Main game
3.40 average rating based on 5 ratings
Super Robot Wars Ex, for SNES
Rating: 8.0/10; Great
Highly recommended for any strategy fan, especially if you like Fire Emblem
Super Robot Wars Ex is a turn based strategy rpg which is extremely similar to the Fire Emblem series. There are 3 campaigns with different characters following the overall plot from 3 different perspectives, with each consisting of a series missions that take place on fair sized maps. The maps include forests, mountains, plateaus, rivers, water and towns, all of which are important to keep in mind for tactical bonuses. Terrain features grant defense bonuses at the expense of lowering accuracy, so you have to consider whether the trade off is worth it, and it costs more movement to travel through difficult terrain. In addition, towns give minor healing and beam weapons (they have a B next to them in the weapon list) do less damage to units that are underwater.
Missions have simple objectives; usually kill everything but occasionally survive for X turns or a few that are slightly more involved. Loss conditions are extremely generous with only 1 mission having a time limit. At least of the ones that I played because there are some …
Super Robot Wars Ex, for SNES
Rating: 8.0/10; Great
Highly recommended for any strategy fan, especially if you like Fire Emblem
Super Robot Wars Ex is a turn based strategy rpg which is extremely similar to the Fire Emblem series. There are 3 campaigns with different characters following the overall plot from 3 different perspectives, with each consisting of a series missions that take place on fair sized maps. The maps include forests, mountains, plateaus, rivers, water and towns, all of which are important to keep in mind for tactical bonuses. Terrain features grant defense bonuses at the expense of lowering accuracy, so you have to consider whether the trade off is worth it, and it costs more movement to travel through difficult terrain. In addition, towns give minor healing and beam weapons (they have a B next to them in the weapon list) do less damage to units that are underwater.
Missions have simple objectives; usually kill everything but occasionally survive for X turns or a few that are slightly more involved. Loss conditions are extremely generous with only 1 mission having a time limit. At least of the ones that I played because there are some branching paths. And since I beat it within the time limit I don't actually know what happens if you take too long. The situation seemed like the time limit is not a big deal, which would make it even worse if failing the limit leads to game over. Missions usually begin with all units preplaced and fully visible though you can choose which units to deploy from your roster. Unfortunately there is a limit on how many units you can have deployed so there will often be weak units that are neglected. Just like Fire Emblem, each character has a name and personality, and there is quite a bit of dialogue between characters both during and after battle. Many battles have something unexpected and sometimes there are enemies that can be optionally recruited by moving the appropriate character next to them and picking persuade. Unlike Fire Emblem, characters do not die permanently. Being reduced to 0 health means they eject out of their vehicle and are not usable for the rest of the battle. Even the main characters can get their mechs destroyed without getting game over! Money must be spent between missions to repair damaged mechs, which would otherwise be spent on upgrading their base stats or specific weapons. You can also swap around who pilots what (there are some limits of course) and there are spare mechs.
The stats, weapons and combat strategy have a bit of a learning curve that may take the entire game to fully understand. You can select enemy units to view their stats and how far they can move. It is fairly simple to count tiles to put your units just out of range of the enemy. Each unit has a variety of weapons; those with a range of 1 or the letter P next to them can be used after a move. Ranged combat is more important though. Each attack provokes a counter attack in a little cutscene-like battle, again just like Fire Emblem, but they sadly cannot be skipped or turned off. They get old after the 1st few missions and make the game drag on longer than it needs to. Outranging enemies to avoid counterattacks is important. Each unit's weapons come in a variety of range and power combos, often with limitations such as ammo counters, energy cost (energy starts out full and slowly goes back up over time) and willpower requirements (goes up by using focus or attacking but does not go down). On top of that many weapons have different effectiveness against air, ground and sea (like beams being bad against sea). Many melee attacks cannot hit fliers and some weapons specifically counter 1 type (such as anti air missiles). Many of your units can switch between flying and walking, thus making it important to not only consider higher movement vs getting defense bonuses, but also how vulnerable your unit will be to enemy weapons. Some units even have multiple forms with different weapons, the 1st being the hero Masaki who can turn into a jet for higher movement while disabling some weapons. And then there are spirit powers, which are like magic spells that can be freely used without consuming the unit's turn. The "order" command can be used to give your units general instructions on counter attacking. There does not seem to be a way to control what weapon is used for a counterattack so you may wish to avoid it to conserve your better weapons. Not counterattacking also boosts defense, which may be needed for a unit to survive. The enemy AI is neither challenging nor entirely predictable. They conveniently stagger themselves so that you do not get entirely overwhelmed. They do not employ any kind of strategy or thinking ahead and do not coordinate against low health targets. They seem to prefer attacking ships over mechs but otherwise it can be hard to predict who they will attack. Still if you are not careful you will suffer losses from their greater numbers and boss units that are individually more powerful than any of your units.
