across Quest 64, and I've been enamored with the genre ever since. I've seen JRPGs evolve into fantastic games like Wild Arms 3 or the modern Shin Megami Games, and I've also seen them devolve into a nische genre, character development is not as important as it once was, no, now we get the equivalent to junk food of JRPGs, stuff like Ar Tonelico or HyperNeptunia that appeal to a very particular audience that like their games raunchy and with fan-service as its focus. Or we get games that just try to hard to innovate where there was no need to, like Final Fantasy XIII and it's sequels. My point is, I love RPGs, both Western and Japanese My point is, RPGs are my jam, my thang, and I was actually looking forwards to Mimana, and while on the surface it looks like just another Ar Tonelico, it actually avoids most of its worst qualities, yet falls flat on is face when it comes to everything else.
Meet Crais, the character that you'll be playing as, a mercenary that has a problem when it comes to gambling, and hates kids, don't worry, he loves reminding everyone about his hatred every chance he gets. He soon gets hired by Sophie, a little girl, and must aid her in finding seven orbs scattered through the country(Yeah, no world-wide adventure for ya). Alongside the way he'll come across four other dames, each with a defining character trait that will aid them on their journey. Yes, it's one of those games in which you can somewhat romance one of the girls, and whichever your romanced, gets a bonus extra scene at the end. Surprisingly, while character development is almost null or incredibly forced, the five female leads are actuall well designed, with almost no fanservice in their design, props to the character designer. However, there is a slight problem with the plot, this game was meant to kickstart a series(which it didn't), and they never came to be, so the game hints at many things that will never be explained, and leaves a couple of threads hanging. Not cool.
As previously stated, the scale of the adventure is very small, after you gather each gem you'll have to return to the game's only town, well, there's another one but there's nothing to do in it, trigger the next scene in which they'll tell you where to go and so on. That's, basically, it. Combat in the game comes in the forms of random encounters as you travel through the dungeons, get used to them as the encounter rate is pretty high, which brings us to the first annoyance: Load times. Load times are long, pretty long, and the encounter rate is through the roof, unless you resort to walking around, so if you wanna get anywhere fast, your best course of action is, probably, walking. Even better, there are loading times after each battle, so running away solves nothing. Annoyingly so, you'll have to go through Tanis Woods in order to reach any other dungeon, later in the game you'll be assaulted by unavoidable(Unless you walk) low level encounters that don't even give any experience points turning it into a very annoying time sink, it's so incredibly annoying. It doesn't end there, every dungeon is like a labyrinth made up of similar looking rooms with no landmarks, except the blue healing circle at the start of the dungeon and the pink one before the boss. It's impossible not to get lost in the latter dungeons, and there is no map available, it's even worse when switches are introduced into these mazes, now couple this with the high encounter rate and you are in for a very, very annoying experience.
Combat fares better, if only because you can't get any worse than the lame dungeon design. It takes a page from the "Tales" franchise in that it takes place in real time, you take control of Crais(And only Crais) and the CPU takes control of three of the ladies. Now then, you can set, only outside of battle, how these character will behave by adding or substracting points into "Attack", "Magic" and "Recovery", which translates into how often they will do each action... yeah, it's awkward and too vague. It gets worse, the AI is incredibly stupid, often times staying put in place as enemies get close to her and attack her, and only then will they move away... a few inches. If you want to make the most of your spell casters, manually tell them to cast each spell, as they love to just stare at nothingness. As cool as the combat sounds on paper, casting magic as Crais is pretty dang useless, as you stay in place and hope not to get hit so that the spell goes off. Your casters get it easier since you can protect them from harm, but guess what, since you get free movement, evading non-targeted spells is as easy as moving two inches up, and the enemy's spell will miss completely(The AI is not that smart, sadly, but it applies to enemies too, who will happily stand in the way of a spell). Crais does get a couple of special attacks in the form of spells, but why waste mana on them if your basic three-hit combo is so good and useful? Mashing that X button quickly became a chore, but it got me through the game just fine. Even through that last boss that can 1 hit KO you even if you are at max level.
