Videos: Gundam Side Stories Gameplay Promos
Posted on : 01-05-2014 | By : Cacophanus | In : Videos
Hardware: PlayStation 3
3
In addition to the new promos that went up yesterday, we now also have some further and very interesting gameplay footage for Gundam Side Stories. Now we said previously that the fact that the remakes of the older games were using the new engine hinged on whether the new setup was any decent. Well, it very is. The two videos cover both ground and space combat from both the Federation and Zeon sides. From what we are seeing in these videos from a functional standpoint, the game has the potential to be very good indeed. Whilst we would have preferred to have the original games remade as they were, we are happy at least that the new game mechanics look to be very compelling. The game is still on course for its May 29th release and you can pre-order the standard edition here.
[flash https://www.youtube.com/watch?v=ZdS6qNhpHbg]
[flash https://www.youtube.com/watch?v=WgFqFK605-Q]
They’ve also released an 8 minute PV. I have to say this game is definitely shaping up to be good. It’s like a more fleshed out Gundam Battle entry mechanically and the main story mode seems to stretch all the way to 0096. I just wonder if the remakes include every level or if they’re merely highlight reels of signature missions?
Something about the movement in this game seems off. Like the steps the mobile suits are taking don’t line up with how fast they’re moving. I may grab this just for the variety of obscure suits available.
There’s a long and complicated answer as to why that happens in most, if not all, mecha games. In short, from a design standpoint, you pick what works in terms of an input and functionality point of view and the animation has to fill the gaps. The problem is that because mecha don’t exist in a real sense applying real world physics and subsequent animation to them often ruins how the game plays. This is doubly true when the rule set is abstracted like it has been in Side Stories. I understand the desire to play something that feel real but much of the time that conflicts with something that will play well. Personally, I think realism (especially use of real world physics) in anything mecha related is a bad idea and in my experience has never ever worked in favour of how the game played.