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New Gundam Breaker - PlayStation 4

Platform : PlayStation 4
Rated: Teen
4.0 4.0 out of 5 stars 442 ratings

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  • Hack and slash your way through onslaughts of enemy Gunpla and big bosses to gather various Gunpla parts - from heads to legs, weapons to shields, and everything in-between!
  • Create your very own Gunpla to suit your fighting style using parts you've collected! Customize your Gunpla off and on the battlefield with new real-time weapon and armor swapping!
  • Battle your way through story mode or team up with three other players in a new 3v3 Co-Op Mode! Fight and collect the most parts to secure your team's victory!
  • Entertainment Software Rating Board (ESRB) Content Description: Fantasy violence, mild language

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New Gundam Breaker - PlayStation 4


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Product Description

Break, build and battle with the Gunpla you've always wanted in NEW GUNDAM BREAKER! Blast through enemy Gunplas and collect their fallen weapons and armor to customize your Gunpla in real time and now you can team up with your friends in a 3v3 co-op mode! Don't miss out on the action in the newest installment of this fan-favorite series!

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Customer reviews

4 out of 5 stars
4 out of 5
442 global ratings
Interesting Ideas, Terrible Implementation
2 Stars
Interesting Ideas, Terrible Implementation
Wow I /really/ started ranting once I got going, I apologize. The bottom-line-up-front:-Customization is great, gameplay is barely passable, control responsiveness and optimization are outright bad.-Story has potential, but squanders it by presenting six(?) parallel versions of the same bare-bones narrative instead of actually taking time to explore its deeper themes and/or offering branching paths.Alright, good things first:-The game offers robust customization options in terms of both appearance and combat abilities. If you just want a way to theorycraft your dream Gunpla model before you go out and spend money on kits and paint, this might actually be a great way to do it. (Maybe previous installments are good here too, but I'm a strong believer in not reviewing solely based on comparison.)-You can choose a wide variety of music from the Gundam franchise to play as battle bgm, and you can choose a different song or custom playlist for each of your Gunpla presets.-The graphics are pretty good, and there's nice attention to detail in lighting and gloss vs matte finishes. (Take a look at the last screenshot for reference.)-The high school romance may be way out of place, but there are plenty of "awww" moments.The "Unique" stuff/General Information:-I honestly feel like the story started as a parody in someone's head. You're a mysterious transfer student showing up at a highschool that doesn't make any sense (it's like... a magnet school for Gunpla builders... or maybe more of a preparatory academy for future Gunpla professionals), where you're immediately re-united with your childhood friend who moved away. You help her out in a conflict and it leads to a rebellion against the all-powerful Student Council, who've enforced a system where strength is everything. Apparently the Vice President's parents have real political power, which he's used to threaten even the teaching staff. (To its credit, that explains the Student Council being all-powerful better than most anime/manga with similar concepts!)--Seriously, it's so heavily trope laden that it feels like it was supposed to be a joke at first.-The story borrows dating sim aspects and has slightly different endings available, because... why not? Ryoko is best girl by the way.-The battle system is designed primarily for 3-vs-3, uh... quest races, for lack of a better description. Mission objectives pop up on screen one after another, and the first team to complete the mission gets the points. If time expires before the "main quest" (which sometimes appears quite late) is completed, the team with more points wins. As far as I can tell, however, completion of the main quest always results in victory.-Raw damage is separate from "break" damage; you can have parts knocked off in battle, and you can replace those parts with what you've managed to break off of other Gunpla. Losing a part means you lose the special attack and stats (or even basic attack if it was one of your weapons) tied to it, so be ready to improvise and adapt on the battlefield!-Stats are tied to parts, but for the most part, you can build based on the abilities and/or appearance you want and get away with it. (The Zaku's trademark Heat Hawk is tied for the highest base attack stat in the game, for example.) Very rarely does something have the same ability as something else with better stats, and when it does it tends to make sense. (Wing Gundam's head is basically a better Rick Dias, for example, but... series namesake vs grunt suit? It's also a difference of 5 defense points.)-A variety of storyless "special missions" have been added to help you get the specific parts you want, and ostensibly add significant replay value... if you enjoy the core gameplay.THE BAD:-It feels like this game basically exists to prove I can write a negative review of something. I really wanted to like it; the customization is detailed and fun, the story at least made me chuckle once or twice, and I've always loved just about everything Gundam. But... it just gets too much wrong.-So... I talked about the 3v3 gameplay. It... it could have been really interesting as one mode among many! But as the ONLY THING YOU DO THE WHOLE GAME it's... a chore. Honestly.