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Never mind. This needs more research


* Combining with the BrokenBase of the OriginalGeneration series, ''Tengoku-hen'' is noted to have the OriginalGeneration characters be the SpotlightStealingSquad, taking up about 70% of the game screen time. For those who managed to actually follow through its really complicated plot and like the originals, this would be a good thing. But for those who liked the licensed series more and doesn't really like the original characters, this is without a doubt a gigantic turn-off and created a backlash. Bandai Namco noticed the latter and henceforth, the International Era games saw a decrease of screentime of the original characters, be they protagonists or antagonists, which had different kind of supporters and detractors alike.

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* Combining with the BrokenBase of the OriginalGeneration series, ''Tengoku-hen'' is noted to have the OriginalGeneration characters be the SpotlightStealingSquad, taking up about 70% of the game screen time. For those who managed to actually follow through its really complicated plot and like the originals, this would be a good thing. But for those who liked the licensed series more and doesn't really like the original characters, this is without a doubt a gigantic turn-off and created a backlash. Bandai Namco noticed the latter and henceforth, the International Era games saw a decrease of screentime of the original characters, be they protagonists or antagonists, which had different kind of supporters and detractors alike.
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* Combining with the BrokenBase of the OriginalGeneration series, ''Tengoku-hen'' is noted to have the OriginalGeneration enemies be the SpotlightStealingSquad, taking up about 70% of the game screen time. For those who managed to actually follow through its really complicated plot and like the originals, this would be a good thing. But for those who liked the licensed series more and doesn't really like the original characters, this is without a doubt a gigantic turn-off and created a backlash. Bandai Namco noticed the latter and henceforth, the International Era games saw a decrease of screentime of the original characters, be they protagonists or antagonists, which had different kind of supporters and detractors alike.

to:

* Combining with the BrokenBase of the OriginalGeneration series, ''Tengoku-hen'' is noted to have the OriginalGeneration enemies characters be the SpotlightStealingSquad, taking up about 70% of the game screen time. For those who managed to actually follow through its really complicated plot and like the originals, this would be a good thing. But for those who liked the licensed series more and doesn't really like the original characters, this is without a doubt a gigantic turn-off and created a backlash. Bandai Namco noticed the latter and henceforth, the International Era games saw a decrease of screentime of the original characters, be they protagonists or antagonists, which had different kind of supporters and detractors alike.
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to:

* Combining with the BrokenBase of the OriginalGeneration series, ''Tengoku-hen'' is noted to have the OriginalGeneration enemies be the SpotlightStealingSquad, taking up about 70% of the game screen time. For those who managed to actually follow through its really complicated plot and like the originals, this would be a good thing. But for those who liked the licensed series more and doesn't really like the original characters, this is without a doubt a gigantic turn-off and created a backlash. Bandai Namco noticed the latter and henceforth, the International Era games saw a decrease of screentime of the original characters, be they protagonists or antagonists, which had different kind of supporters and detractors alike.
Is there an issue? Send a MessageReason:
None


* Due to the SpotlightStealingCrossover treatment of ''Anime/MashinHeroWataruSeries'' in ''X'', plot enthusiasts claimed the LighterAndSofter elements of the game was "too kiddy", especially compared to ''V'', which had an overall dramatic, serious narrative approach and was praised for it; in particular, ''Anime/CrossAnge'' was hit the hardest by the ''Wataru'' influence - while ''V'' downplayed the original anime's darker elements, , ''X'' softened it further (without going overboard). Others defend that ''X'' had a satisfactory story, with an appreciation for Wataru's StoryArc, the eponymous Ange made more believable and likeable rather than fall into DarknessInducedAudienceApathy the original series took, thus giving the ''X'' setting a far more uplifting conclusion; in other words, a LighterAndSofter approach doesn't necessarily harm the overall narrative.

to:

* Due to the SpotlightStealingCrossover treatment of ''Anime/MashinHeroWataruSeries'' in ''X'', plot enthusiasts claimed the LighterAndSofter elements of the game was "too kiddy", especially compared to ''V'', which had an overall dramatic, serious narrative approach and was praised for it; in particular, ''Anime/CrossAnge'' was hit the hardest by the ''Wataru'' influence - while ''V'' downplayed the original anime's darker elements, , ''X'' softened it further (without going overboard). Others defend that ''X'' had a satisfactory story, with an appreciation for Wataru's StoryArc, the eponymous Ange made more believable and likeable rather than fall into DarknessInducedAudienceApathy the original series took, thus giving the ''X'' setting a far more uplifting conclusion; in other words, a LighterAndSofter approach doesn't necessarily harm the overall narrative.
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* The OriginalGeneration character designs for ''X'': for a franchise generally played by males, in contrast to the look of the characters from ''VideoGame/SuperRobotWarsV'', the protagonists of this game are remarkably {{Shoujo}}-ish, a design choice not entirely favored by opposing parties, while those in support of it applaud the franchise for [[https://en.wikipedia.org/wiki/Women_and_video_games embracing their female players]]. However, this seems to apply only to Iori Iolite; Amari Aquamarine, on the other hand, is usually favored on both sides for "fitting in" the AdventureFriendlyWorld setting and {{Shoujo}}-ish design more.

to:

