Sunday, December 30, 2018

Gundam Versus Impressions Part Final(Unicorn, F91, Turn A Gundam, Reconguista in G, Stardust Memory, The 8th MS Team, Crossbone, Beltorchika's Children)

 Mobile Suit Gundam Unicorn

Kshatriya
 The Kshatriya is pretty dope for a 300 cost unit. It has a ton of long-range proyectiles, including a weak, but useful, funnel attack and a pretty decent gerobi. Her melee comes out fast and covers wide areas of effect, hopefully your ally isn't close by.
 Yes, it's the same unit it used to be, and in this game its great.

NEW Jesta
 The JESTA has a ton of different missiles that make it a great mid-range unit, sadly, it has pathetic melee abilities, they are too slow to be any good. It can quickly shoot its beams in bursts of twos, and most of his missiles have multi-hitting properties... it seems they wanted a slow but powerful 300 cost unit, and I don't think it worked too well... but it's surprisingly fun to use and I thought it looked kinda cool.

Delta Plus
 This guy SUCKS. It's hard to link together melee attacks, and has mediocre proyectiles. Has a new MA burst attack that misses most of its shots. Such a shame!

Banshee
 Its 'closed' form has been changed a lot, now its three projectile tools are COMPLETELY different from his opened form's. That said, the Open form plays exactly like it did in Full Boost. It's a great unit, built to wreck anything that stands on its path.

Sinaju
 It seems they heard my complains, because the Sinaju was streamlined, they removed his alternate melee/mini-gun stance and instead fused both movesets into a single one... which is basically the base form plus the meteor bounce. Honestly, this suit might be better now, but losing the stance change means he is not as fun to use.

Unicorn Gundam
 Pretty much exactly the same he was in Full Boost, but now keeps the Beam Rifle in its open form. It's still really good, but I think its damage output is a bit lower... which is good, since it used to be almost too good.

Mobile Suit Gundam F91

NEW Vigna Ghina
 This guy is back since Final Plus, and its better than ever! Lost the Drill assist from the Berga Giros, but who needs it when you've got this much beam spam! Honestly, it has so many great projectile attacks AND decent melee to boot that it feels like a 300 cost unit instead of a 200. I love it.

Berga Giros
 Has very weak projectiles and lost one of its modes... but using its drill to dunk on other suits is still relatively fun. Not my cup o' tea.

F91 Gundam
 I think it didn't get any large change. It's as vanilla as it gets, with a very boring but practical moveset.

Turn A Gundam

Kapool
 Lameeeeeee, a joke unit if I've ever seen one. The Kapool used to be a duo with Corin's Kapool, but not anymore. Basic melee is terrible, but funny dunking attacks, and has a few more-than-decent special melee attacks. Its machingun sucks. I hated it.

NEW Silver SUMO
 It used to be DLC in Full Boost, which means its pretty much new to me. I was ready to hate this guy, because its design is ugly and its just a Gold SUMO recolor, but it wound up being a very fun unit to use. It has a ton of great, fast-recharging projectiles. I liked it.

Corin's Kapool
 Exactly like he was in Full Boost, but no longer paired with Sochie's Kapool. Has good, funny melee, but slow-moving projectiles with low ammo count. I didn't like it, both Kapools were better as a single unit...

Gold SUMO
 Pretty similar to the Silver SUMO, but has less offensive options. Shares two tools('shining finger' shield/attack and the paralyzing beam-whip) but is otherwise quite different. Has a new dash-approach which is actually quite useful! IT was pretty decent, but I think I liked the Silver SUMO a bit more.

Turn X
 The move in which he detaches every limb is now filled charged from the start of the battle, it's also got a new gerobi beam. Pretty good unit all around, and is now a bit better!

Turn A
 Has a new missile weapon. This guy's got a ton of different tools, including a one-time nuke, missiles, beams and even a gerobi. It's on the complicated side, but its still a really great unit.