As far as minor complaints go, I've a couple more. For instance, every time your party gets disassembled and reassembled, you lose your party configuration and battle positions, very annoying. Then there's the fact that enemy design is incredibly lame, you get roosters of various colors, beetles, then there's sheep and jelly, that come in the form of cones or cubes. The game does include a couple of sidequests... but they are very well hidden, easy to miss as you only get one and one opportunity to trigger them at specific times and the rewards are not worth it. There's a new game plus that let's you carry over your levels and ups the maximum from 50 to 99. Supposedly there's a hidden boss if you grind up to level 99, but that would take weeks, as enemies give you less and less experience as you level up.
Presentation is the game's strongest quality, but that's not saying much. Sprites look pretty nice, while not in motion, but the animation is a mixed bag. Some animations look pretty nice, but other could've, nay, should've used more frames. Backgrounds look very low quality as well. On the flip side, voice acting is fantastic, with a plethora of well known Voice Actors... but then again, the music is pretty forgettable and short on quantity. Dungeons have no music at all. Those long, maze-like, random-encounter infested time sinks have no music. NO MUSIC. This game is terrible.
I've... I've nothing else to say. This game is awful, it has a bunch of neat ideas when it came to combat, but it's so poorly implemented. While it looks like just another harem game, the female leads are actually pretty well designed, it's a shame that they star in such a bad game. There's almost no redeeming qualities, good ideas executed poorly don't really save a game.
3.0 out of 10
I've been playing RPGs ever since I first came across Quest 64, and I've been enamored with the genre ever since. I've seen JRPGs evolve into fantastic games like Wild Arms 3 or the modern Shin Megami Games, and I've also seen them devolve into a nische genre, character development is not as important as it once was, no, now we get the equivalent to junk food of JRPGs, stuff like Ar Tonelico or HyperNeptunia that appeal to a very particular audience that like their games raunchy and with fan-service as its focus. Or we get games that just try to hard to innovate where there was no need to, like Final Fantasy XIII and it's sequels. My point is, I love RPGs, both Western and Japanese My point is, RPGs are my jam, my thang, and I was actually looking forwards to Mimana, and while on the surface it looks like just another Ar Tonelico, it actually avoids most of its worst qualities, yet falls flat on is face when it comes to everything else.
Meet Crais, the character that you'll be playing as, a mercenary that has a problem when it comes to gambling, and hates kids, don't worry, he loves reminding everyone about his hatred every chance he gets. He soon gets hired by Sophie, a little girl, and must aid her in finding seven orbs scattered through the country(Yeah, no world-wide adventure for ya). Alongside the way he'll come across four other dames, each with a defining character trait that will aid them on their journey. Yes, it's one of those games in which you can somewhat romance one of the girls, and whichever your romanced, gets a bonus extra scene at the end. Surprisingly, while character development is almost null or incredibly forced, the five female leads are actuall well designed, with almost no fanservice in their design, props to the character designer. However, there is a slight problem with the plot, this game was meant to kickstart a series(which it didn't), and they never came to be, so the game hints at many things that will never be explained, and leaves a couple of threads hanging. Not cool.
As previously stated, the scale of the adventure is very small, after you gather each gem you'll have to return to the game's only town, well, there's another one but there's nothing to do in it, trigger the next scene in which they'll tell you where to go and so on. That's, basically, it. Combat in the game comes in the forms of random encounters as you travel through the dungeons, get used to them as the encounter rate is pretty high, which brings us to the first annoyance: Load times. Load times are long, pretty long, and the encounter rate is through the roof, unless you resort to walking around, so if you wanna get anywhere fast, your best course of action is, probably, walking. Even better, there are loading times after each battle, so running away solves nothing. Annoyingly so, you'll have to go through Tanis Woods in order to reach any other dungeon, later in the game you'll be assaulted by unavoidable(Unless you walk) low level encounters that don't even give any experience points turning it into a very annoying time sink, it's so incredibly annoying. It doesn't end there, every dungeon is like a labyrinth made up of similar looking rooms with no landmarks, except the blue healing circle at the start of the dungeon and the pink one before the boss. It's impossible not to get lost in the latter dungeons, and there is no map available, it's even worse when switches are introduced into these mazes, now couple this with the high encounter rate and you are in for a very, very annoying experience.
