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Gundam: Evolution Experience Report: A new FPS game that subverts Gundam's common sense

*This article is compiled from IGN JP related content, unauthorized reproduction is prohibited.

The latest installment in the Gundam series, Gundam: Evolution, is the first FPS title in the series. To date, the series has spawned a number of action games, such as the Mobile Suit Gundam: Guild Wars Series, which allows you to enjoy realistic action, and the EXTREME VS series, which is full of cool and fast speed. Although the styles of these works are different, the balance of the game is set according to the worldview, such as Zagu is the weakest body, and steel tanks rely on tracks to travel so they are very slow.

However, in this game, the steel tank moves quite fast over long distances, completely subverting people's perception of gundam, and the strength is very strong (!). Since the genre is FPS, even if you know that it is not the same genre as the traditional Gundam work, you will definitely see it as an extension of the traditional Gundam series from the appearance of the work, and it took a lot of effort to dispel this feeling. This article will bring you a demo report of Gundam: Evolution.

Set up in the Gundam series of works with a fresh FPS game that headshots and auto-replies to HP

This game is a free-to-play Gundam FPS game with a parallel worldview setting. Players can manipulate a variety of Gundam artifacts, regardless of the series framework. The basic combat system is the same as the normal FPS, the crosshair will shrink when shooting with the gun, and the aiming head will cause more damage, and the damage will automatically recover over time. Although the MS (Mobile Suit/Robot) in Gundam works can take serious damage (as a heavy blow) after being headshot, there is nothing wrong with considering the gameplay. However, only sniper rifles can kill with one hit after aiming at the head, and basically a normal weapon headshot will only add a little more damage. Although it is completely gundam in terms of appearance and sound, it is playing an FPS game, so it feels quite fresh.

Gundam: Evolution Experience Report: A new FPS game that subverts Gundam's common sense

The Krypton element is unknown, but tickets obtained through the game can turn the gacha to obtain MS skins and communication actions

In addition, there is no difference in the performance or Cost of the basic part of MS, and the difference is only reflected in the advantages and disadvantages and personality of MS, which is very different from other Gundam works, allowing players to choose their favorite MS to play at will.

Gundam: Evolution Experience Report: A new FPS game that subverts Gundam's common sense

By the way, you can't use the same MS more than once in your team, so it's all on a first-come, first-served basis, so if you have an MS you want to play, you have to hurry up

What players can experience in the test is a 6v6 team battle for targets on the map. There are three types of battle rules: "Point Capture" between the attacking and defensive sides for the target area on the map, "Domination" for three randomly unlocked strongholds on the map, and "Destruction" for both attacking and defending targets on the map. Each mode takes place over 3 rounds of battles, each on a dedicated map for that rule.

Each game mode has a time limit, if there are still players competing for goals or destroying targets after the time, they will enter overtime, and many times they will be divided into victories and losses in the fierce offensive and defensive battles between the two sides during overtime, and the atmosphere of the game will become extremely hot.

The arena of battle (map) is the location of the Gundam series such as "Missile Launch Base" and "Underground Strategic Command". Regardless of the mode, the flow of the game is basically an offensive and defensive battle against the target, so the location of the main battlefield is very clear. Players can easily know where their teammates will assemble, so it is easy to cooperate, and naturally there will be no situation where they can't find the battlefield and wander alone.

I believe that some players, when playing this game, involuntarily want to take the same way of fighting in the relatively safe medium and long distance like the traditional Gundam game. In fact, in this game, hiding in the shadows while shooting at a distance to contain the opponent is also one of the basic actions in the early stages. However, this game can not accurately aim at the target without setting up a shooting weapon, and the distance at which different MS give effective damage varies, so players who want to take this style of play have no better choice than to use MS, which is good at long-range combat. In addition, the map of this game is designed for shooting games, complex areas are easy to induce melee, and there are many places where you can snipe from high, which will definitely not disappoint you. It should be noted that in this regard, this game is more like the FPS of the Eight Classics than the Gundam game.