Mobile Suit Gundam - Reconguista in G

Mask's Mack Knife
 It's... very weird. Has weird projectiles and can summon an assist unit that can be commanded at will to shoot at the enemy, for a short while. Meh. I'm happy this unit is in the game, though, since every game needs a weird 'freak' character that's very unconventional.

NEW G-Arcane
 What an interesting mobile suit! It's a sniper-like thing that can also enter a hover-mode to pepper enemies with bullets. Not my kind of character, too slow and better suited at sniping from the back, but I LOVE the fact that its in the game, since its playstyle is so unique. Its burst attack requires fixing, since it pushes everyone away before doing any sort of considerable damage.

G-Self
 Another unit that returns from VS Force. This guy can alternate between its basic form, a long-range form as well as its fully fledged MA mode. I don't like this guy too much, found it a bit boring, but I enjoy the fact that it has one of the best and strongest MA modes in the game.


Mobile Suit Gundam - Stardust Memory

NEW GM Cannon II
 Plenty of strong beams, it can charge its giant gerobi, up to two levels, by holding square... but you can unleash said gerobi at any time, since it doesn't go off when you let go off square. It has pathetic melee.
 I found it pretty fun to use, but not a unit I'll be using too much.

NEW GM Custom
 Very basic all-around 200 cost unit. Absolutely nothing stands out about it... although it has a melee counter, I think no other unit has that, so there's that.


Gundam "Zephyranthes" Full Burnern
 Exactly the same as it was. A bit too generic for my tastes.

GP 02 Physalis
 Machingun ammo was halved, but it has a  new charge beam-bazooka shot and missiles. It's pretty good, having a reliable nuke helps a lot!!

GP03 Dendrobium Stamen
 Received a new beam rifle charge shot. Really good for long-range battles, although its close-range game leaves a lot to be desired.


Mobile Suit Gundam the 8th Team

NEW Gundam Ground Type
 Was DLC in Full Boost. It has two forms, one with a long range rifle and a bazooka, for long-range, and another one with a machinegun and missiles for mid-range. It's OK, but nothing to write home about.

Gundam EZ8
 It's very similar to the Ground Gundam, but its main weapon is a beam rifle instead of the machinegun, although it does come with a machinegun subweapon.  Basically it's a stronger version of the Ground Gundam... it surprised me how fun it was to use.

Gouf Custom
 It's identical to its Full Boost counterpart, but received ammo buff on both of its main proyectile miniguns. It's very fun to use.


Mobile Suit Crossbone Gundam

Crossbone Gundam X2 KAi
 Honestly? He is pretty much exactly the same as he was in Full Boost, it's still a blast to use, like the other Crossbone Gundams.

Crossbone Gundam X-3
 Still a phenomenal close-range unit, it lost the move in which he threw the poor MA. Probably my favorite Crossbone Gundam, even if it's missing the badass cowl.

Crossbone Gundam X-1
 Since there are no more summons, he got a new move to replace its lost MA assist: now he can shoot what looks to be energy daggers. Not a very good move though.
 He is fun to use though, fun melee!


Mobile Suit Gundam: Beltorchika's Children

Hi-Nu Gundam
 Shield comes fully charged from the start, more ammo on funnels and a new melee charge tool. I love this unit, I've always done so, but it's a bit better this time around.



Thursday, December 20, 2018

Review #611: Death Road to Canada

 No man or dog gets left behind.
 I don't remember exactly what I was expecting when I first booted up the game, but I certainly wasn't expecting the best Zombie Survival game ever made. Ever made.

