Dynasty Warriors: Gundam

Dynasty Warriors: Gundam

released on Mar 01, 2007

Dynasty Warriors: Gundam

released on Mar 01, 2007

Dynasty Warriors: Gundam takes gamers through an intergalactic conflict where the only hope for survival is to annihilate the encroaching opposing forces. It's a one-versus-many as gamers fight at lightning speed aboard their favorite Mobile Suit, the ultimate weapon of war. Gamers can explore the rich and detailed setting of the Gundam multi-verse from a myriad of perspectives. Assume the role of legendary heroes and villains while strategically enhancing their power, skills, and abilities.


Also in series

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Dynasty Warriors DS: Fighter's Battle
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Dynasty Warriors 5: Empires
Dynasty Warriors Vol. 2
Dynasty Warriors Vol. 2

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I like me some Dynasty Warriors, that's no secret around here. This was one of a pile of cheaper older ones I picked up last year when I first got into the series. So far, it's up there with Hyrule Warriors as one of my favorites in the series. Actually, while it may not pass Hyrule Warriors in term of sheer fan-factor, mechanically this is my favorite I've played so far in the series. I finished all 6 possible campaigns in the Official Mode and beat Original Mode with 10 out of 16 characters. I finally unlocked the ability to play as the final boss (which I misunderstood the conditions for so it took me WAY longer to do than it could've) as a playable character, so I call that beat. All in all, I spent about 32 hours with it and damn well enjoyed them.

The Official Mode follows the story of the original series story, through the One-Year-War with Amuro Ray through the AEUG conflict with Kamille Bidan all the way through Judau Ashta's brief encounter with Haman Kale. In traditional Warriors fashion, they REALLY skim through the details and give you only the briefest amounts of context you need, but it's enough to get you where you gotta. The Original Mode is an original story for this game. It's a crossover between the Universal Century arc's characters featured in the Official Mode as well as some characters from a few more recent spin-offs in a battle to stop a rogue planet from crashing into the Earth. It's a bit like Subspace Emissary from Smash Bros Brawl in how no one is really sure what they're fighting against at first other than whom they perceive as enemies amongst each other, but it's quite well written, all things considered. There are some characters with very conflicting philosophies about war who have to join forces, and I found their interactions very interesting.

Official Mode has like 6 or 7 maps between the 6 characters' campaigns, and Original Mode has 5 maps that you'll go through with each character, although in different orders and with different missions in them. Not too many maps, but they're big enough that the varied mission goals and set-ups keep them from feeling too stale. My only real complaint, and this is something more or less every other Warriors game up to that point had done, is once you start unlocking extra characters, their campaigns can sometimes be exactly the same as one you just went through. Granted, this does seem a little obvious, given the characters you unlock are generally the companions of the guys you just used, but it was still a little dissapointing. Luckily, the bad guys' campaigns you unlock are great. In the Official Mode and in the Original Mode, they tend to be a harder remixed version of the heroes' campaigns, with harder mission parameters and extra boss fights in each mission. I really enjoyed those, even if some of them were fairly retrodden ground :)

Now the mechanics of this game were what I liked the best. Like in other Warriors games, you can acquire items from fallen foes to equip between battles for passive buffs, as well as level up your pilot and mobile suits (aka gundams) as you use them. Each mobile suit acts more or less as its own character, having a unique move-set unto itself. Given that there are like 15 or 20 of 'em, there's quite a lot to choose from eventually (as everyone is locked to their specific suit in that scenario until you beat their campaign once). Unlike in other Warriors games, however, are your main face buttons. While one does do a normal attack, instead of the strong attack, that button fires your lasers/ranged weapons. Now that's not too impressive (I generally never used them save for chip-damaging scary bosses), what was impressive is what they give you in place of the dodge. Instead of the dodge or jump command found in (some) other Warriors games, you get a "boost," which fires your mobile suit's boosters to launch you in the direction you're currently pointing the left joystick. It allows for far more dynamic and agile fighting than in other Warriors series, and definitely makes for some really heated boss battles. My particular brand of fighting lent so heavily towards boosting and agility, I went 20 some hours without knowing the camera-refocus button was also your block button! I just assumed there wasn't a block command x3 (which to be fair some other action games do, though I'm not 100% sure all Warriors games do).

