Intro
For those who may not be fully up to date with Robotech, to fully experience the game it wouldn't hurt to watch a few episodes. But briefly, Robotech is one of the original Japanimation cartoons that featured normal humans with mech suits that transformed them into powerful mech-like warriors. The animation was not only amazing then, but it still holds certain rank with me, right up there with Akira, Bubblegum Crisis and Ghost in the Shell.
Since Robotech, there have been dozens of rip offs in the gaming industry; naming the Mech Warrior series. While it's not a "full robot" a la Voltron, but more of a highly modified mech suit that has the ability to transform and become a variety of different interactive weapons.
Gundam wha?
From the moment I inserted the 3" spinning disk, I was impressed. The load times were outstanding, even for the already fast loading Gamecube. But, my initial impression was a good one for you are given two options to start off the game. You have a training mode as well as the story mode. I highly recommend spending some time with the training aspects of the game, because hopping right into a battle without the proper techniques will make you Bantha fodder.
Within the training sessions you will learn the basics of the three different Veritech mechs (jet, guardian and battloid). The battloid is the classic mech and features instructions from the lead character of Robotech, Roy Fokker of the Skull Squadron. The training mode is similar to Rogue Squadron if you can compare the two. You start off with basic maneuvering, boosting and turning. The next step is to become familiar with your weaponry, and finally advanced tactics. Depending on which Veritech you chose to train on, depends on the angle and setting the training takes place. For example: training with the jet Veritech is huge and wide open, and focuses more on maneuvering. The guardian Veritech is a more difficult role to learn, simply because it is more of a recon mech than a battle mech. During guardian training you will learn crucial tactics to pick up items as well as fallen Veritech's...
Once you get past the training (I still recommend going through it at least twice) you can step into the story mode which opens like a classic Anime series. Comic book fans and Anime addicts will warm up to the old school flavor of the opening acts and really makes you feel part of the action. One of the features that really makes the game a solid title, is the actually evolution of the gameplay. Within the storymode you aren't simply thrown into battle with every option available. In reality, the first few levels are just a continuation of the training mode. Different levels are designed for specific Veritech modes. At first you could simply use one mode of the mech, but eventually you have to combine all aspects of your suit to complete the sometimes daunting levels.
My main concern with Robotech: Battlecry was going to be how they incorporated the use of the three Veritechs. My fear was that you had to "earn" the abilities, or learn them by gathering exp or something along those lines. Surprisingly, you can change at any time no matter what the situation is. Hitting left on your D-pad will change into the battloid, up transforms you into the guardian and right morphs you into the fighter jet. Each mode as discovered in the training has a unique set of weaponry and skills. After an hour or so into the story mode, the morphing loses its novelty and becomes a tool that has to be strategically mastered in order to complete a level.
Combat for Battlecry couldn't be better. With the screen constantly cluttered with enemies, testing out your mecha should take little time. Simply pushing the right analog stick in the direction of an enemy will pre-set your next target. So, while battling it out one on one, your next Zentraedi force is already lined up. It may sound a bit like micromanagement, but you should easily catch on. To be honest, the simplistic combat mode is one of the best systems I have seen in a while, and TDK should be commended.
The game does pan out well, and develops nicely into a crossbreed of a variety of games. On one hand, I get the feeling of an old school shooter. With scores of enemies swarming around like bees and swatting them like flies with a barrage of missiles, just reminds me almost of R-Type or other classic shooters. But, on the other hand the game unfolds into an interactive action/adventure game. Sometimes there is need to explore areas, find items as well as some nifty secret areas. Lastly, the multiplayer faction also sets the game up for even a new genre of play. Going head-to-head and split screen almost reminds me of a hybrid FPS and 3D fighter. The multiplayer aspects were surprisingly fun. Going mech to mech, wasn't merely a button mashing session, but took timing and planning. While most of the fighting centered on the jet mode and dog-fighting, the situation could easily be reversed by switching Veritechs.
My second fear for Battlecry was going to be the expectancy of linear type play. But, within minutes I realized that the game was far from linear. Levels are wide open and you have an awesome sense of freedom. While many might claim that you are still "set to a specific" path, it may be true, but you honestly never feel confined to one specific path. I embraced the freedom of exploration and the depth of the environment shatters any notion of pigeon holing.
The replay value here is quite decent. The game features about over 30 missions and the interactivity is just amazing. Even after a week on constant play, the giddiness has yet to fade.
Finally cel shading done right
With a lot of the buzz around the industry about cel shading and Zelda (Celda), until now most of the games that incorporated cel shading was done nearly for the "wow" effect and was totally just a novelty (save the Jet Set series). The blending of the animation and colors were spectacular. If you like the cel shading technique, prepare to be literally blown away. The contrast of the colors was the first hook, and plays a huge role in making cel shading work. TDK does a splendid job with the color schemes, and most of the little effects compliment the main graphics perfectly. Things like smoke trails, vapor trails and rocket trails all are done with the utmost detail. The effect is amazing and reminds you of a good anime series in an interactive world. My only disappointment was the actual dynamics of the effects. For example, the smoke trail was a bit stiff and didn't move with force (wind, running into it, etc.). While it by no means detracts from the game, it would have been a nice addition.
Lighting effects are also well done and the environmental land/skyscapes are jaw dropping. The draw distance is amazing, as well as the fluidity of the mecha's. I did notice, however, that with the action full tilt it choked a bit and the framerate dropped noticeable. Now this only happened a handful of times, but would be noticeable even for novice gamers. Camera angles were fairly standard with only minor issues popping up on occasion. For the most part, the camera angle and control were quite solid.
Die hard Robotech fans will have mixed reactions to the audio portions of the game. The good is that they used original actors to do the voices for the game. As everyone breaths a collective sigh of relief. It's good. It's real good to be honest. Sound effects are also top-notch and fit the Robotech world perfectly. But with all good, there is a bad and in my opinion the soundtrack needed a bit more work. Robotech was always known for some amazing audio tracks within their cartoons, yet the same feeling failed to cross the gaming platform. Most of the tunes were re-hashes of the original, yet seemed noticeably generic. I'll be the first to admit that I'm not as fanatical as most Robotech followers, for at first I wasn't neither impressed nor dissatisfied. But, when my Robotech-crazed brother heard the soundtrack he nearly doubled over in pain. Still, the audio compliments a beautiful game, and shouldn't be penalized for their lack of conveyance as far as the audio is concerned.
There is nothing I appreciate more is when a developer doesn't rush a release. While they could have released this a few months ago, I commend them for ironing out the noticeable bugs in previous unfinished demo's. I think fans and non-fans alike will be treated to one of the best cel shaded games to ever hit their system and Gamecube owners should rejoice that they were included in this release.
I'm itching to play the XBOX version of the game to see if Big Green's muscle will show significant performance with the framerate. I'm still far impressed with the GC's handling of the graphics and control was never an issue. The NGC's controller is ideal for the game while the XB will never compare to the handling of the GC's controller.
I estimate that it should take most gamers a solid 15 hours of gameplay to finish the story mode, but I suggest not rushing it. The game is a joy to play, and the multiplayer compliments the action perfectly.
Robotech fans are finally treated with something they can call their own.