Gundam: Evolution Experience Report: A new FPS game that subverts Gundam's common sense

It is recommended for beginners to play steel tanks, which are full of bullets, easy to aim, and the ability to shoot at medium and long distances is also quite strong

Different MS have completely different usage feelings

The game has a variety of MS for players to choose from, such as the Gundam, which is more versatile in combat, The Jim Sniper II, which is good at ranged attacks, and the Barbatos Gundam, which is good at fighting attacks. The characteristics of MS reflect the setting of the original to some extent, so it is easy for fans of the series to grasp. But because MS doesn't have a class split, it's hard for ordinary fans who have only seen a few Gundam titles to quickly grasp the characteristics of MS.

For example, the author is very curious about what kind of MS the "Pale Knight" is, in addition to some body that is not clear about the performance. Based on experience, the author can deduce from the appearance that this is a mass production machine (?) designed to be able to be put into the battlefield in large quantities. ), but I still feel that a standard like career division should be set to show the characteristics of each MS.

Gundam: Evolution Experience Report: A new FPS game that subverts Gundam's common sense

Metas excels at completing support tasks such as recovery, a performance setting that is more reminiscent of the Super Robot Wars series than the original

This game is fundamentally different from other Gundam works in that it deals fatal damage when aimed at the head, automatically restores HP after a period of time after receiving damage, and the basic style of equipment is more personalized than that of Gundam works.

The basic equipment (movements) of each MS include the "main action" of each MS when using the main weapon and the "active skill" when using other equipment (function).

Gundam: Evolution Experience Report: A new FPS game that subverts Gundam's common sense

Pictured here are the main weapons (on the right) and skills of UC. The skill value shown in yellow is the cooldown

Active skills have a cooldown every time they are used, while in other Gundam titles, some MS don't have as many fighting weapons that can be used in combat, and this alone is completely different. When I failed to switch my mindset and still fought like other Gundam titles, I found that although I subconsciously wanted to use my saber to slash at the enemies around me, I often ended in failure and couldn't help but howl in frustration.

In addition, in most FPS, it is easy to defeat the opponent by hitting the head, but this is not the case, and even aiming at the head will only increase some damage. So for Zagu, if you only use the main weapon, then aim at the enemy's head at close range and shoot all the bullets to almost beat the opponent. It's hard to beat your opponents by single-handedly, so you need to work with multiple friends and adopt a strategy of breaking your opponents one by one. At the same time, there are many MS that must be close to the opponent to make an effective blow, and it is a bit tricky to think about the best combat distance while dealing with the fierce battle situation.

Gundam: Evolution Experience Report: A new FPS game that subverts Gundam's common sense

The beginner's tutorial is well prepared to grasp the operation methods and attack ranges that each MS is good at

And each MS has a "G Maneuver" that is as powerful as a must-kill, which can be launched after a certain period of time, which can shorten the activation time if you contribute a lot of damage and recovery in battle. "G Maneuver" has a variety of skills, very powerful, some can grasp the position of the enemy, some can use the explosion attack to sweep away the enemies around them, and depending on the player's use of different ways, sometimes even with this big move to turn the situation in one fell swoop. However, unless you can contribute to the battle, you will not be able to use this move normally, and people who are not used to this gameplay may not use it once until the end of the game.

Although this game retains the action elements of Gundam, if you can't always maintain your vigilance when playing FPS, you will also face great difficulties. However, the durability of the body in this game is very high, so unless the player randomly launches a reckless attack on the enemy, it will not be easily defeated. In addition, if you inflict damage on enemies and contribute to battle, kill points will be generated even if it is your companion who finally delivers the final strike. For me, an FPS casual player, it's still a pleasure to see my progress, because even my contributions that are only secondary are counted in the score.

Gundam: Evolution Experience Report: A new FPS game that subverts Gundam's common sense

Don't rush recklessly into the center of the battle vortex, first calmly observe and find which area is most favorable to your actions. Although attacking from a high place has an advantage, I will always pay attention to the specific location of the recovery item "Aura" on the map. When using the main weapon for aiming attacks, although the action becomes sluggish, it is also easier to aim at areas with high damage, so as long as you can grasp the location of the aura, you can fight more calmly than your opponent. The presence or absence of critical hits can greatly affect the amount of damage, so whoever can calm down and carefully aim at the target will be able to take advantage.

