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I did a
stupid thing recently. In preparing for this review, I decided to count all the various
Gundam video games Bandai have been pounding out since about 1857. A hundred and seventy-two
games later, I throw my laptop out the airlock. And then I played this game, Mobile Suit Victory
Gundam, and jumped out the airlock myself, just so I could retrieve my laptop, and throw
it out the airlock AGAIN. All in the name of STRANGE ANIME LICENSE FRIDAY, brought to
you by... well, by me this time. This is my own copy of the game, and I might have to
airlock it too, just on principle.
If you want a faithful retelling of a 51-episode anime series compressed down into about two
hours of gameplay, you need to adjust your expectations. Still, Mobile Suit Victory Gundam
attempts to do just that, with long story sequences and all the political intrigue of
the source work; in this case the touching story of an illegal immigrant 13-year-old
who stumbles onto the front lines and into the good graces of a resistance faction trying
to protect the Earth from a sect of religious fanatics. I’m down with protecting the Earth
and the story sounds fine. What I’m not down with, though, is monotonous gameplay
with laughably bad controls. Between outpourings of exposition, you have side-on battle simulations
of various durations, in which Uso and his Victory Gundam tear a swath through other
mobile suits. Unfortunately, while there’s a lot of effort in providing a diversity of
attack options - from a beam sword to a head vulcan to a rifle - the controls are so laughably
clunky that you’ll just end up mashing buttons and, hopefully, pinning the boss in a ridiculous
position where you can attack unscathed. It’s all the frustration of Ultraman, with none
of the challenge.
Yeah. that was the entire fight scene. And I can understand it as being just a tip of
the hat to the concept of a “Game” while going ahead and telling its story. It almost
feels like a vestigial remnant, as though Bandai were just searching for a way to subvert
the Laserdisc hegemony and get their new story into the hands of gamers, by pulling an end-around
through the Super Famicom. A cunning little trick, to be sure, but... I don’t know if
I could stand having a string of battles against the same foes, over and over again, standing
between me and the next episode. The addition of space battles as well as terrestrial skirmishes
is a nice touch, though, and the sluggishness of the controls feels alleviated somewhat
by adding on the Overhang Pack, making your time off-world a bit more enjoyable... if
you’re willing to play through half the game to get there. Now if you’ll excuse
me, I’ve just had an awesome idea for a travelling-merchant simulation to play between
episodes of Spice and Wolf.