* The OriginalGeneration character designs for ''X'': for a franchise generally played by males, in contrast to the look of the characters from ''VideoGame/SuperRobotWarsV'', the protagonists of this game are remarkably {{Shoujo}}-ish, a design choice not entirely favored by opposing parties, while those in support of it applaud the franchise for [[https://en.wikipedia.org/wiki/Women_and_video_games embracing their female players]]. However, this seems to apply only to Iori Iolite; Amari Aquamarine, on the other hand, [[AvertedTrope is usually favored on both sides sides]] for "fitting in" the AdventureFriendlyWorld setting and {{Shoujo}}-ish design more.
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None


* The OriginalGeneration character designs for ''X'': for a franchise generally played by males, in contrast to the look of the characters from ''VideoGame/SuperRobotWarsV'', the protagonists of this game are remarkably {{Shoujo}}-ish, a design choice not entirely favored by opposing parties, while those in support of it applaud the franchise for [[https://en.wikipedia.org/wiki/Women_and_video_games embracing their female players]]. However, this seems to apply only to Iori Iolite; Amari Aquamarine, on the other hand, is usually favored on both sides for "fitting in" the AdventureFriendlyWorld setting more.

to:

* The OriginalGeneration character designs for ''X'': for a franchise generally played by males, in contrast to the look of the characters from ''VideoGame/SuperRobotWarsV'', the protagonists of this game are remarkably {{Shoujo}}-ish, a design choice not entirely favored by opposing parties, while those in support of it applaud the franchise for [[https://en.wikipedia.org/wiki/Women_and_video_games embracing their female players]]. However, this seems to apply only to Iori Iolite; Amari Aquamarine, on the other hand, is usually favored on both sides for "fitting in" the AdventureFriendlyWorld setting and {{Shoujo}}-ish design more.
Is there an issue? Send a MessageReason:
None


* The OriginalGeneration character designs for ''X'': for a franchise generally played by males, in contrast to the look of the characters from ''VideoGame/SuperRobotWarsV'', the protagonists of this game are remarkably {{Shoujo}}-ish, a design choice not entirely favored by opposing parties, while those in support of it applaud the franchise for [[https://en.wikipedia.org/wiki/Women_and_video_games embracing their female players]]. This seems to apply only to Iori Iolite, however. Amari Aquamarine, on the other hand, is usually favored on both sides for 'fitting' the setting more.

to:

* The OriginalGeneration character designs for ''X'': for a franchise generally played by males, in contrast to the look of the characters from ''VideoGame/SuperRobotWarsV'', the protagonists of this game are remarkably {{Shoujo}}-ish, a design choice not entirely favored by opposing parties, while those in support of it applaud the franchise for [[https://en.wikipedia.org/wiki/Women_and_video_games embracing their female players]]. This However, this seems to apply only to Iori Iolite, however. Iolite; Amari Aquamarine, on the other hand, is usually favored on both sides for 'fitting' "fitting in" the AdventureFriendlyWorld setting more.
Is there an issue? Send a MessageReason:
None


* Due to the SpotlightStealingCrossover treatment of ''Anime/MashinHeroWataruSeries'' in ''X'', plot enthusiasts claimed the LighterAndSofter elements of the game was "too kiddy", especially compared to ''V'', which had a dramatic, serious narrative approach overall and squarely praised; in particular, ''Anime/CrossAnge'' was hit the hardest with ''Wataru'''s influence, since the original anime had a lot of darker elements, while ''V'' only softened a little, ''X'' softened it even further (even if it didn't go overboard). Others defend that ''X'' had a satisfactory story, with an appreciation for Wataru's StoryArc, the eponymous Ange made more believable and likeable rather than fall into DarknessInducedAudienceApathy the original series took, thus giving the ''X'' setting a far more uplifting conclusion; in other words, a LighterAndSofter approach doesn't necessarily harm the overall narrative.

to:

* Due to the SpotlightStealingCrossover treatment of ''Anime/MashinHeroWataruSeries'' in ''X'', plot enthusiasts claimed the LighterAndSofter elements of the game was "too kiddy", especially compared to ''V'', which had a an overall dramatic, serious narrative approach overall and squarely praised; was praised for it; in particular, ''Anime/CrossAnge'' was hit the hardest with ''Wataru'''s influence, since by the original anime had a lot of darker elements, ''Wataru'' influence - while ''V'' only softened a little, downplayed the original anime's darker elements, , ''X'' softened it even further (even if it didn't go (without going overboard). Others defend that ''X'' had a satisfactory story, with an appreciation for Wataru's StoryArc, the eponymous Ange made more believable and likeable rather than fall into DarknessInducedAudienceApathy the original series took, thus giving the ''X'' setting a far more uplifting conclusion; in other words, a LighterAndSofter approach doesn't necessarily harm the overall narrative.
Is there an issue? Send a MessageReason:
None


* The OriginalGeneration character designs for ''X'': for a franchise generally played by males, in contrast to the look of the characters from ''VideoGame/SuperRobotWarsV'', the protagonists of this game are remarkably {{Shoujo}}-ish, a design choice not entirely favored by opposing parties, while those in support of it applaud the franchise for [[https://en.wikipedia.org/wiki/Women_and_video_games embracing their female players]].

to:

* The OriginalGeneration character designs for ''X'': for a franchise generally played by males, in contrast to the look of the characters from ''VideoGame/SuperRobotWarsV'', the protagonists of this game are remarkably {{Shoujo}}-ish, a design choice not entirely favored by opposing parties, while those in support of it applaud the franchise for [[https://en.wikipedia.org/wiki/Women_and_video_games embracing their female players]]. This seems to apply only to Iori Iolite, however. Amari Aquamarine, on the other hand, is usually favored on both sides for 'fitting' the setting more.
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Well, there is a misunderstanding on the re-fixing. The dramatic storytelling applies to ALL in V, not just CA.