A fiery competition in extra time

The flow of the game varies slightly depending on the mode, with the "Point Capture" mode in which the attacking and defending factions compete for the target consists of two rounds. After one round, the offense and defense swap, and each round lasts about 10 to 20 minutes or so. Other modes also have about the same play time.

If the attacking party is able to capture target A and target B that appears later within the time limit, the round is won. When goal A or goal B is successfully defended, the defender wins the round.

Gundam: Evolution Experience Report: A new FPS game that subverts Gundam's common sense

When attacking, the attacker will automatically start occupying the target area after invading it. When all scales displayed on the screen change to the color of the player camp, the occupation is considered complete. If there are both enemies and teammates in the area, they are in a "scramble" state and the occupation scale will stop changing

Defenders have a minute of free time to prepare after the game starts, so they can take the opportunity to choose their favorite position, but it is difficult to decide where to go. While it's basically best to stay with friends, in some cases individuals need to take different actions, after all, the effective combat distance of each unit is different.

Gundam: Evolution Experience Report: A new FPS game that subverts Gundam's common sense

In contrast, the attacking side has to wait a minute, so players often like to communicate with emoticons. If you're playing with your friends, you can also take the opportunity to discuss strategies

Usually, the defender starts with a state of gathering near the enemy stronghold, but when it is defeated, it will be revived from its own base, so the process of returning to the front line will take a little time. Since it is difficult to guarantee that a battle near an enemy base will not be defeated once, the battle line will naturally be pushed to the target location. There is no terrain in the scramble for points, but once the battle line is constantly approaching the target, it is difficult to launch a counterattack, and often the defense of target A will become more and more difficult.

When A is captured, the defensive target changes to B and the attacker's stronghold moves near the center of the map. The attacking side will attack target B from a new stronghold, and since both sides will shorten the distance from the target location by about half, even if they are defeated, the time to return to the battlefield will be greatly shortened, and the battle will naturally become more intense. If the time has come and the two sides are still "competing" for the target area, the game will become even more intense. This confrontation often occurs in other modes, which is the most exciting part of the game.

After playing a variety of Gundam works, although this game has suffered a lot on the way to create its own unique style, it is indeed a new Gundam work that is expected.

The only concern is the penalty for quitting the game

By the way, I am a little worried about the punishment after quitting the game. Once you quit the game, you won't be able to start a new game until the player's last round of play is over. In addition, the penalty time has been increased, and even if the game you just participated in has ended, you will not be able to participate in new games for a certain period of time. None of this is a problem, though, because that's the real hell when teammates quit the game.

Gundam: Evolution Experience Report: A new FPS game that subverts Gundam's common sense

If the player exits immediately after the game starts, the room will be dissolved

If you leave within a certain period of time after the game starts, the current round of the game will expire and the room will be dissolved. If the game has been on for a while, the game will only continue in the form of an invalid match that does not affect the ranking and scoring, but in this case, even if you leave the game halfway, you will not be penalized. However, at this point you can no longer join the new game until the end of the game you just quit, so you can only pray that other friends will leave with you, so that the game will disband. Because some players don't know much about such a mechanism, often someone quits the game halfway and won't cancel it, at which point you will be faced with two choices, one is to continue to play the hell game that you will definitely lose, and the other is to spend an empty time with nothing to do.

In addition, the game's beta testing is a bit unstable and crashes frequently. The author does not care much about the crash, after all, this is the purpose of the test, but the uncomfortable thing is that restarting after the crash will still be punished. It's a bit of a shame that in the last game of the last day of testing, the game I was playing unfortunately collapsed and could only end in the punishment time. A crash report is displayed after the game crashes, and players can report errors. That is to say, the official should be able to confirm to a certain extent whether there is an error, so it is most likely to avoid the player being punished for crashing, and the author hopes that the official version can improve this.

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