quarta-feira, 2 de maio de 2018

VOTOMS: Koutetsu no Gunzei (Playstation 1)

Original Title: 装甲騎兵ボトムズ 鋼鉄の軍勢
Release date: September 30, 1999

Cover

Koutetsu no Gunzei (tl: Steel Force) is an SRPG. You can say it's sort of a Front Mission 3 clone, missing some features. It's the only SRPG of the VOTOMS games, and although it has an interesting setting, the game itself seems to be actively trying to make you stop playing it, some times.



About the story: what I gathered from it is that you play as Maxwell, a member of the Gilgamesh army, who was sent with his squad to a planet called Magdalena. Magdalena was under attack by Baralant forces, and your first mission was to fight through the siege. One thing of note is that the story is told through 4 chapters, and there is a timeskip between each. In the first chapter, you're fighting the Baralant siege, and it ends with a Baralant victory. The second chapter begins with a resistance movement being formed by a man named Hathaway, and Maxwell joining it.


Map screen.
The game loves to take stuff away from you without any warning, and this is pretty bad for a SRPG. You usually lose a lot of stuff between chapters, but also lose or switch ATs a lot between stages. For your horror, your final team is a mere shadow of your "mid-game" team, down to your available ATs being low-end or mid-end machines, instead of some high-end ones you got through the game.

In-battle screen.

Again, it's a Front Mission 3 clone. But a little dumbed-down. In KnG, you cannot counterattack when attacked (neither can your enemy), ammo is infinite, and the customization options are pretty shallow, even in comparison to other VOTOMS games. You can only equip weapons onto your AT, nothing more. About tactics, this is even more dumbed-down than most SRPGs, even the simplest ones. Everyone already starts on the map at once (no reinforcements), but every enemy will rush you as soon as the battle starts. There's no concept of holding position or trying tactics. One thing of note is the existence of "glass cannon" units, like tanks and helicopters. Those units are very brittle, usually going down in 2 attacks, but they hit like a truck. A single helicopter can attack three times on a turn, and each attack does at least 200 damage, which is enough to take down any AT you may have. So if you have the bad luck of getting into the sights of a helicopter and don't take it down as fast as you can, you can kiss one of your units goodbye. Even so, there are not a lot of difficult spots in the game, although Maxwell has the tendency of being shot down in every single stage, it's not even funny.

One last thing about the gameplay is the leveling system - it's pretty bad. You gain levels by hitting the enemy with attacks, and every 100 exp is 1 level. However, the way the experience is given is what makes it bad. See, exp is given for hitting an enemy, not necessarily killing it. And each weapon has a "exp ratio", which is some sort of formula that gives more or less experience per hit, based on a weapon. You may see how easy is to exploit this - just find a weak weapon that gives you enough experience, but doesn't outright kill the enemy, and you can start farming experience since the first stages. And the discrepancy between levels can be pretty high, as far as one character being level 81 while all the others are level 25. It may seem like a bad joke, but it isn't. If you don't get used to this system fast, you'll see that people will start to straggle behind others, and it'll only snowball from there. They tried to balance the levels with a fatigue system, making sure that if a single character acts too much, he/she'll fill their fatigue bar very fast, and it'll take them much longer to get another turn. However, this just means you'll waste even more time seeing your characters being shot at, not being able to do anything (remember, you can't counterattack).

The game has some pretty nice 3D used in the battle cutscenes, but for all of its beauty, there's little to no variation. So you'll end up turning those animations off pretty fast. They are a little overbearing too, since there are cutscenes even for just moving your AT around. People who like hearing the VRRRRRR sound of the AT's roller skates will love it, but not when you're seeing the same animation for the 25th time. One nice thing is that the 3D map used in cutscenes is more or less a representation of the 2D map where your units are set. If there is a steep incline in the 2D map, there'll also be one in the 3D map.



One thing I noticed about the story was the lack of named characters on the enemy side. There's a grand total of ONE named enemy. Also, there's no final boss. Your final stage, which depends on the route you've taken, will most likely be fought against a bunch of grunts.

VOTOMS: Koutetsu no Gunzei is a good game in theory, but the execution is severely lacking.

Any good points?
The game uses a lot of AT variations that didn't appear in the TV show, only in novels and additional material. For example, you get a very expensive prototype called Spending Wolf, which was used in the development of other ATs. You also get an Avalanche Dog (Snow Scopedog) and some fanservice stuff like the Burglarydog.

Can I play this without knowing japanese?
If you can play SRW in japanese, you can play this.

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