* Due to the SpotlightStealingCrossover treatment of ''Anime/MashinHeroWataruSeries'' in ''X'', plot enthusiasts claimed the LighterAndSofter elements of the game was "too kiddy"; in particular, ''Anime/CrossAnge'' was hit the hardest, especially when that series took on a more dramatic, serious narrative approach in ''V''. Others defend that ''X'' had a satisfactory story, with an appreciation for Wataru's StoryArc, the eponymous Ange made more believable and likeable rather than fall into DarknessInducedAudienceApathy the original series took, thus giving the ''X'' setting a far more uplifting conclusion; in other words, a LighterAndSofter approach doesn't necessarily harm the overall narrative.

to:

* Due to the SpotlightStealingCrossover treatment of ''Anime/MashinHeroWataruSeries'' in ''X'', plot enthusiasts claimed the LighterAndSofter elements of the game was "too kiddy"; kiddy", especially compared to ''V'', which had a dramatic, serious narrative approach overall and squarely praised; in particular, ''Anime/CrossAnge'' was hit the hardest, especially when that series took on hardest with ''Wataru'''s influence, since the original anime had a more dramatic, serious narrative approach in ''V''.lot of darker elements, while ''V'' only softened a little, ''X'' softened it even further (even if it didn't go overboard). Others defend that ''X'' had a satisfactory story, with an appreciation for Wataru's StoryArc, the eponymous Ange made more believable and likeable rather than fall into DarknessInducedAudienceApathy the original series took, thus giving the ''X'' setting a far more uplifting conclusion; in other words, a LighterAndSofter approach doesn't necessarily harm the overall narrative.
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None


* The story tone itself. Some didn't appreciate how the SpotlightStealingCrossover treatment of ''Anime/MashinHeroWataruSeries'' practically turned a majority of the storytelling elements ''really'' LighterAndSofter, in particular ''Anime/CrossAnge'', therefore considered the SRW being 'too kiddy' or 'too boring'. Especially after the much more dramatic and serious ''[[VideoGame/SuperRobotWarsV V]]''. Others defend the narrative for being okay and still grew an appreciation to Wataru, the softening of ''Anime/CrossAnge'' made the titular protagonist more believable and likable rather than falling onto DarknessInducedAudienceApathy, giving the setting overall a happier ending for many; in other words, believing that the LighterAndSofter approach to not harm the overall game's narrative.

to:

* The story tone itself. Some didn't appreciate how Due to the SpotlightStealingCrossover treatment of ''Anime/MashinHeroWataruSeries'' practically turned a majority of in ''X'', plot enthusiasts claimed the storytelling LighterAndSofter elements ''really'' LighterAndSofter, in particular ''Anime/CrossAnge'', therefore considered of the SRW being 'too kiddy' or 'too boring'. Especially after the much more dramatic and serious ''[[VideoGame/SuperRobotWarsV V]]''. Others defend the narrative for being okay and still grew an appreciation to Wataru, the softening of game was "too kiddy"; in particular, ''Anime/CrossAnge'' was hit the hardest, especially when that series took on a more dramatic, serious narrative approach in ''V''. Others defend that ''X'' had a satisfactory story, with an appreciation for Wataru's StoryArc, the eponymous Ange made the titular protagonist more believable and likable likeable rather than falling onto DarknessInducedAudienceApathy, fall into DarknessInducedAudienceApathy the original series took, thus giving the ''X'' setting overall a happier ending for many; far more uplifting conclusion; in other words, believing that the a LighterAndSofter approach to not doesn't necessarily harm the overall game's narrative.
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Added DiffLines:

* The story tone itself. Some didn't appreciate how the SpotlightStealingCrossover treatment of ''Anime/MashinHeroWataruSeries'' practically turned a majority of the storytelling elements ''really'' LighterAndSofter, in particular ''Anime/CrossAnge'', therefore considered the SRW being 'too kiddy' or 'too boring'. Especially after the much more dramatic and serious ''[[VideoGame/SuperRobotWarsV V]]''. Others defend the narrative for being okay and still grew an appreciation to Wataru, the softening of ''Anime/CrossAnge'' made the titular protagonist more believable and likable rather than falling onto DarknessInducedAudienceApathy, giving the setting overall a happier ending for many; in other words, believing that the LighterAndSofter approach to not harm the overall game's narrative.
Is there an issue? Send a MessageReason:
None


