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Review of Super Robot Wars T on PlayStation 4

by Chucky Chucky photo Mar 2019
Cover image of Super Robot Wars T on PS4
Gamefings Score: 7.5
Platform: PS4 PS4 logo
Released: 20 Mar 2019
Genre: Tactical Role-Playing
Developer: B.B. Studio
Publisher: Bandai Namco Entertainment

Introduction

Super Robot Wars T is the kind of game that assumes you own more anime knowledge than most countries have citizens. Developed by B.B. Studio and published by Bandai Namco, it is the eleventh standalone Super Robot Wars title and the third in the so-called International Era. If you like giant robots, crossovers that read like someone spilled a TV guide into a mech factory, and turn-based pain and pleasure in roughly equal parts, this will feel reassuringly familiar. If you are new to the series, the game has been explicitly designed to welcome you in - which is comforting, because nothing says 'welcome' like a thousand-page bestiary of mecha and pilot skills. On PlayStation 4 Super Robot Wars T behaves like a big, polite mash-up: it wants to be your friend, then it wants to reminisce about G Gundam, then it wants your wallet for DLC. The game's theme is revenge, the title's T apparently stands for Terra, and the story is delivered in the series' long-established format: dialogue that keeps going until you either accept it as lore or use it as a bookmark for the next fight. The pitching point this time is a roster stuffed with nostalgia, a Supporter system that lets non-combat characters feel useful, and new difficulty fiddles that will please masochists and completionists alike.

Gameplay

Gameplay is classic Super Robot Wars: you read a lot, you position your robots, you press the 'kill' buttons in a satisfying order, and then you tinker with upgrades in an intermission that feels a lot like feeding coins into an addiction machine. Each scenario starts with a scene-setting conversation and ends with another, which is comforting if you think of the game as a soap opera where the cast also happens to explode things. Mechanically, T sticks to the franchise template. Move, attack, use Spirit Commands (the series' magic substitute), and try not to accidentally send your favorite pilot to a premature retirement. Returning features include the Skill Route and Skill Program from Super Robot Wars V, Tac Management and Hard Mode options from X, plus the sub-order system first seen in 2nd Super Robot Wars Z. New this time is the Support Command, a neat little addition that lets Supporters - yes, the character in the back doing paperwork - actually grant special commands on the battlefield. Supporter Spirit Points are shared among Supporters, so you cannot just hoard usefulness like a tiny, functional dragon. The game is deliberately newcomer-friendly. That is industry-speak for 'we smoothed a few rough edges so people who did not grow up reading plastic model catalogues won't rage-quit in the first hour.' Supporter commands, streamlined pilot skill acquisition, and clear intermission menus all lower the barrier to entry. At the same time, the menu of optional systems and micro-optimizations remains deep enough that veterans will spend hours finding the single mechanical exploit that makes them feel clever. The scenario structure is familiar: missions with objectives that sometimes evolve mid-battle. The more ambitious stages can be multi-part affairs where new objectives appear as the story unfolds, which is handy for pacing and for people who enjoy being surprised by fresh waves of angry enemies. There is paid DLC in the form of extra missions and items - the franchise's way of reminding you that nostalgia can be monetized - and pre-orders included a guest unit, the Gespenst, which has appeared in other entries and is a reliable friend for those who like cheats that have names. For difficulty nuts, T added Super Expert Mode post-launch. It increases enemy customization, removes retrying for SR points, and boosts caps for Ace rank, skill levels, pilot stats and unit ranks. In other words, the post-release tune-up gives perfectionists new ladders to climb and new headaches to deserve.

Graphics

Against all expectations, T looks like a love letter to animated explosions. The new battle animations and sprites received praise for their quality, and a lot of the flashy attacks still make me grin like a child given permission to break something expensive. JAM Project handles the opening and ending themes, so the soundtrack hits the right levels of dramatic chest-beating and rock choir. Battle sequences can be genuinely gorgeous and occasionally ridiculous in the best possible way. That said, the game's graphical wardrobe is not entirely consistent. Asset reuse is a tradition in this series - part pragmatism, part tradition - and that leads to moments when one attack looks like it earned an Oscar while another looks like it phoned in from a very tired week. Destructoid noted this unevenness too: the new sprites are great, but reused assets mean some animations inside a single unit's repertoire can contradict the others in quality. If you're picky about polish, you'll notice; if you're into robots punching planets, you'll be fine. The Supporter system's visuals are simple but functional, and the cutscene art for characters is clean if not revolutionary. The PS4 version benefits from stable framerates and crisp textures compared with older portable iterations, though it's not a showcase for the console's raw power. It's more of a 'we will look good when we're spectacular' approach, saving the GPU for the moments that matter: the explosions.

Conclusion

Super Robot Wars T is a comforting, occasionally infuriating, frequently delightful package. It knows what it is - a crossover-heavy tactical RPG aimed at both the nostalgically inclined and the politely curious - and it mostly does that job well. The gameplay loop of dialogue, combat, upgrade, repeat is as dependable as a franchise handshake. The Supporter system and a few quality-of-life streamlines make it friendlier for newcomers, while an array of post-launch difficulty settings and an inexhaustible list of micro-upgrades keep veterans occupied. Where it stumbles is familiarity bleeding into laziness: reused assets create visual inconsistency, and Expert-mode balance quirks make some objectives feel less meaningful. Those issues don't ruin the experience, but they do leave a faint aftertaste of 'could have been cleaned up in a patch' - which, to be fair, a patch did attempt with Super Expert Mode and other tweaks. If you are into giant robots, crossover spectacles, or the particular pleasure of building a dream team of mecha and then watching them explode things in carefully choreographed order, Super Robot Wars T on PS4 is an excellent doorway. If you demand completely fresh mechanics or spotless presentation across every attack animation, you may want to wait for a hypothetical 'definitive' edition that probably won't exist because then they'd charge you for it. Score: 7.5 out of 10. It's not perfect. It is, however, exactly the kind of chaotic, lovingly assembled machine that makes you forgive a lot - provided you like robots, long conversations, and the occasional DLC impulse buy.

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