 The zombie outbreak happened, it just did, but you, and maybe a buddy, heard that in Canada everyone is safe, so you set out for Canada. And that's the gist of it. Before starting the game you can create a simple, but charming, playable avatar for yourself as well as a buddy, although a buddy is not required to start the game. But you should. You'll be playing as a team of up to four different characters, while you start out with up to two survivors you may meet others along the way. Some characters are generic, randomized avatars while others are parodies of other, well known characters and people. Truth be told, not everyone will survive, but as long as one character makes it to the end you'll win the game. Easier said than done, I don't think I ever made it out to the end with my main character which has now become a personal challenge of mine. Each 'run' lasts about an hour, maybe less if you die early, but once you finish the game you can pick a shorter or a longer run.
 There are two 'segments' the game is made out of: Travelling and Surviving. Driving is done automatically, and while this happens some flavor text your characters spew will play out, as well as healing, if there are enough supplies. It won't be long before an 'event' triggers, most of this require you to select which action to use. For instance, a Bee may get in the way, and you can either ignore it, try to kill it or, maybe, if one of your characters has a special trait, do something else. In one instance, I had only one survivor left and I tried to squash the bee.... only for my character to get stung and die. There's no real gameplay when it comes to this choices, just text-based outcomes. Which sounds boring, but most of these events are played out for laughs and you'll never know just which outcome you'll get!

 After going through a few events your characters will come across a new setting: Maybe an abandoned factory, an abandoned clinic or something else. Sometimes you'll even get to choose between places! Once you choose your destination, or are forced upon it, you'll set out on foot to explore. You take direct control of one member(But can swap on the pause menus) while the AI does an acceptable choice of controlling your other members. Zombies spawn pretty much endlessly, although how vicious they are depends on the time of the day, so it's better not to linger for long and just explore as best as you can, in order to collect new weapons or supplies, such as food, fuel and supplies. There are a ton of objects you can interact with, besides tons of weapons(Such as hammers, knives, guns or even chainsaws) you can also pick up smaller objects such as chairs in order to aid your fight. The game is very simple: One button attacks, one picks up objects/opens objects and another one swaps between your three equippable items.
 The game is great fun, and its extreme simplicity aids immensely in that. Travelling is never boring, even if the result of your choices feel random at times(They are not ALL that random, they depend on the stats, personality and/or traits of which character performs which action). As a matter of fact, that 'randomness' is probably what makes it so much fun, and tense, whenever you have to act. The playable parts of the game are fantastic too, and getting better equipment and supplies makes it very rewarding to scavenge around, at the risk of the day growing darker and the enemies nastier.

 The game is pretty tough, especially as you get used to it, so expect to end your first couple of runs in tragedy. That said, the game is meant to be replayed multiple times, so dying and having to start from scratch doesn't feel all that bad, you'll want to start your next run ASAP. Death Road to Canada was one of the neatest surprised I played this year.
 8.0 out of 10

Friday, December 14, 2018

Review #610: Super Smash Bros. Ultimate

 The battle for the Infinity Gems wages onwa… oh, wait, wrong cross-over.
 There's no way to pretend otherwise, Super Smash Bros. Ultimate is the perfect culmination of the series, featuring every single character that's ever set foot on the arena as well as most stages(100+!) this entry is no mere compilation: The gameplay has been polished, new characters have been added(Admittedly, it is the lowest numbers of newcomers in a new entry... but, hey, everyone is back!) and we even get a new Adventure Mode that can take upwards of 15 hours to complete... this is not a compilation and this is not a port, this is the Ultimate Smash Bros.