** In particular, the "International Era" of ''VideoGame/SuperRobotWarsV'', ''VideoGame/SuperRobotWarsX'', and ''VideoGame/SuperRobotWarsT'' is under such scrutiny. The combination of the realities of developing UsefulNotes/HighDefinition 2D animation and a 12-month development cycle[[note]]While ''Super Robot Wars'' historically releases at least one annualized title, the franchise usually accomplishes it by alternating between different graphical engines and developing teams. Pre-International Era, there were a few instances where two fully-animated games were released on the same engine in consecutive years without one or both of them being labeled {{Episodic|Game}} or {{Gaiden Game}}s[[/note]] resulted not only in heavy asset reuse, but a reduction in scope (such as units having less attacks, the presence of {{Filler}} or playable characters/units reduced to {{assist|Character}}s or AdaptedOut). On the other hand, these titles are different from the rest of the franchise thanks to official translations, meaning players around the world can finally enjoy the games' narratives. In essence, one side claims these games pale in comparison to older titles due to cut corners (and hopes that Creator/BandaiNamcoEntertainment will allow increased development time for Banpresto at making a quality game, particularly animations, a feat they previously achieved in ''VideoGame/SuperRobotWarsZ''), while others state that being able to understand the narrative in these games is worth the compromises, including how this era introduces series they are more likely to be familiar with.[[note]]{{Irony}} ensues when "familiarity" was one of the downsides of ''Z'', despite its AnimationBump: while the game's story-telling and famous FixFic to ''Anime/MobileSuitGundamSEEDDestiny'' was lauded, a lot of included entries were obscure properties not many players knew, which made that game hard at attracting newcomers; ''Hakai-hen'' adding [[Anime/CodeGeass more]] [[Anime/TengenToppaGurrenLagann well-known]] [[Anime/MobileSuitGundam00 series]] rectified that issue.[[/note]]

to:

** In particular, the "International Era" of ''VideoGame/SuperRobotWarsV'', ''VideoGame/SuperRobotWarsX'', and ''VideoGame/SuperRobotWarsT'' is under such scrutiny. The combination of the realities of developing UsefulNotes/HighDefinition 2D animation and a 12-month development cycle[[note]]While ''Super Robot Wars'' historically releases at least one annualized title, the franchise usually accomplishes it by alternating between different graphical engines and developing teams. Pre-International Era, there were a few instances where two fully-animated games were released on the same engine in consecutive years without one or both of them being labeled {{Episodic|Game}} or {{Gaiden Game}}s[[/note]] resulted not only in heavy asset reuse, but a reduction in scope (such as units having less attacks, the presence of {{Filler}} or playable characters/units reduced to {{assist|Character}}s or AdaptedOut). On the other hand, these titles are different from the rest of the franchise thanks to official translations, meaning players around the world can finally enjoy the games' narratives. In essence, one side claims these games pale in comparison to older titles due to cut corners (and hopes that Creator/BandaiNamcoEntertainment will allow increased development time for Banpresto at making a quality game, particularly animations, a feat they previously achieved in ''VideoGame/SuperRobotWarsZ''), while others state that being able to understand the narrative in these games is worth the compromises, including how this era introduces series they are more likely to be familiar with.[[note]]{{Irony}} ensues when "familiarity" was one of the downsides of ''Z'', despite its AnimationBump: while the game's story-telling and famous FixFic to ''Anime/MobileSuitGundamSEEDDestiny'' was were lauded, a lot of included entries were obscure properties not many players knew, which made that game hard at attracting newcomers; ''Hakai-hen'' adding [[Anime/CodeGeass more]] [[Anime/TengenToppaGurrenLagann well-known]] [[Anime/MobileSuitGundam00 series]] rectified that issue.[[/note]]
Is there an issue? Send a MessageReason:
None


** In particular, the "International Era" of ''VideoGame/SuperRobotWarsV'', ''VideoGame/SuperRobotWarsX'', and ''VideoGame/SuperRobotWarsT'' is under such scrutiny. The combination of the realities of developing UsefulNotes/HighDefinition 2D animation and a 12-month development cycle[[note]]While ''Super Robot Wars'' historically releases at least one annualized title, the franchise usually accomplishes it by alternating between different graphical engines and developing teams. Pre-International Era, there were a few instances where two fully-animated games were released on the same engine in consecutive years without one or both of them being labeled {{Episodic|Game}} or {{Gaiden Game}}s[[/note]] resulted not only in heavy asset reuse, but a reduction in scope (such as units having less attacks, the presence of {{Filler}} or playable characters/units reduced to {{assist|Character}}s or AdaptedOut). On the other hand, these titles are different from the rest of the franchise thanks to official translations, meaning players around the world can finally enjoy the games' narratives. In essence, one side claims these games pale in comparison to older titles due to cut corners (and hopes that Creator/BandaiNamcoEntertainment will allow increased development time for Banpresto at making a quality game, particularly animations, a feat they previously achieved in ''VideoGame/SuperRobotWarsZ''), while others state that being able to understand the narrative in these games is worth the compromises, including how this era introduces series they are more likely to be familiar with.[[note]]{{Irony}} ensues when "familiarity" was one of the downsides of ''Z'', despite its AnimationBump: while the game's story-telling and famous FixFic to ''Anime/MobileSuitGundamSEEDDestiny'' was lauded, a lot of included entries were obscure properties not many players knew, which made that game hard at attracting newcomers; ''Hakai-hen'' adding [[Anime/CodeGeass more]] [[Anime/TengenToppaGurrenLagann well-known]] [[Anime/MobileSuiGundam00 series]] rectified that issue.[[/note]]

to:

