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Taking a bit of a step back, the Gundam series has been putting animated giant robots on TV for almost 40 years. Models of said robots, generally known as Gunpla, have been around for almost as long. Gundam Breaker is a game series that is entirely about building and battling Gunpla. Gundam Breaker 3 is the first game in the series to be translated into English, although it was only released in Asia. The general premise is the typical for a tournament anime: you fight battles, you crush all comers, you sometimes get sidetracked by odd sidequests, and you win everything. Gameplay involves you and potentially a few AI-controlled teammates battling swarms of other gunpla in order to progress through a linear stage. This is occasionally broken up by objectives or stronger enemies in the form of “other players”. Most stages end with a boss or two, which can be anything from just a stronger enemy, a giant enemy, or a large “Mobile Armor”.

Along the way, as you beat enemies you may break parts off of them. This has a chance to cause the parts to drop, as well as a chance when you defeat an enemy. When you finish a mission, you have an opportunity to review what you got and potentially incorporate anything you find into your own gunpla. Your skills level up, you can combine parts to make your parts level up, and there’s a lot of depth to the whole “building” system. Some parts have built-in skills which you can only use when the part is set. Mastering these skills will let you use them even without an appropriate part equipped. Also attached to parts are Option Equipment, which are additional weapons/attacks enabled just by having certain parts set. A pair of legs with a sword strapped on will let you swing the sword, for example.

It’s this building and customizing that really got me hooked on the game. It’s so much fun just seeing what you can make and getting to then turn around and use it in the next mission. It’s still pretty easy to get this one with all of the DLC, so I highly suggest you give it a try if you’re into Gundams in any way.
This morning like so many mornings I have been feeling largely uninspired in my attempt to find something to write about. In Star Wars the Old Republic I am in an odd space of doing some miscellaneous clean up before moving on to the Knights of the Fallen Empire content. This is enjoyable but not exactly the sort of thing that makes a good blog post because it doesn’t necessarily reveal anything worth mentioning. As a result I have spent way too much time looking at twitter, and almost like a miracle a tweet came across my timeline. It seems that Secret World Legends is releasing on June 26th, which is admittedly way sooner than I was expecting. It seems like it literally just went into beta about a month ago, which means one of two things. One either the beta has gone so amazingly well that they are moving up their time tables… or two that they were always going to launch on the 26th regardless of what happened in testing. Admittedly I have a lot of mixed feelings about this game relaunching.

I have a lot of love for The Secret World… but much in the same way as you might love that one movie you saw back in your childhood that you through was really damned cool and remember fondly as a sequence of memories. It will probably always be one of the best story driven MMO experiences I have had. They also did some interesting things with the deck building style ability system that let you mix and match actives and passives until you crafted a character that fit your specific play style. For example I fell in love with Blades/Shotgun which was this amazingly fun build with a mix of ranged and melee abilities that let me adapt to pretty much any open world situation. The problem being that these extremely custom builds all fell completely apart when you entered the end game. The game saw every single one of my circle of friends, having to abandon whatever path they were on to choose something new and group friendly to be able to even start to make a dent in the nightmare content. This is the point where most of us checked out, because we loved being whatever character fantasy we had built for ourselves… and having to abandon that just ruined the game experience.
All of that said… my twitter time line is full of moments when I broadcast the game out to my friends in an effort to get everyone to experience it. Each time it went on sale I talked about how good of a deal it was. I love the setting and I love the challenge of some of the quests that force you to figure out how to do silly things like decode things from base 64 encoding. In the trailer above they talk about switching the game from an MMO to a shared world action RPG… which largely sounds like marketing nonsense. They are switching the game to be reticle targeting, which can be a positive if all of the movement and interaction keys work nicely with it. In many ways this could be an attempt to make it a more console friendly design, because that sort of a control scheme seems to simply work better with a controller than it does with mouse and keyboard. All of the individual weapons seem to have a mini game aspect. About a month ago Elemental was shown off on the dev stream to have a “heat” mechanic that you are trying to keep in check. This makes me wonder however how well custom builds like my beloved Blades and Shotgun will work in this scenario. Will we have to choose a single weapon and stick to that?
Mostly I think I am going to have to fall into the “wait and see” camp at least until I get my hands on the game. I want it to work well, because I would really love to see a game like The Secret World succeeding. It did a lot of interesting things that no one else is still doing, and presented a game setting that is unique and interesting. The big problem however is all of that interesting bits came in a package that never quite worked as well as I thought it should. The user interface was always a bit of a disaster that you learned out to work around, rather than something that really reinforced the enjoyment of the game. Similarly the combat was scattered with a bunch of really great ideas that never quite coalesced into something that felt really good to play. There were elements of sheer brilliance, but those were what helped you get past all of the things that you found yourself barely tolerating. My ultimately hope is that with Secret World Legends they can go back and fix all the bits that never quite worked right, and then arrange the copious amounts of story they already have into a cohesive narrative. If they can do that and give me fun moment to moment play… then without a doubt I will be playing a lot more Secret World in the near future. They are however launching during a super tight window following ESO Morrowind on the 6th and FFXIV Stormblood on the 20th. That fact means without a doubt that while I might be playing this game… it is not going to even come close to being a primary game for me.