 There's a decent variety of modes new and old. For starters, Classic Mode is back and has been entirely revamped, being more similar to the Classic Modes before Smash 4, although each character gets his and her own 'themed route'. Snake's theme is Guns, so he'll battle enemies that fight with weapons and the only items that spawn are gun-themed. Pikachu has to fight every Pokémon, and only Pokeballs spawn for it. Roy has to battle characters that wield legendary swords. Every route is about 8 stages long, with a bonus 'Escape" mini-game and a boss at the end. The boss can be anyone, from the series' classic Master Hand to Monster Hunter's Rathalos. The Escape mini-game is the same for every character and every difficulty, and you'll have grown bored of it by the end, at least it last less than a minute... or you can just kill yourself with no penalty if you're so inclined. As for the difficulty, you have to pick an intensity level between 0.1 and 5.0, and the better you perform in the upcoming fights the higher it'll go, up to 9.9, and the higher the number, the higher the challenge. All in all, I really liked the new Classic Mode, the game has over 70 characters, so it makes sense to have a quick, but fun classic mode. The Credits mini-game, another series' tradition, is probably the best yet, no spoilers!
 If you want something a bit more gimmicky, a few of the bonus single player challenge modes are back, namely: Century Smash, which pits you against a 100 Mii fighters, Cruel Smash, which is you against the toughest of the tough Mii fighters as you try to survive, and, finally, All-Star Smash, in which you have to fight every character in the order they were first created. Once you're done with that, you're finally ready to Smash. That came out wrong. Besides the traditional 4 player matches, you can set-up  up to 32-man(or CPU) tournaments, fight under custom conditions(Everyone is made of metal! Everyone is Giant! Everyone is Giant and Metal!), fight in 3-vs-3 and 5-vs-5 Elimination matches and Smashdown, a mode in which you can't use repeated characters in matches(Say you fight Link VS Incineroar, once the match ends, those characters can't be selected again)

 Basic Smash battles can be further customized, as you're forced to create rulesets. I miss the quickness of just picking 'Stock' or 'Time', but the ruleset option allows for more options to be tweaked. Basically, if you just want a quick fix it may take a bit longer if, say, you wanna do 2 stock matches but didn't have create the ruleset yet, but if you tend to play 5 stock matches, you simply create the ruleset and just select it whenever you enter the Smash mode. In these rules you can do anything from giving everyone a Final Smash meter, as if it were an energy gauge from a traditional fighting game, make it a timed battle for points, for stocks or even by Stamina. You can turn off Stage Hazards, or if you dislike the layout but like the theme, every single stage can be played in Omega or Battlefield(basic floor, 3 platforms) too. Remember how a few stages in Smash 4 could hold up to 8 players? Every stage can be played with combatants now. If you couldn't tell by now, Ultimate Smash allows for a very robust amount of customization. That said, try to save a few basic rulesets that you enjoy so as not to have to frequent the rule edit menu too much.
 Lastly, we've got the Adventure Mode: World of Light. It's been touted as a sort-of RPG mode, but that's a lie, mostly. You're thrown on a very large worldmap that's peppered with various fights. Every fight grants you with a little money(For use in the in-game shop), a little SP(For use in various Adventure Mode shops) as well as Smash Orbs, which are used to obtain new abilities. These abilities are why this mode is called RPGish, as you can give yourself abilities such powering-up your moves, a triple jump or even a double final smash. It's very basic. Each fight in the world map is themed around various Nintendo(and a few third-parties) IPs, depending on which Spirit they reward you with. For instance, you may come across Dr. Willy's Spirit fight, so the match pits you against Doctor Mario doubling for Willy and a few Megaman clones, or the fight against Street Fighter's Blanka pits you against a green Donkey Kong. These references are actually quite endearing. Earned spirits can be equipped and leveled up in order to boost your stats. This is very important, since every Spirit has a type and you don't want to fight against a Spirit-type that's strong against yours, so you'll be swapping spirits often. Most matches have some kind of gimmick, such as 'the floor is lava', so you'll also have to equip a spirit that has lava-floor immunity. By the end of the mode I had grown a bit tired of having to constantly swap spirits, but hey, there's over 600 different fights and it took me over 15 hours to get 100%, so I got my money's worth.