** In particular, the "International Era" of ''VideoGame/SuperRobotWarsV'', ''VideoGame/SuperRobotWarsX'', and ''VideoGame/SuperRobotWarsT'' is under such scrutiny. The combination of the realities of developing UsefulNotes/HighDefinition 2D animation and a 12-month development cycle[[note]]While ''Super Robot Wars'' historically releases at least one annualized title, the franchise usually accomplishes it by alternating between different graphical engines and developing teams. Pre-International Era, there were a few instances where two fully-animated games were released on the same engine in consecutive years without one or both of them being labeled {{Episodic|Game}} or {{Gaiden Game}}s[[/note]] resulted not only in heavy asset reuse, but a reduction in scope (such as units having less attacks, the presence of {{Filler}} or playable characters/units reduced to {{assist|Character}}s or AdaptedOut). On the other hand, these titles are different from the rest of the franchise thanks to official translations, meaning players around the world can finally enjoy the games' narratives. In essence, one side claims these games pale in comparison to older titles due to cut corners (and hopes that Creator/BandaiNamcoEntertainment will allow increased development time for Banpresto at making a quality game, particularly animations, a feat they previously achieved in ''VideoGame/SuperRobotWarsZ''), while others state that being able to understand the narrative in these games is worth the compromises, including how this era introduces series they are more likely to be familiar with.[[note]]{{Irony}} ensues when "familiarity" was one of the downsides of ''Z'', despite its AnimationBump: while the game's story-telling and famous FixFic to ''Anime/MobileSuitGundamSEEDDestiny'' was lauded, a lot of included entries were obscure properties not many players knew, which made that game hard at attracting newcomers; ''Hakai-hen'' adding [[Anime/CodeGeass more]] [[Anime/TengenToppaGurrenLagann well-known]] [[Anime/MobileSuiGundam00 [[Anime/MobileSuitGundam00 series]] rectified that issue.[[/note]]
Is there an issue? Send a MessageReason:
None


** In particular, the "International Era" of ''VideoGame/SuperRobotWarsV'', ''VideoGame/SuperRobotWarsX'', and ''VideoGame/SuperRobotWarsT'' is under such scrutiny. The combination of the realities of developing UsefulNotes/HighDefinition 2D animation and a 12-month development cycle[[note]]While ''Super Robot Wars'' historically releases at least one annualized title, the franchise usually accomplishes it by alternating between different graphical engines and developing teams. Pre-International Era, there were a few instances where two fully-animated games were released on the same engine in consecutive years without one or both of them being labeled {{Episodic|Game}} or {{Gaiden Game}}s[[/note]] resulted not only in heavy asset reuse, but a reduction in scope (such as units having less attacks, the presence of {{Filler}} or playable characters/units reduced to {{assist|Character}}s or AdaptedOut). On the other hand, these titles are different from the rest of the franchise thanks to official translations, meaning players around the world can finally enjoy the games' narratives. In essence, one side claims these games pale in comparison to older titles due to cut corners (and hopes that Creator/BandaiNamcoEntertainment will allow increased development time for Banpresto at making a quality game (in particular the animation), a feat they previously achieved in ''VideoGame/SuperRobotWarsZ''), while others state that being able to understand the narrative in these games is worth the compromises, including how this era introduces series they are more likely to be familiar with.[[note]]Ironically, familiarity became one of the downsides of the first ''VideoGame/SuperRobotWarsZ'' despite being mentioned as a leap in quality above. Despite its top notch narrative and a famous FixFic to [[Anime/MobileSuitGundamSEEDDestiny a well-known series]] taking place; a lot of series entries were obscure series not many people would know, making it hard to attract new people, until the sequel fixed it by adding four well known newcomers.[[/note]]

to:

** In particular, the "International Era" of ''VideoGame/SuperRobotWarsV'', ''VideoGame/SuperRobotWarsX'', and ''VideoGame/SuperRobotWarsT'' is under such scrutiny. The combination of the realities of developing UsefulNotes/HighDefinition 2D animation and a 12-month development cycle[[note]]While ''Super Robot Wars'' historically releases at least one annualized title, the franchise usually accomplishes it by alternating between different graphical engines and developing teams. Pre-International Era, there were a few instances where two fully-animated games were released on the same engine in consecutive years without one or both of them being labeled {{Episodic|Game}} or {{Gaiden Game}}s[[/note]] resulted not only in heavy asset reuse, but a reduction in scope (such as units having less attacks, the presence of {{Filler}} or playable characters/units reduced to {{assist|Character}}s or AdaptedOut). On the other hand, these titles are different from the rest of the franchise thanks to official translations, meaning players around the world can finally enjoy the games' narratives. In essence, one side claims these games pale in comparison to older titles due to cut corners (and hopes that Creator/BandaiNamcoEntertainment will allow increased development time for Banpresto at making a quality game (in particular the animation), game, particularly animations, a feat they previously achieved in ''VideoGame/SuperRobotWarsZ''), while others state that being able to understand the narrative in these games is worth the compromises, including how this era introduces series they are more likely to be familiar with.[[note]]Ironically, familiarity became [[note]]{{Irony}} ensues when "familiarity" was one of the downsides of the first ''VideoGame/SuperRobotWarsZ'' ''Z'', despite being mentioned as a leap in quality above. Despite its top notch narrative AnimationBump: while the game's story-telling and a famous FixFic to [[Anime/MobileSuitGundamSEEDDestiny a well-known series]] taking place; ''Anime/MobileSuitGundamSEEDDestiny'' was lauded, a lot of series included entries were obscure series properties not many people would know, making it players knew, which made that game hard to attract new people, until the sequel fixed it by at attracting newcomers; ''Hakai-hen'' adding four well known newcomers.[[Anime/CodeGeass more]] [[Anime/TengenToppaGurrenLagann well-known]] [[Anime/MobileSuiGundam00 series]] rectified that issue.[[/note]]
Is there an issue? Send a MessageReason:
None


