The
Mobile Suit Gundam anime revolutionized the industry by introducing
giant humanoid robots, and using them as mass-produced tools against
a backdrop of human drama and war instead of goofy giant robots with
weaponry bordering on the magical.
Good
for them.
Anyway,
as one might expect from a franchise that's endured in one form or another
since the 1970's, there's tons upon scads upon craploads of merchandise
available. And naturally, that includes video games. And even more naturally
for something Bandai has a hand in, the quality of the games varies
like the mood of a manic-depressive off medication watching a video
tape of Fantasy Mission Force with clips from Lifetime Original Movies
and furry ravers spliced in at random intervals. Fortunately, they seem
to have settled into a formula of producing 'simulator'-style action
games running off identical engines with different suits, so that at
least makes it easier to ballpark it.
The
Battle Assault games are a throwback, or cash-in. They're the American
Playstation ports of a mid-to-late nineties arcade game called Gundam:
The Battle Master. Why they didn't keep the BM moniker is a mystery
overlooked by the fact that Battle Assault is a pretty lame name on
its own. You'd think they would at least use a title more specific to
the liscense, like Gundam: Newtypes Bloomers Party, or Gundam: Prettyboy
Flower Power Hour. Battle Assault accomplishes the unthinkable task
of being as sensical as Violence Fight while being less funny. That
out of the way, I'll get to poking the games themselves with a stick.
I
lumped the two games into one because there really isn't a great deal
of difference in play between the two. The first one has slightly grainier
graphics, but it's strangely more fun because of the increased amount
of battle scarring. The second one has a selection of Suits and pilots
more familiar to Toonami audiences (G-Gundam, Endless Waltz characters
being the principles) but just come soff kind of half-assed and cheesy
in spite of having more voice bites and sharper graphics. BA2 also features
a pretty lame 'Street Mode' where you have to trudge through the game
over and over to unlock the other Street-available fighters, who don't
even add up to half those available in VS. mode.
Basically,
this is typical Street Fighter-derivative style fighting. It plays a
lot like the SNES Endless Duel, which seems to summarize most of Bandai's
better fighters. In addition to punching and kicking as usual, each
Suit has a long-range weapon of some kind of another (head vulcans,
machine rifle) and a guard crush melee attack (when this is used, there's
a significant delay and the announcer calls out "YOU CAN'T DEFEND!")
It gets a bit aggravating as the controls are very literal about the
motions going into a move. The 'diagonals' aren't part of the move input,
so it's very easy for the game to read "backwards quarter circle
after a dash" as "half circle." All the supers are a
typical double quarter circle forward in BA1, and replaced by a single
quarter and two attack triggers in the sequel.
The
differing sizes of opponents and 'loose' combo system really make these
games feel like Marvel vs. Capcom. I can't stand it when these games
put such an emphasis on juggling and literally kicking your opponent
when they're down, but the BA games be all up in that. Heavyarms in
the second is a particular bitch, with "YOU CAN'T DEFEND!"
missiles and gatling attacks that make you annoying immobile for as
long as the guy has ammo. He even slides on his back, kicks up airborne,
and juggles you with his cannons. The G-Gundam Street boss (Dark/Devil)
Gundam particularly enjoys summoning its weird worm minions in droves
while you're recovering from a knockdown. The game also reminds me of
MvC in the respect there are certain Suits the game seems plain biased
against. Weirdly enough though, I find myself tearing it up nicely with
the Zaku (the Imperial Storm Trooper of the Gundam world) and Acguy
(sort of a midget wearing a trash can with retractable claws) suits.
It just annoys me that there's not really much balance among the general
cast, especially in regards to that 'ammo' meter. Once you run out of
it, you're supposed to lose your 'gun' attack, but half the suits have
ranged blasters or something of the sort that doesn't consume energy
and generally is more damaging. Again- Heavyarms. Does it strike anyone
else as a little odd he can apparently store more missiles in his chest
than he has bullets in his chainguns?
The
mid-bosses in both games are oversized Mobile Armors. In fact, they
recycled these between both games. The Big Zam is a goofy long-legged
Legion of Doom HQ that is incapable of turning around. It makes up for
this with the fact that if you get backed into a corner by it, you will
simply be trampled to death as it inflicts about half a health bar of
damage by just walking. The second Giant Bastard is Neue Ziel,
a constantly-flying mech with retractable arms and a Death Star cannon
in its stomach. It's more maneuverable than the Big Zam, but occasionally
decides NOT to turn around when you slide or boost behind him. Of course
that assumes it doesn't take advantage of its mass to hold you in a
corner and "YOU CAN'T DEFEND"-ing you to death. BA1 has a
particularly nasty sub-boss, the Psycho Gundam Mk. III, which is twice
the height of the normal ones and like massaging your throat with his
kneecap while recycling motivational sound bites such as "YOU'RE
GONNA DIE." The final boss of Battle Assault is Hydra Gundam, a
new one from what I gather. It's piloted by Treize, the arrogant yet
pretty dictator from Gundam Wing, as opposed to whoever it was in the
original. The second game features two bosses, depending on what story
mode you pick. Devil Gundam from G-Gundam is massive, cheap, and massively
cheap. The other story mode gives you a one-two punch of Tallgeese III
(still a goofy name after two upgrades) and the outright sadistic Epyon.
Epyon seems to have retained most of his moves from Endless Duel, which
means he still spends most of the battle doing nearly invincible air-dash
attacks. So, as doing anything besides constantly blocking and slipping
in a cheap shot tends to lead to, you'll be stuck in a corner being
juggled like a space metal bean bag.
The
game is marginally more fun with a friend because they at least make
funny faces while trying to work off their moves, often times yelling
directions as if the game was super spacey enough to hear them. There's
a decent enough challenge on the beginner level, but for some reason
normal and hard didn't seem all that different. I guess lower levels
just delay the point where the game starts playing cheap.