 The mode is mostly fluff and fat, so don't feel obliged to finish it. While having to frequently swap spirits grew tiresome by the end, I had fun exploring the multiple dungeons, obtaining spirits that could clear obstacles in the map and what not. One big issue with the mode is character unlocking. You are forced to start the game with Kirby and unlock Mario very early on, but as for the other characters? Hopefully your main is close to the start.... My two main-mains, Ike and Cloud are VERY late unlocks, over 10 hours into the mode, and Shulk, another character I enjoyed, was gotten midway through. I think a better alternative would've been being able to select your favorite character from the start. It's not like starting the game as Kirby 'matters' since the narrative is so sparse and unimportant. Not being able to play as your favorites early on might sour the experience for a few, specially since you'll be stuck as characters you don't particularly like for a while.
 I've mentioned spirits for a while now, these are this game's version of Trophies. The game's worst change, by far, was removing trophies. Stickers are, well, 2-D cut-outs of various characters(or objects!) from a ton of different games, some that don't even have playable  characters featured. They don't even have flavor text, something that made trophies so much fun to collect. These can be earned by playing Classic Mode, buying them from the shop or by playing the Adventure Mode. Their only practical use is boosting your stats in the latter, as previously mentioned.

 Now that that's out of the way, I can finally talk about the gameplay! At a surface level, not much has changed: A coupled with different directions on the analog stick are your basic attacks, B coupled with different directions on the analog stick are your special moves, you can guard, you can grab your enemy, you can dodge and you can double jump as well. Each character still retains to use a Final Smash when they destroy the Smash Ball or fill the FS meter, when applicable. What has changed is how the physics works: The game is much faster than before(Still, not as fast as melee) which makes everything quicker and snappier, combos are back, baby. You can dodge in different directions, like in melee and now you can charge your Smash attacks by a ridiculous amount of time(The damage boost caps at 1 second, however). The travel arcs when characters are launched have changed too and you'll notice how everything has been streamlined to be quicker, Transformation Final Smashes are a thing of the past. Everything has been tweaked to make fights go by quicker, and it's all the better for it.
 Custom moves is gone completely, understandable since there are so many characters, but you can still customize Miis a bit, each one having 3 choices for each special move. One point of contention for many is having to unlock characters: You start the game with a paltry 8 and have to work your way until you unlock all 70+. That said, there're three ways to go about it: Unlock them through World of Light, by clearing Classic Mode or by playing many VS Smash battles. I unlocked everyone via Classic mode, and while it took a while... it was a fun time, and it allowed me to try returning and new characters so that I could get used to the new engine. As someone who is not gonna host tournaments, I enjoyed unlocking everyone.

 What's there left to say? Super Smash Bros. Ultimate is the best Smash Bros. yet, Melee purists be damned, they'll never be satisfied anyways. The game is pretty much fantastic in every way possible, I was a bit scared at first since many of the more useless modes were gone(Hit the sandbag, platforms) and because trophies were gone too, but the end result was phenomenal. I remember how hyped I was for Smash 4, yet by the end I felt like something was missing, well, let's just say that in the few days since the game's release(Six days ago!) I've logged in as many hours(40+) as I did in Smash 4 since it's release several years ago! Whatever Smash 4 was missing, this game's got it and it's got it in spades.
10 out of 10

Thursday, December 6, 2018

Review #609: Nights - Journey of Dreams

 It's more of a lull than a journey, as it slowly lulls you to sleep
 As a Nintendo kid I've always wanted to play Nights into Dreams, one of the most beloved, and hard to play(since most ports are Japan exclusive) games from Sega's Saturn era. I was pretty excited when Nights Journey of Dreams was announced, but for one reason or another, the game just fell off my radar. A few years ago I managed to get a copy of the game, which had been collecting dust on my backlog until today. Some dreams are better left off as dreams.

 The story concerns Will and Helen, two kids who, upon suffering nightmares, find themselves in Nightopia, the world of Dreams and of the being named Nights. You can play as either Helen or Will, both have their own exclusive story, 12 stages as well as 3 boss fights. The story is boring and pretty darn lame. The worst part about it is that you can't skip cutscenes until after you beat a stage, and every single stage is preceded by an overly long poorly scripted dialogue between Helen or Will and Nights. The game would've fared much, much better if it had emphasized its gameplay over the story, the latter which has nothing worthwhile to offer.
 The game is very simple, the analog stick is used to move around, 360 degrees of freedom, while A is used to boost, as long as you have energy on your boost gauge. Nights is a flying being, and that's the one thing he does best, every stage in the game requires him to fly around stages, going through rings to fill his boost gauge and grabbing blue energy spheres for points. There are enemies flying around to, in order to defeat them you must either grab them and then throw them, by pressing A, or doing a loop(Called paraloop in the game) around them, the latter having a wide area of effect, as wide as the loop you performed was. You cannot die in the game, instead, you lose time and if the timer hits 0 it's back to the beginning of the level.