Combat fares better, if only because you can't get any worse than the lame dungeon design. It takes a page from the "Tales" franchise in that it takes place in real time, you take control of Crais(And only Crais) and the CPU takes control of three of the ladies. Now then, you can set, only outside of battle, how these character will behave by adding or substracting points into "Attack", "Magic" and "Recovery", which translates into how often they will do each action... yeah, it's awkward and too vague. It gets worse, the AI is incredibly stupid, often times staying put in place as enemies get close to her and attack her, and only then will they move away... a few inches. If you want to make the most of your spell casters, manually tell them to cast each spell, as they love to just stare at nothingness. As cool as the combat sounds on paper, casting magic as Crais is pretty dang useless, as you stay in place and hope not to get hit so that the spell goes off. Your casters get it easier since you can protect them from harm, but guess what, since you get free movement, evading non-targeted spells is as easy as moving two inches up, and the enemy's spell will miss completely(The AI is not that smart, sadly, but it applies to enemies too, who will happily stand in the way of a spell). Crais does get a couple of special attacks in the form of spells, but why waste mana on them if your basic three-hit combo is so good and useful? Mashing that X button quickly became a chore, but it got me through the game just fine. Even through that last boss that can 1 hit KO you even if you are at max level.
As far as minor complaints go, I've a couple more. For instance, every time your party gets disassembled and reassembled, you lose your party configuration and battle positions, very annoying. Then there's the fact that enemy design is incredibly lame, you get roosters of various colors, beetles, then there's sheep and jelly, that come in the form of cones or cubes. The game does include a couple of sidequests... but they are very well hidden, easy to miss as you only get one and one opportunity to trigger them at specific times and the rewards are not worth it. There's a new game plus that let's you carry over your levels and ups the maximum from 50 to 99. Supposedly there's a hidden boss if you grind up to level 99, but that would take weeks, as enemies give you less and less experience as you level up.
Presentation is the game's strongest quality, but that's not saying much. Sprites look pretty nice, while not in motion, but the animation is a mixed bag. Some animations look pretty nice, but other could've, nay, should've used more frames. Backgrounds look very low quality as well. On the flip side, voice acting is fantastic, with a plethora of well known Voice Actors... but then again, the music is pretty forgettable and short on quantity. Dungeons have no music at all. Those long, maze-like, random-encounter infested time sinks have no music. NO MUSIC. This game is terrible.
I've... I've nothing else to say. This game is awful, it has a bunch of neat ideas when it came to combat, but it's so poorly implemented. While it looks like just another harem game, the female leads are actually pretty well designed, it's a shame that they star in such a bad game. There's almost no redeeming qualities, good ideas executed poorly don't really save a game.
3.0 out of 10
Thursday, March 6, 2014
Gundam Extreme VS Full Boost Impressions part 7
Gunner Zaku
Has a new attack with stunning properties, still, it's the same unit as before with little changes. It's very strong at long range and mid range, and can hold it's own at close range, not bad, but a bit slow.
NEW Gaia Gundam
I wasn't really looking forwards to this one, luckily, as I don't like it at all. It's gimmick is it's mobile armor mode in which it changes into a dog-like form, like the LaGOWE. Unlike the LaGOWE, this one is pretty dang hard to maneuver around. There's also a couple of moves that turn you into MA mode, but not the other way around. Yeah, I'm not using this one any time soon.