--The targeting system is a mess; you'll be lunging toward an enemy to melee them and the game will change targets mid-lunge without your input because a container spawned nearby. It goes from an inconvenience to a major flaw when you have target based objectives and you end up losing to the other team because you can't consistently attack the desired target, or when you die because you abruptly changed direction to target a passing Zaku against your will.--This probably would have been fine if the general flow of battle wasn't "there's a flood of 'neutral faction' enemies on screen, kill them faster than the other team." You can disable and enable the auto-targeting at will, so if there are only a few targets, it's actually pretty easy to focus on your current priority, but when the entire screen is flooded with enemies and the STUPID CONTAINERS keep spawning nearby, you start to feel like you're not in control of your own fate. Why do fodder enemies passing through my field of vision cause me to turn my back to my actual target? Why, when I disable the auto-targeting, does my weapon practically pass through people? Who thought this was a good idea?--Here you are, about to have the climactic showdown with your rival, and... you spend 5-10 minutes running around a map having Gundam Dynasty Warriors flashbacks before mindlessly unloading your special attacks and unceremoniously dispatching them?--Your mileage may vary, but it felt like it's difficult to out-skill someone in a 1v1 fight; the parts-based special abilities are difficult to dodge and incredibly damaging, random unintentional target swapping can get you killed, and heaven help you if the other player happens to have their awakening available and you don't. This is probably to emphasize strategy over piloting skill, since you should be completing quests and opening containers if you can't win the head-to-head confrontation yet, but... the "quests" get tedious (open containers! kill enemies! recover parts! kill SPECIFIC enemies! recover a SPECIFIC part! ...open more containers!) and the story dialogue always sounds as if you just took the other team down in a thrilling direct confrontation.--Why do I have to "level up" my Gunpla to use its special abilities? Why is leveling up tied to the random health container things? Why do so many battles begin with "open 10 containers?" All it does is slow down the fight? Of course, if it's not at the beginning, you won't be able to target them effectively because you'll get stuck randomly targeting nearby neutral faction suits.--Perhaps due to the number of things on screen at once, the game suffers from performance issues and high loading times. There's one particular moment with an in-engine cutscene against the last boss where an aura slows everything to frame-by-frame.--Let me just sum that rant up by saying "direct combat with the other team is a very small part of battles, but the larger parts, with the possible exception of 'kill the mobile armor' quests, simply aren't fun."-Thoroughly mediocre gameplay with frustrating controls and performance issues can still be saved, in my opinion, by a compelling story. But you won't really find that here. It's typical "power isn't everything; if you sacrifice your friends and your passion, then what lies at the end of strength?" fare that you could find in oh-so-many anime/manga. The individual plot beats are actually interesting, sometimes, but they're delivered as little more than beats. It's as if someone was handed the textbook outline for a story (intro > inciting incident > protagonist locked in > rising action > twist > climax > denouement/resolution) and came up with a pretty good idea for each element, but was then given almost no time to turn that outline into a story. To its credit, I wanted to spend a little bit more time in the world of Gunbre High, but the only way I could do so was to go back and repeatedly relive the same story from a slightly different perspective, several times.-I mentioned the dating sim thing. You have a club full of cute girls and are presented with the exact type of dialogue choices you'd expect to see, but... the dialogue doesn't seem to matter at all, and instead, upon meeting certain conditions, you're able to select the linear path for each girl. (Picking different options does generate different responses, but it doesn't seem to affect the following scenes, or even whether or not you unlock various CGs.) The presentation of these routes is actually nice - you select missions from a timeline so you can keep track of where in the main plot each event takes place, but... almost all of the main plot points are identical regardless of your route, and the "pair missions" with each girl usually reference recent events in the main plot. In other words... they could have easily implemented an ACTUAL visual-novel-style branching path structure, instead of making me fight the bully, the rich boy, the art club dude, the vice president, and the president SIX TIMES A PIECE WITH ALMOST NO CHANGES. Choices not mattering is one thing, having to fight the same battle repeatedly when it's not particularly fun is another.-I can combine the above two complaints into "I'd much rather have had a more compelling plot and more developed characters than go through the same mediocre story and battles multiple times." (Seriously though, things like the relationship between the President and Vice President, the President's power, and Ryoko's tenuous position on the council could have been genuinely good if they were actually explored.)-There's actually a story reason for the 3v3 battles, even, but they don't really go into it enough, and I won't give them credit because the story ALSO does things like act as if the battles are direct fights between characters, pretend there's any challenge whatsoever to the "quests" as a single-player-mode, and not really explain where the infinite supply of parts dropping off of AI opponents comes from.
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