Ex is fun to play with colorful characters, interesting dialogue, considerable tactical depth and fair replayability. You can try using different characters, getting more xp and money or take advantage of the branching paths to create new scenes and missions in other campaigns.
Pro
Con
Beat all 3 scenarios. I have never played this series before and am not familiar with anime. I assume the game is based on different animes because it feels like a crossover game where there are heroes and villains from completely different worlds. It does help make distinct tactical units though.
Started with Masaki and at first I was having a hard time getting into the game. All these people, machines and places that I knew nothing about. But they grew on me and I ended up greatly enjoying the game. Masaki's campaign was easy, though the difficulty ramped up a bit in the latter half. I mostly used long range attacks to snipe enemies from outside counterattack range, and focused my money on upgrading those. The 3 elemental lord units were the stars and ended at level 40. I abused the lucky skill to get double xp and money, especially on bosses. Presia in Diablo at level 38 with that sweet 10 range. The F91 with sweet 9 range, level 36. Sho in that aura battler with 8 range was also level 36. Gato with his 7 range attacks and targeted area attack was level 38. The ship (35), …
Beat all 3 scenarios. I have never played this series before and am not familiar with anime. I assume the game is based on different animes because it feels like a crossover game where there are heroes and villains from completely different worlds. It does help make distinct tactical units though.
Started with Masaki and at first I was having a hard time getting into the game. All these people, machines and places that I knew nothing about. But they grew on me and I ended up greatly enjoying the game. Masaki's campaign was easy, though the difficulty ramped up a bit in the latter half. I mostly used long range attacks to snipe enemies from outside counterattack range, and focused my money on upgrading those. The 3 elemental lord units were the stars and ended at level 40. I abused the lucky skill to get double xp and money, especially on bosses. Presia in Diablo at level 38 with that sweet 10 range. The F91 with sweet 9 range, level 36. Sho in that aura battler with 8 range was also level 36. Gato with his 7 range attacks and targeted area attack was level 38. The ship (35), 2 mazingers (35 and 31) and Todd (32) made good front line tanks. The rest helped out as they could but were not really good enough for serious combat.
Next I did Lune's scenario, and I have no idea how to pronounce her name with the 2 dots over the U. Her spunkiness was funny and endearing. This campaign was much more difficult and I had to start paying attention to beam type weapons and their shortcomings. I had to make use of terrain for both defensive bonuses and to limit the mobility of enemies. I found it much more difficult to keep sniping enemies at range, especially given that many of the best attacks in this team are beams or have limited ammo. Lune ended at 40, due to her combination of sniping and special area attack. Zash with 10 range, V gundam with 9 and Gennady also with 9 were useful snipers and were levels 36, 37 and 30 respectively. The fire lord was level 35 but his 9 and 10 range attacks are beams and were often not useful. Elpeo Ple was the highest at level 41 due to 8 range and luck ability. Z gundam did pretty well with his 7 range beam and was level 36. The Getter in dragon form (level 32) ship (level 35), Duke (level 31) and GoShogun (29) did ok at close range but the other units were of limited use.
Last I did Shu's campaign and I barely scraped through. First time I had to restart missions. I also had to learn how to turn off counterattacks, which was critical to save resources for the best attacks. Sometimes it was needed just to survive and I often had to arrange the battlefield so that only 1 unit was in range of each enemy to tank it with the healer just 1 space out of the enemy range. I had to strictly ration spirit use and many times my units barely survived. The final battle was extremely difficult and required some very precise positioning and tanking without counterattacks. The dialogue here was best in the game. Shu was the star with that super powerful 9 range black hole attack. Had to conserve that for key targets and use the healer's supply to restore his shots; ended at level 34. Saphine was level 30 and overall useful with 8 range. Telius with that sweet 10 range did the best boss damage after Shu and was level 31. Burne ended at level 32 and was using his 8 range and self healing to tank. Quattro used his sweet 12 range attack to great effect, but never got a chance to shoot at all in the final battle. He had to tank 2 enemies by himself and barely survived at level 30.
Great game which reminds me a lot of Fire Emblem; some things are better and others are worse. Looking forward to playing more of the series.