 Flying around feels great, but Nintendo's analog sticks have never been great since they use an hexagonal base as opposed to a circular one, like Sony and Microsoft. Most of the time you can do just fine, but sometimes you'll wish you had more precision. As you advance through the game you'll gain the ability to turn Night into a flying dolphin, a rocket and a dragon.  Transformations are fairly underwhelming, the Dolphin form is required to go underwater, the game turns you into it automatically, the rocket is faster and the dragon... is aesthetically cool? I dunno, but this should tell you just how little alternate forms matter unless you are interested in perfecting your scores on each stage.
 If the game was made up of just the 2-D flying I could have called it pretty good, but sadly, it isn't. Each world, of which there are six(3 per character) contains 5 stages, of which 1 is a boss fight. There's one Chase stage on each world, in which you must chase after key-carrying keys in order to unlock gates and then fight an easy version of the world's boss. These stages are just fine. But then the game offers a few other types which aren't as good. Any stage in which you must play as one of the kids is very slow paced and boring. There are others in which you must collect stuff around a circular area or save Nightopeans by flying circles around them. These stages aren't so much fun. Bosses are pretty hit or miss too, often times being a miss. For instance, there's this annoying Witch fight in which you must tilt a table of unusual gravitational properties to make stuff fall through holes. That one is a miss. There's a Spider fight in which you must hit the ceiling with the web-balls it spews, this one isn't poorly designed but just boring.

 I think Nights Journey of Dreams is a game that failed to capitalize on its strengths. The flying, while not 'amazing' or groundbreaking, is decent enough as to be pretty darn fun, but there's too little of it. Can't believe I'm gonna say this, but the game needed less variety in its stages. Also, every bit of story content should've been axed in its entirety, or at least allow the players to skip it on their first time through. At the end of the day, the game was decent, but boring.
 6.0 out of 10

Tuesday, December 4, 2018

Gundam Versus Impressions Part 5(Mobile Suit Gundam, Mobile Suit Victory Gundam, Char's Counterattack)

Mobile Suit Gundam

Guncannon
 I've always held a soft spot for the Guncannon, so it's great to have him back from Gundam VS Gundam. He's really fun to use, lost most of the silly moves from said game but still kept the ability to throw giant boulders.

Guntank
 That other sidekick character & mobile suit duo from the original Gundam and another returning unit from Gundam VS Gundam, while I've always liked the Guncannon, I've always disliked the Guntank. It's a long range unit only filled with missiles and beams. He is really slow and it's very easy to knock him out of his Burst move. It's got a single noteworthy attack: A relentless barrage in which he unloads everything it's got. I still hate it though.

NEW Zaku II
 This guy was DLC in Full Boost, so he is pretty much new to me. It's a Zaku II with no machine guns, instead being relegated to throwing rocks and boulders. He hasn't even got an axe! This guy is lame and is pretty sucky even for a 200 unit.

Char's Gelgoog
 He's pretty much exactly like how I remembered him in full boost: A solid all-around unit that's perfect for mid-range combat. I dislike how it looks, but boy do I like how it plays.

Zeong
 I didn't like him in Full Boost, but for whatever reason that changed in this game. It sucks in close range, but boy, does this guy have the tools to be an annoying long-range pest. Like, honestly, this guy's got ways to pester you with beams from various different angles. He's good.