** In particular, the "International Era" of ''VideoGame/SuperRobotWarsV'', ''VideoGame/SuperRobotWarsX'', and ''VideoGame/SuperRobotWarsT'' is under such scrutiny. The combination of the realities of developing UsefulNotes/HighDefinition 2D animation and a 12-month development cycle[[note]]While ''Super Robot Wars'' historically releases at least one annualized title, the franchise usually accomplishes it by alternating between different graphical engines and developing teams. Pre-International Era, there were a few instances where two fully-animated games were released on the same engine in consecutive years without one or both of them being labeled {{Episodic|Game}} or {{Gaiden Game}}s[[/note]] resulted not only in heavy asset reuse, but a reduction in scope (such as units having less attacks, the presence of {{Filler}} or playable characters/units reduced to {{assist|Character}}s or AdaptedOut). On the other hand, these titles are different from the rest of the franchise thanks to official translations, meaning players around the world can finally enjoy the games' narratives. In essence, one side claims these games pale in comparison to older titles due to cut corners (and hopes that Creator/BandaiNamcoEntertainment will allow increased development time for Banpresto at making a quality game, a feat they previously achieved in ''VideoGame/SuperRobotWarsZ''), while others state that being able to understand the narrative in these games is worth the compromises, including how this era introduces series they are more likely to be familiar with.

to:

** In particular, the "International Era" of ''VideoGame/SuperRobotWarsV'', ''VideoGame/SuperRobotWarsX'', and ''VideoGame/SuperRobotWarsT'' is under such scrutiny. The combination of the realities of developing UsefulNotes/HighDefinition 2D animation and a 12-month development cycle[[note]]While ''Super Robot Wars'' historically releases at least one annualized title, the franchise usually accomplishes it by alternating between different graphical engines and developing teams. Pre-International Era, there were a few instances where two fully-animated games were released on the same engine in consecutive years without one or both of them being labeled {{Episodic|Game}} or {{Gaiden Game}}s[[/note]] resulted not only in heavy asset reuse, but a reduction in scope (such as units having less attacks, the presence of {{Filler}} or playable characters/units reduced to {{assist|Character}}s or AdaptedOut). On the other hand, these titles are different from the rest of the franchise thanks to official translations, meaning players around the world can finally enjoy the games' narratives. In essence, one side claims these games pale in comparison to older titles due to cut corners (and hopes that Creator/BandaiNamcoEntertainment will allow increased development time for Banpresto at making a quality game, game (in particular the animation), a feat they previously achieved in ''VideoGame/SuperRobotWarsZ''), while others state that being able to understand the narrative in these games is worth the compromises, including how this era introduces series they are more likely to be familiar with.[[note]]Ironically, familiarity became one of the downsides of the first ''VideoGame/SuperRobotWarsZ'' despite being mentioned as a leap in quality above. Despite its top notch narrative and a famous FixFic to [[Anime/MobileSuitGundamSEEDDestiny a well-known series]] taking place; a lot of series entries were obscure series not many people would know, making it hard to attract new people, until the sequel fixed it by adding four well known newcomers.[[/note]]
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** In particular, the "International Era" of ''VideoGame/SuperRobotWarsV'', ''VideoGame/SuperRobotWarsX'', and ''VideoGame/SuperRobotWarsT'' is under such scrutiny. The combination of the realities of developing UsefulNotes/HighDefinition 2D animation and a 12-month development cycle[[note]]While ''Super Robot Wars'' historically releases at least one annualized title, the franchise usually accomplishes it by alternating between different graphical engines and developing teams. Pre-International Era, there were a few instances where two fully-animated games were released on the same engine in consecutive years without one or both of them being labeled {{Episodic|Game}} or {{Gaiden Game}}s[[/note]] resulted not only in heavy asset reuse, but a reduction in scope (such as units having less attacks, the presence of {{Filler}} or playable characters/units reduced to {{assist|Character}}s or AdaptedOut). On the other hand, these titles are different from the rest of the franchise thanks to official translations, meaning players around the world can finally enjoy the games' narratives. In essence, one side claims these games pale in comparison to older titles due to cut corners (and hopes that Bandai Namco will allow increased development cycle time to produce a great jump in animation quality, a feat that they once achieved in ''VideoGame/SuperRobotWarsZ''), while others state that being able to understand the narrative in these games is worth the compromises and not to mention this era introduces a lot of series they are more likely being more familiar with.

to:

