Review Chovus 4/5 · Sep 4, 2020
I miss being able to not miss all the time
Super Robot Wars 3, for SNES
Rating: 7.5/10; Good
Recommended for any strategy fan, especially if you like Fire Emblem
SRW3 is a turn based strategy rpg which takes place in the future where spaceships, colonies in orbit and mechs that can operate in space all exist. You play as a group of military peacekeepers who are regarded …
Super Robot Wars 3, for SNES
Rating: 7.5/10; Good
Recommended for any strategy fan, especially if you like Fire Emblem
SRW3 is a turn based strategy rpg which takes place in the future where spaceships, colonies in orbit and mechs that can operate in space all exist. You play as a group of military peacekeepers who are regarded as heroes yet kept severely underfunded and under equipped out of fear. But what happens when the bad guys from the previous war suddenly come back in strength and take advantage of an alien invasion?
The game plays a lot like the Fire Emblem series, with all of your units being named characters that often have dialogue before, during and after missions. The mission structure includes branching paths, which can lead to optional battles for more xp and money, new recruits, and significantly change the difficulty of battles. There is some replayability in trying out the paths but there are no significant story changes. The heroes seem to run into enemies constantly and every villain comes back to fight another day, to the point that I wonder how the bad guys can keep building/repairing all those mechs and ships that are better than yours. Some missions have you hold out with a small force until reinforcements arrive, some are more like tutorials for new mechanics, some are just an excuse to recruit someone and some force you to protect your flagship (lose if it is destroyed). Outside of that, losses on your side only make that character sit out of the battle and you must pay money to repair their mech. Many missions also have surprises, including cool 3 way battles.
Mission maps include a variety of terrain features that can boost defense at the cost of accuracy (or vice versa), slow or prevent movement and affect the power of weapons. Towns and colonies can heal units. Each unit and weapon has an affinity value for land, water, sky and space, so you will have to keep an eye on that. Some weapons are weak or even unusable in certain terrains. In practice, you only need to look out for some of your weapons that: can't be used in space or underwater, can take advantage of enemies that can't hit air or water, or enemies who have underwater only weapons. Each unit comes with a collection of weapons of varying range, power, accuracy, terrain affinity, and number of uses. Uses can be displayed as ammo (restored by visiting the flag ship), energy (starts full and increases over time) and morale (goes up with kills and the yell magic). Weapons are balanced such that those with better range and power have lower accuracy, so there is a strong incentive to use weak melee attacks to make sure units actually hit and gain xp. Xp level has a huge effect on accuracy too, to the point where it is exceedingly difficult to make use of under leveled characters. The worst part of the game is that hit chance is not displayed until after an attack is confirmed and there is no way to cancel. This leads to either hedging your bets with weaker melee attacks or a lot of time wasted save scumming, and undermines a lot of the tactical aspect of choosing the best weapon for the situation. On top of that, bosses often have absurdly high evasion to the point where you need to use magic that gives 100% hit chance. Weapons with a range of 1 (and 2 special attacks) can be used after a move, further incentivizing melee attacks, but every attack will be countered by enemies if they have a weapon that can reach. So the safer way to play is to look at enemy stats to see their movement and weapon ranges, and position your units to snipe them from longer range. You can see every stat of enemies, which will help you prioritize which to kill first. There are a few universal orders you can give your team regarding counterattacking, though I found it better to only defend. Your units also have magic, which can freely be used on your turn as many times as mana will allow. Spells are mostly passive boosts for a single fight and healing. Some units can even shapeshift to get new movement or attacks, and most flying units can land or go underwater.
The flagship is your most important unit because any other unit can go inside it for repair and resupply, or to be flown around. Battles are always stacked heavily in favor of the enemy to the point that you would most likely lose every mission if the enemies did not conveniently spread out and hang back so that you only have to deal with bite sized chunks at a time. Makes it easy to prevent losses. Enemy AI is pretty terrible all around. They will usually attack the closest thing, tend to prefer high armor targets and completely fail to work together. It is fairly easy to make the enemy do what you want by keeping vulnerable units out of weapon range and a strong unit in weapon range. Mission objectives are always kill all enemies and you can take as long as you want. Money is rewarded for each kill and can be used to upgrade the armor, health, energy and reaction in between missions. You can also switch pilots around, though each pilot can only drive 1 family of units. This is important because healing does not give xp, so pilots of healing units will need to be replaced with the influx of higher level characters that join as the game goes on. You will also get better mechs. Unfortunately there is a limit on the number of units you can bring into battle, which varies widely. So you will end up with a core team of high level characters, a bunch of under leveled people that only get to fight in big fights and can't keep up, and the remaining very low levels that would only be a liability to use.
Solid gameplay held back by the inability to cancel attacks (odd since you can cancel moves) and the tediousness of having to watch cutscenes for every damn attack, against idiot enemies and a not particularly compelling story, lead to fairly good game that could have been much better.
Pro
- Can undo moves
- Will not let you use a spirit spell if no benefit will be gained (like accidentally using a buff twice or healing at full health)
- All stats, ranges and weapon effectiveness is clearly shown
- Large variety of units, weapons, ranges, movements, terrain, upgrades and special powers that greatly enhance the tactical depth
- No permadeath, penalty for characters being defeated is significant enough
- Decent story and characters
- Branching paths for optional battles
- 3 way battles
Con
- Cannot undo attacks and chance to hit is displayed too late
- Unit icons look weird, some are mini versions of the unit while others are just heads
- Limit on how many units can be deployed, forcing benchwarmers that will never be able to catch up
- Battle cutscenes cannot be turned off
- The enemies would win every battle if they were not spread out and instead waited to make a coordinated attack and focused fire, including many absurdly powerful bosses that will let each other fight alone
- Final boss takes way too long
- Healers don’t gain xp for healing