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Girls und Panzer: Senshadou, Kiwamemasu

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    Girls und Panzer: Senshadou, Kiwamemasu

    Got this yesterday, photos of the LE will come soon.

    For those not knowing, Girls und Panzer is an animated TV series (and manga) about an all-girls high school club fighting against other all-girls high schools in WWII-era tanks. The series was fun, light hearted, had a good level of realism in depicting the various tanks, though you could expect the usual reality bending in favour of action and laughs.

    The game retreads the events of the TV series, starting from the opening theme and by dividing each battle in the series (that could span multiple episodes) as a single in-game chapter. Each chapter begins and ends with a recap taken from the TV series, sometimes animated and sometimes with still, with battles themselves arranged in multiple missions: rather than having a full tank battle from start to finish, the game tasks you with objectives that will recreate what was shown in the TV series, so that BandaiNamco could recycle as much material as possible and call it a day.
    As story mode is a retelling of the anime, the only school you can play as is Oorai (at least, from what I've seen in 1-2 hours), though all featured battles can be fought with different tanks. This doesn't mean that you can switch between tanks during missions, it means that each tank has its own missions, sometimes with different objectives, and teamwork (something that the anime series showcased) is limited to a temporary switch to a tank of your choice when a gauge is full. When acting as an other tank, said tank gains increased firepower, when the gauge is depleted, you're back to your standard tank.

    If you hoped for a mimimum of strategy and coordination between teams, or simply trying to solve a mission with your own tactics, you'll be sorely disappointed. Results between missions are not carried over, you'll start each mission in the condition the story wants. Missions' saving grace is that the story itself had some original and interesting ideas, so there's some variety involved, but having to play a multi-mission battle five times (Oorai high school has five tanks) can be quite boring. Luckily, progression is just based on the Anglerfish team, and you can skip all other teams if you are not interested.

    When it comes to control the tank in battle, the game crumbles faster than a Sherman against a Tiger.
    What would be the best way to control a tank with any dual analog setup? Left stick moves the tank, right stick the turret, both independent from each other, you would say. Developers though: left stick tank (turret remains stationary), right stick turrent AND tank. And controls change based on where the camera points...I think.
    Moving a tank is something that has to be tried to fully understand how bad it is. Real tanks can turn on the spot, something that could have been done by having the left stick to the left or right, only that here you can't, tanks always make a rather large turn, making tuning in tight spaces a nightmare. You could do some reverse, but controls are overly sensitive (it doesn't feel to pilot a tank) and the camera has the bad habit of shifting perspective during the maneuver, changing where directions point. This is one of these game where it would have been beneficial having absolute controls (up on the stick always forward, no matter the camera angle), or at least having the possibility to choose, instead players are struck with horrible controls.
    There are differencies on how tanks control, but the biggest is a tank's maximum speed, with turning radius almost the same for each vehicle, and good luck lining up a shot with a turretless tank. Or simply moving forward with the turret outside the tank's front arc. Controls include two buttons to glance at the tank's left and right sides, but not the rear or the front: these buttons would have allowed to simulate a crew, but here this is completely overlooked: you want to look somewhere? Rotate the turret. Rotate the tank to the direction the turret is pointing at? Good luck, better have a lot of space and a lot of patience.

    On the weapons side, developers have implemented a gun's maximum range, and each gun has a different firepower, further modifed by a tank's overall protection and the side you've hit. It is possible to hit a tank on its rear armour only to see no damage done, but don't expect to rely on maneuverability to exploit weak spots. One reason are the controls, the other reason is because the AI uses just one tactic: they will charge at you firing. Probably because the AI has been given the same controls and it's not able to turn the tank accordingly. Enemies pursue you only when spotted, and you can fire at a tank, only to see the nearby allies ignoring you.
    So battles are like a tug of war: they charge at you firing, you fire, start to move back to avoid return fire, fire, repeat until the enemy is destroyed. Try to change this "tactic" and you'll have to deal with the controls. There's no component damage, so it's useless trying to destroy a tank's tread, hoping for a turret lock, or a engine hit if targeting the rear. Combat is extremely basic and completely separated from what the series has shown, but apparently BandaiNamco are more interested in milking the cow as hard as they can, or probably are actively trying to produce the worst games possible based on popular franchises.
    I mean, you have a game based on a series with a lot of attention on ank warfare, that helped to promote World of Tanks in Japan, that is aimed at military/tank fans, and you create something that rivals Combat on the Atari 2600 in complexity and controls worse? Way to go Bandai.

