||Super Robot Wars F|
to its great gameplay. Along with Vampire Savior, Sakura Wars II, Shining Force III and -of course- Grandia, it's one of the year's best games.
> For those who aren't familiar with the SRW series, think of all japanese
Anime Super Robots
like static resin models. The graphic engine hasn't changed from Super Famicom's last installment
of the saga. Personally, I always knew Banpresto sucked in this aspect, but this time they didn't even try to make the graphics decent for a 32 bit system -- but who minds, if they still sell a lot? Presentation is as horrible as ever, only loads of text with an ugly background. C'mon guys, this is a Saturn, not a Super NES!!
> Cut scenes are taken from the original anime series (which is good, despite
they look a bit
some different things here: as well as attacking, moving and using items, there are some units such
as Dancougar Team or Conbattler team that can be combined into a more powerful Super Robot. You
can also make some units fly, and things like that. Another thing worth a mention is the feature
added since the 4th Super Robot Wars is the possibility of controlling your units' counters: you can
pick what to do according to a percentile task that shows the probability of being hit -- you can try
to avoid the attack or receive it and then fight back.
> As well as fighting, distribution and organization is the key of this
game (this might make
clear and fully orchestrated (contrary to the graphics, the game received quite an upgrade in this aspect). There are lots of voices, you'll love every bit of 'em. Character's quotes when attacking sound better than ever, and you'll be pleased to hear again yells like "I can't run away" from Shinji or "Rocket Punch!!" from Koji Kabuto.