Note: Updated after 240+ hours for refinement with more accurate info. Just 5 hours into SD GUNDAM Battle Alliance (SGBA) and here I am writing a review for it. This rarely happens to me unless it's for a game that I'm refunding or I disliked it so much that I'm sure I won't ever want to touch it again. However, this time it's because I'm having so much fun with it that I feel obligated to do this game some justice given its mixed reviews. SGBA is an action game that defines its own brand of action that focuses on visceral yet deliberate combat. You pilot a Mobile Suit (MS) and clear missions. Encounters in the game vary between few to many enemies, and bosses are other MSs or Mobile Armors (MAs) which are huge and have attack patterns and specific weaknesses. What I find interesting about the game is that it doesn't rely on a complicated combat system to deliver a fun and satisfying experience. Instead, it gives you the basic tools which form the basis of how you would approach combat - and I found it to be darn effective. The combat and controls in SGBA are tight and responsive. The game uses two melee attack buttons for light/heavy attacks found in most action games, and uses long presses for spin (AoE) and launch attacks (for air combos). There are 3 weapon attacks that are known as Main Weapon, Subweapon 1 and Subweapon 2 where the former is always a ranged attack while the other 2 attacks may be ranged or melee depending on the MS you pilot. All weapon attacks use an ammo system which auto-reloads but will incur longer reload time if they fully deplete. For movement options, every unit can jump, sidestep, dash (like running) and air dash (like flying horizontally). For defensive options, there is guard and dodge; you can negate damage or parry a melee attack by doing a perfect guard, and use perfect dodge to evade an attack completely with invincibility - they have tight timing that require skill and reaction. For resource management, other than ammo, there is a boost bar (like stamina) which depletes when performing movement/melee actions. There is a guard meter which gets reduced when taking chip damage while guarding and will leave you wide open if depleted. Combos in this game can utilize every attack, movement and defensive option and is very free-formed. However, not all actions can connect to another and depends on the MS which requires your experimentation. Every MS has a different capacity for doing combos; some shorter, others longer, and a select few can go on indefinitely. Your MS has a skill meter that is charged up as you do and take damage. The skill meter can be used to perform a "get off me" move, reset combos and role action (there are 3 roles and every MS is assigned 1). There's also canceling in the game which (again) vary for every MS. Last but not least, every unit has a special attack (SPA) that will trigger a short cutscene for a flashy move. The great thing about the controls are that they are simple to pick up and has counterplay elements to make combat interesting - which can make a PvP mode viable. Story-wise, it's not great but I didn't find it bad either. The writing and voiceovers are good and the story is presented in Visual Novel style with a mix of imagery and cutscenes. The storytelling may still be confusing for someone entirely new to the Gundam series even though the dialogue does attempt to provide background information. One nice detail about story mode is that the game doesn't assume you are interested in it and will instead unlock lengthier scenes in a library (for later viewing) and not force you to go through it. It's a shame, however, that many popular MSs like most of them in Gundam Wing are not in the game. But this is a constraint that I can understand. Gameplay-wise, SGBA is mission-based. The game loop is about clearing missions, gaining xp and loot, unlocking MSs, upgrading existing MSs and progressing to later missions. Missions are replayable and need to be replayed for earning the blueprints to unlock MSs, farm parts and earning capital (the currency). It's grindy gameplay but surprisingly isn't that bad due to updates to the game. The player unlocks pilot skills (talent abilities) as they level up and caps out at lvl 100. MSs are upgraded with capital to increase stats, which in turn translates to a level based on the amount of points invested, also capped at lvl 100. Invested points on an MS may be re/unallocated but cannot be reverted back into capital. Because leveling uses capital, capital may be earned with one MS to level up another. There are milestone levels where the player needs to uncap the stat limit in order to further level the MS. You can bring 2 AI partners in each mission. Partner levels affect their MSs' stats and there is a friendship level that affects the effectiveness of the buffs they bring to battle. Parts are items that can be slotted into the MSs as enhancement, with each part being able to have 1~3 stat enhancement (like + HP/damage, + guard window, auto guard, etc) which are random. Instead of parts containing beneficial modifiers, they can also contain 1~2 modifiers that reduces stats (like longer reload times, etc) - this makes itemization more interesting. The slots on the MSs increases based on the milestone levels which are at 15, 30, so on so forth. Overall, the presentation of the game is good with attention to detail like making the MSs look battle worn. The textures on them (or the environment), however, aren't hi-res and can be jarring to look at up close. The particle effects look amazing and feel very appropriate. Audio-wise, the sound design is great and with a lot of detail on different MSs. The game includes a lot of music from the Gundam series and even a few arranged tracks. I found the arranged track for Gundam Unicorn to be exceptional, the rest are ok. The cool thing about audio is that music is customizable in the game. Even cooler is that the game has an in-game feature where you can specify a folder containing your .mp3 files which you can use to replace the music in the game. But even cooler is that you can even assign a song to be played when you use your SPA (like in Super Robot Wars series). I love this feature and my personal recommendation is to put "Life Goes On" (from SEED Destiny) there - it's amazing. Performance-wise, I haven't had a crash in my 240+ hours. However, there are instances where there are very noticeable framerate drops, though these are very infrequent. Apart from that, it runs great at 60fps on my GTX 1060 6GB (max settings). Btw, listed specs on the store page is misleading perhaps due to support for raytracing in the game. As for the things I think are not so great with SGBA, here's a few I can think of. The camera can be wonky and takes time getting used to. The telegraphs of MS enemies are hard to read due to the over-the-top particle effects obscuring the enemy unit's actions. AI partners don't survive well and will require additional effort from you to keep them alive. Personally, these are not really major issues and they haven't reduced the fun for me in any major way. I think ARTDINK (the developer) might have stumbled upon a potential winning formula here for a Gundam game series. SGBA is ridiculously fun and can be played both casually or hardcore, with so much to explore and even has online multiplayer. It's a solid action game with solid foundations, full of content, fan-service and has nothing I would want taken away. Nevertheless, I do think that it has too high of an asking price and better to wait out for a sale. In conclusion, I strongly recommend getting the deluxe edition at 50% off as the included DLCs are of good value - better quality and for more efficient late-game farming. It also includes, imo, the best arrangement of outstanding music tracks like Vigilante, XI and car5p3/PENELOPE by Hiroyuki Sawano. I'm very happy with the purchase.
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