** In particular, the "International Era" of ''VideoGame/SuperRobotWarsV'', ''VideoGame/SuperRobotWarsX'', and ''VideoGame/SuperRobotWarsT'' is under such scrutiny. The combination of the realities of developing UsefulNotes/HighDefinition 2D animation and a 12-month development cycle[[note]]While ''Super Robot Wars'' historically releases at least one annualized title, the franchise usually accomplishes it by alternating between different graphical engines and developing teams. Pre-International Era, there were a few instances where two fully-animated games were released on the same engine in consecutive years without one or both of them being labeled {{Episodic|Game}} or {{Gaiden Game}}s[[/note]] resulted not only in heavy asset reuse, but a reduction in scope (such as units having less attacks, the presence of {{Filler}} or playable characters/units reduced to {{assist|Character}}s or AdaptedOut). On the other hand, these titles are different from the rest of the franchise thanks to official translations, meaning players around the world can finally enjoy the games' narratives. In essence, one side claims these games pale in comparison to older titles due to cut corners (and hopes that Bandai Namco Creator/BandaiNamcoEntertainment will allow increased development cycle time to produce for Banpresto at making a great jump in animation quality, quality game, a feat that they once previously achieved in ''VideoGame/SuperRobotWarsZ''), while others state that being able to understand the narrative in these games is worth the compromises and not to mention compromises, including how this era introduces a lot of series they are more likely being more to be familiar with.



* The concept of OriginalGeneration in the first place. Depending on who you ask, they fall into certain camps:
** The first camp thinks that the OriginalGeneration of each games are lovable additions and help enrich the narrative of the massive crossover, and if they like these characters, then they will think that the actual OG games (''VideoGame/SuperRobotWarsOriginalGeneration'' and the ''[[VideoGame/SuperRobotWarsGaiden Masou Kishin]]'' sub series are great. And if it helps, some of such Original Generations (in particular [[Characters/SuperRobotWarsAlpha Sanger Zonvolt]]) became massive {{Breakout Character}}s that even naysayers acknowledge as great.
** The second camp thinks that the main meat of the crossovers are the sight of your favorite anime characters interacting with each other. Due to this, they put low priority towards the Original Generations put in this game, and in turn think that the Original Generation games are either pointless or inferior to the 'real' crossover games.
** Take note that [[TakeAThirdOption there's also a minor third camp]] that actually likes the anime crossovers more, but held the Original Generation games and characters fondly along with future originals that came with the default SRW game, mainly because the first Original Generation game (in UsefulNotes/GameboyAdvance) was the first translated SRW game, so it became the GatewaySeries for the overall crossover.
* The ''[[Characters/MasouKishin Masou Kishin]]'' cast members, aside from mainstays [[Characters/MasouKishin Masaki Andoh, Lune Zoldark and Shu Shirakawa]]: the majority of players were very glad with them being in the ''[[VideoGame/SuperRobotWarsOriginalGeneration Second Super Robot Wars Original Generation]]''. However, there is a camp that [[NeverLiveItDown won't let it down regarding]] their previous [[CrutchCharacter lackluster performance]] in ''[[VideoGame/SuperRobotWarsAlpha Super Robot Wars Alpha Gaiden]]'' (as ''Alpha'' is probably the most known licensed-''Super Robot Wars'' to them) and consider them useless or a waste of space.
* Despite Creator/BandaiNamcoEntertainment personally stepping in to translate ''[[VideoGame/SuperRobotWarsOriginalGeneration Super Robot Wars Original Generation: The Moon Dwellers]]'' into English for the Southeast Asia region, only the Sony UsefulNotes/PlayStation4 version was localized, leaving Sony UsefulNotes/PlayStation3 owners in the dust, giving the latter something to complain about; in Bandai Namco's defense, other games (which weren't necessarily Bandai Namco-published releases) with dual-console releases were slowly phasing out the [=PlayStation 3=] versions in the region.

to:

* The concept of OriginalGeneration in the first place. Depending OriginalGeneration: depending on who you ask, they is asked, players fall into certain camps:
camps.
** The first camp thinks that One believes the OriginalGeneration of each games seen throughout the franchise are lovable additions and who help enrich the narrative of the massive crossover, and MassivelyMultiplayerCrossover; if they like these characters, then they will think that chances are the actual OG games (''VideoGame/SuperRobotWarsOriginalGeneration'' ''VideoGame/SuperRobotWarsOriginalGeneration'' and the ''[[VideoGame/SuperRobotWarsGaiden Masou Kishin]]'' sub series are great. And if it helps, sub-series will offer them something to look forward to when a licensed-''Super Robot Wars'' installment isn't on the horizon. Further helping this is some of such Original Generations (in particular these characters (such as [[Characters/SuperRobotWarsAlpha Sanger Zonvolt]]) became massive turned into {{Breakout Character}}s Character}}s, such that even naysayers acknowledge as great.
** The second camp thinks that consider the main meat primary focus of the crossovers are the sight of your favorite anime a {{Crossover}} should be centered on characters from licensed series interacting with each other. Due to this, one another, aside from the OriginalGeneration, thus they put place the latter at a low priority priority. More often than not, they won't gravitate towards the Original Generations put in this game, and in turn think that the Original Generation games them because these characters are either deemed pointless or inferior to the 'real' crossover games.
cross-series interactions or an unnecessary addition to the narrative.
** Take note that [[TakeAThirdOption there's also a A third, but minor third camp]] that actually likes the anime crossovers more, but held the Original Generation do not mind having an OriginalGeneration-only premise existing alongside licensed games and characters fondly along with future originals that came with the default SRW game, mainly because the first Original Generation game (in UsefulNotes/GameboyAdvance) in their own {{Continuity}}, especially when ''Original Generation'' was the first title to be officially translated SRW game, so it became the - a GatewaySeries for the overall crossover.
franchise.
* The ''[[Characters/MasouKishin Masou Kishin]]'' cast members, aside from mainstays [[Characters/MasouKishin Masaki Andoh, Lune Zoldark and Shu Shirakawa]]: the majority of players were very glad with them being in the ''[[VideoGame/SuperRobotWarsOriginalGeneration Second Super Robot Wars ''Second Original Generation]]''.Generation''. However, there is a camp that [[NeverLiveItDown won't let it down regarding]] their previous [[CrutchCharacter lackluster performance]] in ''[[VideoGame/SuperRobotWarsAlpha Super Robot Wars Alpha Gaiden]]'' (as ''Alpha'' is probably the most known licensed-''Super Robot Wars'' to them) and consider them useless or a waste of space.
* Despite Creator/BandaiNamcoEntertainment personally stepping in to translate ''[[VideoGame/SuperRobotWarsOriginalGeneration Super Robot Wars Original Generation: The ''The Moon Dwellers]]'' Dwellers'' into English for the Southeast Asia region, only the Sony UsefulNotes/PlayStation4 version was localized, leaving Sony UsefulNotes/PlayStation3 owners in the dust, giving the latter something to complain about; in Bandai Namco's defense, other games (which weren't necessarily Bandai Namco-published releases) with dual-console releases were slowly phasing out the [=PlayStation 3=] versions in the region.
Is there an issue? Send a MessageReason:
None


