Reviews from

in the past


A story that leaves no one indifferent through Vanillaware's unmistakable artistic style.

13 sentinels is a visual novel with mecha RTS combat. The strong point of the game is how the story is told, fragmented in 13 characters, being able to start practically with the one you want and then link with the others.

It is an achievement how well written it is, as with 13 different characters, starting the story at different times depending on the character at the end of the journey everything makes sense.

Also the use of combat, which is another way to tell the story of what is happening.

I wish they would release it on steam so it will reach more people, if you have playstation or switch I don't know what you are waiting for. And if you think it's not your style visual novels I encourage you to try it when it's on sale.

Una historia que no deja indiferente a nadie a través del estilo artístico inconfundible de Vanillaware.

13 sentinels es una novela visual con combates RTS de mechas. El punto fuerte del juego es como se cuenta la historia, fragmentada en 13 personajes pudiendo empezar prácticamente por el que quieras y luego ir enlazando con los otros.

Es un logro lo bien escrito que está, como con 13 personajes diferentes, empezando la historia en diferentes momentos según el personaje al final del trayecto todo tiene sentido.

También el uso de los combates, que son otra forma de contar la historia de lo que va sucediendo.

Ojalá lo sacarán en steam para que llegará a más gente, si tienes playstation o switch no sé a que estas esperando. Y si crees que no es tu estilo las novelas visuales te animo a probarlo cuando esté de oferta.

it doesn't get much better than this.

(Plot twist the game)
Oh boy where to start.well for starters it truly does live up to all its praises if not exceeds it.

The story:-
Man this was such a journey,It's no exaggeration to call this one of the best storys I have experienced in any medium Tho I can agree this game is not for everyone you either got to have a good memory to remember the all the events to link them together and understand the story or keep notes but damm is it worth it I had my mouth dropped so many times cause of the plot twists and the story is so well crafted for the way it conveys it linking things together as you figure out the story along with the characters
is just gold.in the ending when I saw the ending and reconstructed the story it was truly satisfying

The combat:-
Tbh I didn't think I would enjoy it at all from the trailers and reviews but God damn was I proved wrong.the combats like a rts tower defense but you have so many options with the meta system upgrades to your mech and team building.watching waves of enemies get obliterated will never not be satisfying.tho I did feel the Final battle was a little disappointing.

The ost is also really good especially area 2 wave 5

Final thoughts:you should give this game atleast a chance if u find it on a subscription service or smtg yes the first hour is confusing but it does get really good after that.

(Funny story:-as I was watching the ending the power cut so watched it on yt and the video length was 13mins so was my phones battery
You know 13 ppl and stuff haha....I'll leave sorry)

This review contains spoilers

Moment-to-moment I was enjoying the process of 13 Sentinels - reveling in its aesthetics, peeling back the layers of its scenario, bouncing around between characters' stories and finding answers to questions raised in one character's story in another's. About halfway through, as the reveals piled up and lead to ever more mysteries, I started to get the sneaking suspicion that all of this wouldn't amount to much. By the last couple hours where the game decides that, by the way, this whole thing is a Matrix situation, I was just about ready to tap out.

There's something to the maximist way that 13 Sentinels works. There's a thrill in seeing Vanillaware throw every sci-fi trope into one big pot - mechs, obviously, but also time travel, parallel dimensions, aliens, space colonization, evil AI, and....nanomachines. There's even a late-game meta move that exposes the fact that the video game you're playing is a load-bearing part of the whole story (I called this one at the start of the game btw). At first it's thrilling to see them stack all the parts and see how they all interact with each other, but there's diminishing returns. When you keep revealing twists, each individual one becomes less impactful, and the main road is lost.

This problem extends to the characters too, and I was shocked that for a game with 13 protagonists (actually 15, though two of them aren't playable) there isn't any character development or even much in the way of relationships. Characters are well-worn anime tropes that serve more as delivery devices for twists than anything resembling human beings. This is a game with a long, troubled dev cycle, one of the casualties of which was apparently taking out scenes that show the characters hanging out with each other. You can feel the absence - there are precious few moments of characters connecting with each other in any way other than pairing up into (often random and sometimes dubious) romances, and it makes every storytelling move of the game's last few hours fall flat.

I haven't even talked about the game-y part of it which even this game's hardest stans admit is half-baked at best. It's unfortunate because you can see the mechanical bones of something that could've been really neat - Sentinels fall under 4 broad categories but each one within the category has unique skills, buoyed by pilots that have unique passives that give them bonuses when they're paired with other characters, or not close to any other characters, or on as small a team as possible. On top of all that there's a whole scoring system, and a push your luck thing where your pilots get knocked out from being used too often and you can reset them but lose a bonus for doing so. Cool ideas, but none of it ends up mattering because the game is too easy, and the tactical decisions aren't "felt". You can see why Vanillaware followed this up with Unicorn Overlord, a game that really focuses on tactical density, because they clearly have some skilled strategy game designers who didn't have a chance to make good on their concepts.

That's how I feel about 13 Sentinels in general - it's the product of a talented (if stretched to their limit) team, and I respect the craft, but it all feels like missed possibility.