Destiny Gundam
It received minor tweaks, most noticeable a small buff to its health. Strong all around Mobile Suit, very solid pick and easy to use.
Infinite Justice Gundam
Has a new attack with stunning properties, still, it's the same unit as before with little changes. It's very strong at long range and mid range, and can hold it's own at close range, not bad, but a bit slow.
NEW Gaia Gundam
I wasn't really looking forwards to this one, luckily, as I don't like it at all. It's gimmick is it's mobile armor mode in which it changes into a dog-like form, like the LaGOWE. Unlike the LaGOWE, this one is pretty dang hard to maneuver around. There's also a couple of moves that turn you into MA mode, but not the other way around. Yeah, I'm not using this one any time soon.
Destiny Gundam
It received minor tweaks, most noticeable a small buff to its health. Strong all around Mobile Suit, very solid pick and easy to use.
Infinite Justice Gundam
Poor IJ Gundam received a ton of nerfs, but on the bright side, it's still a very strong unit, even with nerfs to its mobility, it's still really, really fast. It also got a new assist attack, not that it really needs it. Works best at mid-to-close range, it's got some stylish melee attacks.
NEW Impulse Gundam
Ever since it was revealed it was gonna be on Full Boost, I been looking forwards to this one the most. Why? Impulse Gundam(Sword pack) is a Mobile Suit I adore, and it was announced that it was gonna play just like Strike Gundam, the unit I loved the most in vanilla. My opinion? I love it. It's a stronger Strike Gundam, everything Strike it does, it can do better. There is one slight downgrade, lack of IWSP pack, but since it's a 2500 unit, as opposed to Strike's 2000 cost, it has the benefit of a longer health bar and other enhanced stats. I adore this one.
BONUS
Gundam Seed Stargazer
NEW Stargazer Gundam
This one's a very unique mobile suit, it possesses a remote-controlled bomb and some very unique melee properties. For instance, it only has two melee combos, but makes up for it by having a very strong and long ranged, but very slow, melee attack that hits everything on a radius around the Stargazer. This also means that you have to be wary of your ally's position. StarGazer also possess a timed mode that changes it's long ranged melee attack into a comboable long range move that doesn't hit around it, your ally should be glad! I'm not a fan, but I'm intrigued, I may play it more later in order to decide how I feel about it.
Wednesday, March 5, 2014
Gundam Extreme VS Full Boost Impressions Turn A, Seed-chapter.
Turn A Gundam
Better mobility and a bunch of new attacks make Turn A feel quite fresh... but it's still a hard unit to use effectively. He is really strong up close, devastatingly so, but not very user friendly.
Gold Sumo
He received minor buffs, including enhanced mobility. Good close range unit, with a comboable beam shot.
NEW Kapool
Two entirely different units in one, each one with a separate health bar, there's no other unit quite like Kapool. Sochie's Kapool, the green one, specializes in long range, but it's a bit slow and has less health than Corin's. Corin's Red Kapool is awful at long range, but has more endurance, more speed and packs quite a punch on his melee hits. Oh, and while one of the Kapools is benched, it slowly recovers its health!. Fun mobile suit.
Gundam Seed
LaGOWE
Changes are negligible, it's basically the same unit that it was before. There's not a whole lot of power behind it, but it's probably the fastest unit in the game and is definitely one of the most annoying units to fight against, which makes it quite fun.
NEW Duel Gundam (Assault Shroud)
I was expecting a lot more out of the Duel Gundam. It's not bad by any means, what's more, it has tools to work effectively at any range, but it's just so... so plain and lame, nothing stands out about it.
Providence Gundam
It got buffs everywhere, basically he shoots faster, has more ammo and more hp, even its mobility got buffed, but it's still a very slow unit. I don't know, I don't like it too much, probably the funnel user I like the least.
Forbidden Gundam
More or less the same unit it used to be. Forbidden Gundam was a unit I was never too fond of and still am not, it probably has the worst close-range game in the entire roster. It can curve his gerobi beams, which is kinda neat though.