Char's Zaku II
 Another unit that's pretty much exactly like it was in Full Boost, albeit slightly weaker(It used to be a 2000 cost unit(Above tier 1000), but now it's a 200 cost unit, the lowest of the low). It's got less ammo on its Z'Gok transformation and all of its attacks feel very weak. That said, as weak as I found it to be, its moveset as a whole is very solid, so it shouldn't have too many issues chipping away at an enemy's health.

Dom
 Another classic Gundam suit makes its return since GvsG. It seems to have a slightly more limited moveset than it used to have, but it can still summon the other members of the Tri-Stars for a tag-team attack. There's not much else to say about it, this suit is as vanilla as they get.

Gyan
 I really liked the Gyan when it was introduced in Full Boost, and I really liked him this time around(Since they are the same unit, basically). It has amazing melee attacks and a solid shield, but it's horrible at mid-to-long ranges, with a pathetic 10-ammo missile loadout and some weak floating mines. IF you can close the distance, however, this guy will shred any unit to scrap metal.

NEW Gouf
 Finally, the REAL Gouf made it in! Previous games would've featured the Custom Gouf from the 8th MS Team, but not this time, this is no Zaku! I really liked this suit, it has a multi-use heat rod(Slam, grab and a slice) that levels up the more you use it. And even though it has really good melee, its ranged tools, while basic, get the job done: A machine gun and a bazooka.

Mobile Suit Victory Gundam

Gun EZ
 Gun EZ received a few changed that make him into a better but less useful unit that it used to be. Its lost its utility by losing the ability to send Gun EZs to support its ally, but in turn, received even more long-ranged weapons. Beams, shielded-beams and missiles, this guy is pretty good are providing long-distance support, plus, his beam rifle seems to recharge pretty quickly. On the flip side, I felt like it had less fuel than other units. All in all, I kinda enjoyed this one.

Gottrlatan
 I still dislike how it looks, but it's still a very tough unit. It lost its spread beam, which is a shame, but the spread grenade is no longer a charge attack. While it's an overall nerf on its abilities, I think it's not that bad of a tradeoff, since the grenades are better at stopping unwarranted advances. It has more Gerobi Ammo(2 stocks as opposed to 1) which is neat, the full gerobi was always better than the spread beam. All in all, mostly a nerf, but it's still REALLY good.

V2 Gundam
 Yet another straight port from Full boost.... not. V2 was completely revamped and can now switch between four different modes, not unlike the Strike Gundam. However, unlike the Strike that had different specialties, all four modes are best suited for mid-long range shootouts. I'm still not much of a fan, but it's definitely an interesting suit that feels fresh.


Mobile Suit Gundam: Char's Counterattack

Nu Gundam
 Basically, the same unit it's ever been, a great all-around unit that works really well at mid-close range. I think it used to have the ability to set the funnels behind it and have them shoot alongside it, but I'm not too sure... pity if it lost that ability.

NEW Re-GZ
 The RE-GZ used to be DLC, which means I will be treating it as a new unit. It sucks. It's a gimmick suit, said gimmick being that it starts off in MA mode, and once it turns into its robot form there's no going back until you respawn. MA mode is pretty much uncontrollable and its main moveset is very basic and dull. It used to have a decoy weapon in Full Boost, but they axed it. Horrible suit.

Sazabi
 The Sazabi has always been a pretty reliable unit, but he feels a bit lacking in power when compared to other 500 units, it actually brought me back to when he used to be a 2000 cost unit. It lost the assist Jadg Doga sub-weapon, but gained an unnecessary special funnel attack.

NEW Jagd Doga
 It's a lot faster than it looks, which makes him a pretty decent close quarters combatant, but can compliment his ranged approaches with funnels. Its overall toolset is a bit basic, but pretty strong for a 300 cost unit.

BONUS

MOBILE SUIT GUNDAM UNICORN

NEW ReZEL

 It looks really cool, but sadly, it's just a 200 cost unit. It was one of the better 200 units I tried though, with a varied moveset, albeit hampered by a low ammo count on each. Its melee is barely passable, but you should spend your time bullying your enemies at mid-range.