
|
|
Game Information
|
Preview
|
Review |
Screenshots
|
Forum |
»Super Robot Taisen Original Generation 2
"The 2 is for “Too Good”...okay, that sucked."
From what I’ve heard, the original Super Robot Taisen Original
Generation didn’t sell very well, which is a shame because of how good
it was. Of course, it was released in the States late in the Game Boy
Advance’s lifespan and even I missed it when it was released here
(reviewing the game a few months after its release), but I enjoyed it
and it was a good deal. I can only hope that people won’t make the same
mistake with Super Robot Taisen Original Generation 2 because OG2
is even better. The fifth of six GBA entries in the series, OG2 has
graphics that outshine even its successor Super Robot Wars J [Judgment]. Atlus did a
great job localizing the last one and continues the trend in this one
with dialogue that makes me think that Atlus channeled the spirit of
the now-defunct and forever-great Working Designs
The year is 187 S.E. It's been six months since the DC War against the
Divine Crusaders and the L5 Campaign against the aliens known as the
Aerogaters. The Earth Federation Army was forced to restructure due to
the severe casualties it suffered even among its leaders. Brian Midcrid
who was once the President of the United Colonies was elected as the
Earth Federation President. He had previously disclosed information on
the L5 Conflict to the Federal Assembly which was called "The Tokyo
Manifest.” It revealed the existence of extraterrestrial beings who
posed a threat to the survival of mankind. Since then, President
Midcrid has announced the Aegis Project, a plan to rebuild and rearm
the EFA. He has asked for solidarity among all of the inhabitants of
Earth. In the name of this project, he began to fortify the planet by
developing new humanoid mechs and mass-producing them. However, trouble
lurks in the shadows - Remnants of the Divine Crusaders (a group once
led by Dr. Bian Zoldark) along with individuals in the Federal
government and the EFA are scheming to establish a military state. Not
only that, but there are forces working in the shadows as well as
mysterious entities called "Einsts” who will plunge the human race into
even greater depths of chaos.
In OG2, you are not given the ability to make any choices in the
beginning of the game; instead, you start out with the original ATX
team (minus the godlike Sanger Zonvolt) - good ol’ Kyosuke, Excellen,
and Bullet. But this time, they’re joined by a new entity - the
enigmatic Lemia Loveless (from SRWA). As time goes on however, you
regain your old staff of pilots as well as new ones. And to make up for
the lack of choice in your teams, this game allows you to choose
between several paths which pretty much make up for it not being
available initially. I just wish they would’ve included more than two
save slots.
OG2 is a turn-based strategy game, the typical genre of the series. Your
troops and the enemy’s troops are scattered across the battlefield, and
you are allowed to move your troops a certain number of spaces during
each turn. If you are in range of an enemy soldier, you can attack them
once per turn. After you perform an attack, they can counterattack
(assuming they survive). Your attacks vary depending on which mech you
are using, and certain attacks can only be used at certain points due
to a lack of range, EN (the equivalent of MP), or Will (morale), among
other factors. You can also use Spirit techniques which drain your
pilot’s SP when used, but allow a specific effect to happen (such as a
100% hit rate or double damage). Once you end your turn, the enemy will
then take their turn. They can do everything that you can including
movement and offense, generally opting for the latter. When attacked by
an enemy, you can choose to counterattack, attempt to evade the attack,
or defend.
Battle actions are generally depicted by super-deformed representations
of the mechs/aircraft involved, though these displays can be bypassed
causing the game to move faster but also making it plainer. In order to
complete a campaign, you must achieve the particular goals of that
particular campaign which you can look up at any point during your turn
under the Mission option. You can also achieve Battle Mastery, which
gives you a Battle Mastery point for achieving certain optional goals.
Combined attacks such as the Alt Eisen and Weiβritter’s Rampage Ghost
and the R-Series’ R Series Formation play a much larger role in OG2
which improves upon the series. I didn’t think the original had enough
combination attacks. In addition, the whole aspect of support has
changed. While there was only one skill you needed to provide back-up
support in OG, OG2 seperates it into two – offensive and defensive. The
menus are also much more navigable, and the intermission screen is
better sorted as well. There are also notices for when your Mission
Objectives and Battle Mastery requirements change, which is a welcome
new feature considering how often they chance change.
The graphics have improved greatly since OG was released. While OG’s
graphics looked like they came from an early-generation GBA game (which
they were), OG2’s graphics look so much more detailed, almost as if
this was a PS1 game or even a PS2 game. The animations have also
improved pretty much 100-fold. Even a simple “Anti-Air Missile” attack
ends up looking impressive. Everything looks much more streamlined -
the minor close-up cut-scenes (which are fully animated, unlike in OG); the
nice fading effects with the pilot’s profiles during special attacks (a
constant element of the console games’ style); and the menus are much
cleaner than OG’s. The backgrounds are still a bit dull, but they take
backseat to the great character graphics. OG2 is an example of an
incredible looking GBA game.
The sound has improved quite a bit as well. This game has some
impressive sound effects (which is a rarity, as most games don’t have
sound effects that are out of the ordinary). Everything sounds great –
a successful evasion sounds like a successful evasion, the lasers sound
like lasers, etc. But there are other great qualities of OG2’s audio;
namely, the soundtrack. Classic themes such as Kyosuke’s “Beowulf”,
Sanger’s “A Sword To Smite Evil”, and Ryusei’s “Everywhere You Go” are
joined by “new” songs, such as Lemia’s “Code: ATA” and the new
“generic” fight theme (for lack of a better term), “Into The Danger
Zone”. Best of all, you can even choose from a variety of themes to
your pilot’s instead of their default themes.
The replay value shifts down a bit this time. Sure – the game offers
you several alternate paths throughout the game, but the fact that the
original allowed you the choose between two different teams was a great
way to increase replay value. Still, this game is great fun, and with
the many paths available, I assure you that you’ll be playing this one
for a while. Besides alternate paths, there are also several secret
mechs and weapons this time, which adds onto the replay value.
In conclusion, I insist that you buy this game. It’s fun, it’s cheap
(only one easy payment of $29.99!), it’s one of the last great games
that will be released on the GBA, and who knows? Maybe if enough people
buy OG2, Atlus might bring the upcoming PS2 remake-compilation
(Original Generations) outside of Japan.
Article by: Wolfdogg
Posted on: Nov. 18th, 2006 |
|
|
|
Review Recap |
| Gameplay |
| Banpresto makes an already excellent game even better. Nothing more to say. |
 |
|
|
Graphics |
| Significantly improved over OG’s to the point where they look like they could pass for a PS1 game. |
 |
|
|
Sound |
| The sound effects are great, and the classic themes are joined by equally good new songs. But the best part is that you can assign a variety of songs to your mech. |
 |
|
|
Replay Value |
| This game will keep you playing for a long time, although I wish they had two different paths like the last one had. |
 |
|
|
Comments |
|
|
|
|
|
 |