Strike Gundam
The Strike Gundam was my favorite Mobile Suit in vanilla, I just loved how you could change its equipment for various different movesets. It was a great unit and now? It's even better, he got buffed everywhere on every form(Except the basic one, but who cares). Oh, and now the ammo of each form reloads constantly, no matter what form you are using. The only drawback, I'd say, is that each form is good for one thing and one thing only, except the timed IWSP form that is good at everything, but then again, it's a timed form.
NEW Freedom Gundam
Very solid unit that works well at any range. It also happens to have a beam attack for any situation! Fairly easy to use, fantastic base stats since it's a 2500 unit, and also happens to work well at any distance, can't go wrong with it.
BONUS
Strike Freedom Gundam
The Freedom Gundam plus Funnels. Actually, not quite, its got an entirely different melee moveset(much better), different beams(It only shares the basic beam rifle and the "unload everything" subweapon) and funnels, which makes it feel quite different. Most of its changes have to do with cancel routes for its moves, so I won't delve to deep into them, but it received a quite interesting change, when you set the funnels behind you, instead of sending them after the enemy, they won't unload when you shoot, instead, you must press BC again to have them shoot.
Better mobility and a bunch of new attacks make Turn A feel quite fresh... but it's still a hard unit to use effectively. He is really strong up close, devastatingly so, but not very user friendly.
Gold Sumo
He received minor buffs, including enhanced mobility. Good close range unit, with a comboable beam shot.
NEW Kapool
Two entirely different units in one, each one with a separate health bar, there's no other unit quite like Kapool. Sochie's Kapool, the green one, specializes in long range, but it's a bit slow and has less health than Corin's. Corin's Red Kapool is awful at long range, but has more endurance, more speed and packs quite a punch on his melee hits. Oh, and while one of the Kapools is benched, it slowly recovers its health!. Fun mobile suit.
Gundam Seed
LaGOWE
Changes are negligible, it's basically the same unit that it was before. There's not a whole lot of power behind it, but it's probably the fastest unit in the game and is definitely one of the most annoying units to fight against, which makes it quite fun.
NEW Duel Gundam (Assault Shroud)
I was expecting a lot more out of the Duel Gundam. It's not bad by any means, what's more, it has tools to work effectively at any range, but it's just so... so plain and lame, nothing stands out about it.
Providence Gundam
It got buffs everywhere, basically he shoots faster, has more ammo and more hp, even its mobility got buffed, but it's still a very slow unit. I don't know, I don't like it too much, probably the funnel user I like the least.
Forbidden Gundam
More or less the same unit it used to be. Forbidden Gundam was a unit I was never too fond of and still am not, it probably has the worst close-range game in the entire roster. It can curve his gerobi beams, which is kinda neat though.
Strike Gundam
The Strike Gundam was my favorite Mobile Suit in vanilla, I just loved how you could change its equipment for various different movesets. It was a great unit and now? It's even better, he got buffed everywhere on every form(Except the basic one, but who cares). Oh, and now the ammo of each form reloads constantly, no matter what form you are using. The only drawback, I'd say, is that each form is good for one thing and one thing only, except the timed IWSP form that is good at everything, but then again, it's a timed form.
NEW Freedom Gundam
Very solid unit that works well at any range. It also happens to have a beam attack for any situation! Fairly easy to use, fantastic base stats since it's a 2500 unit, and also happens to work well at any distance, can't go wrong with it.
BONUS
Strike Freedom Gundam
The Freedom Gundam plus Funnels. Actually, not quite, its got an entirely different melee moveset(much better), different beams(It only shares the basic beam rifle and the "unload everything" subweapon) and funnels, which makes it feel quite different. Most of its changes have to do with cancel routes for its moves, so I won't delve to deep into them, but it received a quite interesting change, when you set the funnels behind you, instead of sending them after the enemy, they won't unload when you shoot, instead, you must press BC again to have them shoot.
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