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»Super Robot Wars Double
"Double the screens, double the fun!"
When I first heard about the next SRW portable game, I got pretty
excited. It’s almost as if SRW had absorbed my excessive excitement
over the next MegaMan releases. Of course, then ZX Advent was
announced, and I went back to that. But I’ve steered from my point. I
was mainly excited because I wondered what additionally functionality
(if any) the DS could add the SRW series. I mean, would the dual
screens be used for gimmick’s sake only, like in so many other first DS
sequels from GBA series, or would Banpresto be able to make the cut and
improve the gaming experience of the series? Turns out, the latter was
true. Super Robot Wars W [Double] is the latest of the game’s portable
spin-offs, and it lives up to its prequels, even trumping them in many
ways. Along with bringing in new series (either to the portables
[GaoGaiGar] or to the series period [Golion]) and old favorites (Getter
Robo, Gundam Wing, Mazinger, the list goes on!), Banpresto has brought
back several likable features, and introduced a few DS-exclusive ones,
making this game a pleasure to play.
With the drying of natural resources and degradation of environment,
the population growth reached its limit, and the world's economics and
order were collapsing. Day by day, the disputes from the regions all
around the globe intensified, and broke into the 3rd World War. In the
end, all mankind's politics and economics were military unified by the
birth of World Alliance Nation, and the Alliance Space Century was
started. Eventually, new projects began, including the building of
Space Colonies, the reconstruction on the Moon, construction on Mars,
and space exploration. It became clear that space was the new frontier,
and in a surprisingly short period of time, several urban areas at
planets and space colonies were built. The heat of construction that
involved all mankind, now cooled down, and the dictatorship of a few
let the World Alliance Nation's ideal to be lost. The interests
conflicted, and finally Earth was again flung into war.
This war, called the Revolution War, reaches its closure with the death
of World Alliance Nation's sovereign, Treize Kushrenada. In regards to
all the nations and races, a new republicanism, New International
Alliance was born. However, mankind was now faced by threats from
space. Such threats included the failure of Cygnus probe, Project
Cygnulight; the landing of unknown giant artificial object EI-01; the
invasion of mysterious enemy of mankind, Radam. Also, following an
invasion from the Jovian Lizards of Jupiter, mankind was forced to
retreat from Mars. Mankind was about to walk a new path, but these new
threats brought fear and insecurity, and tranquility was far away from
reality. The year is Alliance Space Century 99, and Earth now heads to
a new war.
That’s the backstory of Double, but what gets me excited for the game
are the awesome character choices for this game. We’ve got Shin Getter,
Mazinkaiser, GaoGaiGar (making his first portable appearance),
Nadesico, Tekkaman Blade, Full Metal Panic, Gundam Wing, Gundam SEED,
and making its SRW debut, Golion (or Voltron, as he’s known in
America)! Yep - the Hundred Beast King finally makes its first
appearance in the SRW series. Another awesome part would be the main
character… or should I say, main characters! The major character in
this game is Kazuma Ardygun, a 16-year-old and the main pilot of the
transformable machine Valhawk, and his little sister, Mihiro, acts as
his sub-pilot with the rest of his family tagging along with him in a
huge Trailer craft, known as the Valstork.
The basic gameplay structure of SRWW is the same as the rest 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 your turn. If you are in range of an enemy soldier,
you can attack one of them once per turn. After you perform an attack,
they are then able to do a counterattack (assuming that they survive).
Your attacks vary depending on which mech you are using, and particular
attacks can only be used at certain points due to a lack of range, EN,
or Morale (among other factors). You can also use Seishin techniques
which drain your pilot’s SP when used, but allow a specific effect to
happen (such as a 100% hit rate). Once you end your turn, the enemy
will then take their turn. They can do everything that you can,
generally opting to attack you instead of avoid you. When attacked by
an enemy, you can choose to either counterattack, attempt to evade the
attack, or defend from the attack.
Of course, this just explains the basic gameplay mechanics; many of the
old features from previous games also return. There’s the multi-combo
(an upgradeable ability that allows certain attacks to hit several
enemies that are lined-up), the Favorite system (which allows special
upgrades for mecha of the three series you’ve designated as your
favorites), the Reserve Shift system (last seen in SRWJ, it allows you
to swap out deployed units for undeployed ones), and of course, the
Support system (which allows allies who are in range to either provide
an extra attack or defend you). There are a few changes to some of
these systems as well. In the case of the Favorite system, due to the
game’s dual storyline, you are able to choose your favorites for both
parts of the story. Also, depending on the number of units in each
series, the various bonuses increase (meaning the less mechs in a
series, the higher the upgrade). The Reserve Shift system has added a
new stat onto certain Battleships (known as "Shift"), allowing up to 3
shifts per scenario. Battleships can also load nearby mecha, by moving
towards them, and by shifting a loaded mecha, they can keep their move
turn.
Article by: Wolfdogg
Posted on: Mar. 15th, 2007 |
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Review Recap |
| Gameplay |
| Even after 15 years, this game’s basic engine lasts the test of time. Also, the dual screen set-up makes everything a lot more manageable, and the W-Slot system is an awesome little trick. |
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Graphics |
| Wow...beautiful, just beautiful. Sure, the campy pseudo-cel-shaded look from the GBA games returns, but the animations for the attacks (and the pilots, no less!) are spectacular. |
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Sound |
| Similar to those from the GBA games, not bad, but I was expecting a bit more. Sound effects are still good, but some rudimentary voice acting would’ve been nice. |
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Replay Value |
| Sure, there’s "New Game+" mode, the Bazaar Shop, and the game's fun factor, but unless you’re looking for a great strategy game, have played and loved any of the other SRWs and/or have a decent understanding of Japanese, don’t pick this up, unless you can find a decent translation/walkthrough. |
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Comments |
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March 25, 2007 |
Buttsack |
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Any chance this will ever make it to North America?
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March 25, 2007 |
wiipersonperson@yahoo.com |
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I guess due to licensing it won't. I usually answer my own questions, I only ask them for attention in the first place.
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March 25, 2007 |
buttack |
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dammit, delete my last post please, i really don't want random people knowing my email.
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April 5, 2007 |
Wolfdogg |
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I had no idea why so many people had hopes that this game would hit the States. I'd think the main problem behind the SRW and translating would be the fact that other companies hold rights to the various anime.
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