    There's a second game mode, battle royale, were you pick your and your opponent's team and duke it out to destroy the lead tank or in a deathmatch. The only difference between story mode and battle royale is that in battle royale ALL enemy tanks will charge right at you and start hammering your tank. If you have a wall behind you (like, you know, the spot where you start the mission) and are boxed in by enemies you can try to force your way through them, only to have controls work against you and see the same thing repeat until you turn off the game.

    You know, fun.

    I hope this game gets mauled by the Japanese players exactly like Gundam Missing Link was, maybe BandaiNamco will think twice about ruining something else.

    #2
    Originally posted by briareos_kerensky View Post
    I hope this game gets mauled by the Japanese players exactly like Gundam Missing Link was, maybe BandaiNamco will think twice about ruining something else.
    Was that the recent "side stories" game, that merged the stories of Blue Destiny and the rest?

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      #3
      Originally posted by Asura View Post
      Was that the recent "side stories" game, that merged the stories of Blue Destiny and the rest?
      Yes, it is.

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        #4
        Game completed. Haven't played every single mission in the story mode but at least I've seen the main team to the end and played several missions from other teams, as well as playing few battle royale missions.

        Controls get better as you progress, you get used to them and you learn how the system works; the inability to turn in place is a huge thing, as it would made turretless tanks much more useful: with the current system, you are forced to a series of inverted turns that become painful in urban environments and when the camera decides to switch perspective inverting controls, transforming a backward movement in a forward movement.
        But as you progress, control woes become less of a problem as you realise how combat mechanics work: there is very little difference between front, side and rear armour, and damage is calculated between attacker's gun range and firepower, and the defender's armour; close enough with an enemy you'll be able to score a critical hit. This is essentially why the AI just rushes toward the player and stands still until one of the two dies. By consequence, every battle either turns into a continuous forward/backward with turretless tanks, or a constant circling around a bunch of enemies scoring hits as you soon as the new shell is loaded.

        This applies to all battles, story or battle royale. There are subtle differencies between the two modes, but none are for the better.

        Story mode plays out exactly like the TV series, each battle against a rival school divided into three or more segments. Each segment follows what was shown on the TV, and the vast majority of time is going from point A to point B, engage an handful of enemies, and repeat. There are few instances when you have to act as turret against incoming enemies, but you won't find much variety. Each segment has its own life, so no matter which tank you destroy, if that is meant to appear in the next, it will be there.
        Now, the TV series worked. It had a good rhythm between battles and shown character interaction, as well as tactical movements to reveal how a plan unfolded with "dull" moments were just played once. In the game, you have to play the same "going from A to B" with all teams, and on average only one battle segment is different between each team...which will end up in the usual battle anyway...or you will retread what other teams did, only with a different tank.
        There's very little incentive in playing story mode will all teams, only exclusive chatter between tank members, which is really not enough to carry a game.

        Battle royale has two submodes, one where you pick yours and your enemy's teams, and an other where you pick your team against a pre-built opposing team.
        Winning battles will let you gain experience, that will increase your deployment limit.
        Battles in here are the game at its worst: your either starts within firing distance of the enemy or your tank on the other side of the map with your allies near the enemy. From there on, battles all degenerate in a bunch of tanks shooting at an other bunch of tanks, with your allies always in trouble, even when they have Tigers and your enemies Shermans. Now, you could penetrate armour on a Tiger at very close range, but that would mean that the Tiger's gun will skewer you and whatever there was behind you, but since the game is all about health points, it doesn't matter: get close enough, and with critical hits you'll be able to bring down a Maus with a light tank.
        If you want to keep your allies alive, you have to use the switch mechanics, that will give extra firepower and defense to the tank you've switched too. This is all fine if tanks are engaged in battle (as you'll just have to press the trigger to score a hit), but if they are moving, or you are returned to your own tank, it could very well mean that you'll be facing a wall or other impassable obstacles...and this game loves impassable obstacles: trees (even trees thinner than your tank's tread), fences, rocks, groups of bushes they will invariably block your tank, and the ground is filled with invisible walls.

        The game's musical score is taken from the anime, and that's fine. However, after playing against the same school for three missions, multiplied by 5 teams, any BGM will start to sound stale.
        Graphics are nothing to speak about: tanks are decent enough, everything moves at a constant pace. It does its job, and developers were clearly trying to get the tanks look like the anime, but everything comes out as a bit cheap due to blurry textures.

        I must admit that the game got better from my first impressions, but it's still a below-average cash-in.

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