Any complaints I have are ones even I generally level at the series. With no tutorial, the barrier to entry is fairly high in terms of just learning how to play, although figuring out the best way to go about a mission isn't nearly so difficult as previous entries, as sub-missions throughout each battle are given often enough to give a general layout of a battle plan for you. However, there is no place to look at these submissions. Once they show up, you better fuckin' remember 'em, cuz they won't tell you again! This goes back to another complaint I have about the earlier games in the series: Lack of player information. In addition to the lack of any kind of tutorial, the stats of each mobile suit are very poorly displayed for you. It's sensible enough what "melee" and "shot" refer to, but what is the difference between "defense" and "armor?" :shock: I eventually found out that "armor" is just their word for health, and "defense" manages damage reduction, but there are even stats the game just never displays to you.

Each mobile suit has a certain tendency to stagger after getting hit. Some tend to stagger more than others, although you'd never KNOW that without a fuckload of trial-and-error and paying really close attention (as I've done). MS's like Scirroco's 0 and Judan's ZZ-Gundam (and the final boss's MS) can take WAY more punishment than other, lighter MS's. However, they tend to move a bit slower, and default move-speed is another stat the player just isn't given. Not to mention some MS's can do a Transformers and have a jet mode they can do a prolonged airborne boost in, but you'd never know unless you happened upon it yourself.

Verdict: Recommended. Even though some of the newer Warriors games (like Dynasty Warriors 7) have a much better introduction to the series in terms of showcasing the mechanics through things like intro levels and tutorials, this is still one of the best I've played so far in the series. Granted, I still have a long way to go in trying all the games, but the Gundam series definitely ain't no slouch entry in the franchise. If you've enjoyed any of the other entries in the series, this one is definitely worth checking out :)

Not much to say about this one. It's a dynasty warriors games (and not a very good one) with a Gundam skin. I don't know much about gundam, but don't they shoot guns and rockets and stuff? It feels really weird controlling this giant mecha robot thingy, but mostly using a lightsabre? The maps are extremely bland with little detail, even more so that most DW games as you are in space. Even though there are two modes, one of which includes a new story, there's not very many missions. It does have coop which I guess is a plus. I found this one a bit more challenging also, with the enemies more likely to hit you when you are down, and the minions a little more likely to be aggressive, but it also may just because I suck and this game sucks, so there isn't really any tactics to it. For those of you who love mashing X, make sure you pick this up.

played growing up cant remember null score

This is the game that people who don't play Warriors games imagine them to be when they shit on the series, a mindless slog with slow movement, enormous enemy health pools, where the sum of strategy is wailing on waves of enemies in completely nondescript colorless zones waiting for the game to spawn more in. Easily the worst musou up to this point, at least DW2 had an excuse

Kinda only did amuro's story and already feel like dropping this, it's in the tail end of the 6th gen musou games so the graphics are very simplistic and every level is way too scripted making it feel like you're just cleaning waves and activating flags, this is probably better in original mode which many users here claim has a fun story with the g gundam dood but it's basically fanfic.

Hopping into this from sengoku basara I thought it would be more complex but combos aren't a thing, you don't retain any upgrades when starting a new character, it has the same problem of characters maxing out their skills the moment their story ends. But here most of a playthrough you just have a 3 hit combo and unwieldy secondary attacks, enemies are damage sponges, movement is way too slow, boss enemies are a bitch to kill cause they get knocked down constantly, no real consistent okizeme or stunlock strategies. Its combat is easily the most uninteresting thing about this game. It's most definitely a 3gb 7th gen game for all the wrong reasons.

Either way if nothing else it's at least a sparse glossary of 20th century gundam media and an okay introduction to a newcomer like me. Just watch the OVAS instead.

Domon,Elpeo Ple and Milliardo are the best team of this game story. No match.