** Take note that [[TakeAThirdOption there's also a minor third camp]] that actually likes the anime crossovers more, but held the Original Generation games and characters fondly along with future originals that came with the default SRW game, mainly because the first Original Generation game (in UsefulNotes/GameboyAdvance) is the first translated SRW game, so it became the GatewaySeries for the overall crossover.

to:

** Take note that [[TakeAThirdOption there's also a minor third camp]] that actually likes the anime crossovers more, but held the Original Generation games and characters fondly along with future originals that came with the default SRW game, mainly because the first Original Generation game (in UsefulNotes/GameboyAdvance) is was the first translated SRW game, so it became the GatewaySeries for the overall crossover.

Added: 553

Changed: 553

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None


* The concept of OriginalGeneration in the first place. Depending on who you ask, they fall into certain camps: ** The first camp thinks that the OriginalGeneration of each games are lovable additions and help enrich the narrative of the massive crossover, and if they like these characters, then they will think that the actual OG games (''VideoGame/SuperRobotWarsOriginalGeneration'' and the ''[[VideoGame/SuperRobotWarsGaiden Masou Kishin]]'' sub series are great. And if it helps, some of such Original Generations (in particular [[Characters/SuperRobotWarsAlpha Sanger Zonvolt]]) became massive {{Breakout Character}}s that even naysayers acknowledge as great.

to:

* The concept of OriginalGeneration in the first place. Depending on who you ask, they fall into certain camps: camps:
** The first camp thinks that the OriginalGeneration of each games are lovable additions and help enrich the narrative of the massive crossover, and if they like these characters, then they will think that the actual OG games (''VideoGame/SuperRobotWarsOriginalGeneration'' and the ''[[VideoGame/SuperRobotWarsGaiden Masou Kishin]]'' sub series are great. And if it helps, some of such Original Generations (in particular [[Characters/SuperRobotWarsAlpha Sanger Zonvolt]]) became massive {{Breakout Character}}s that even naysayers acknowledge as great.

Added: 417

Changed: 1325

Is there an issue? Send a MessageReason:
None


* Some fans didn't take the whole "OriginalGeneration" concept well and think of it as stupid, because "''Super Robot Wars'' should only be made up of licensed shows", while other fans point out [[VideoGame/SuperRobotWarsGaiden the very concept itself was introduced six and a half years earlier]].
* Naysayers were quick to dislike some of the "bland characters" - generic CaptainErsatz and/or {{Expy}} of pre-existing entities throughout {{Mecha}}, at least until some of the detractors were won over by individuals such as [[Characters/SuperRobotWarsAlpha Sanger Zonvolt]], establishing his MemeticBadass status, among others.

to:

* Some fans didn't take the whole "OriginalGeneration" The concept well of OriginalGeneration in the first place. Depending on who you ask, they fall into certain camps: ** The first camp thinks that the OriginalGeneration of each games are lovable additions and help enrich the narrative of the massive crossover, and if they like these characters, then they will think of it as stupid, because "''Super Robot Wars'' should only be made up of licensed shows", while other fans point out [[VideoGame/SuperRobotWarsGaiden that the very concept itself was introduced six actual OG games (''VideoGame/SuperRobotWarsOriginalGeneration'' and a half years earlier]].
* Naysayers were quick to dislike
the ''[[VideoGame/SuperRobotWarsGaiden Masou Kishin]]'' sub series are great. And if it helps, some of the "bland characters" - generic CaptainErsatz and/or {{Expy}} of pre-existing entities throughout {{Mecha}}, at least until some of the detractors were won over by individuals such as Original Generations (in particular [[Characters/SuperRobotWarsAlpha Sanger Zonvolt]], establishing his MemeticBadass status, among others.Zonvolt]]) became massive {{Breakout Character}}s that even naysayers acknowledge as great.
** The second camp thinks that the main meat of the crossovers are the sight of your favorite anime characters interacting with each other. Due to this, they put low priority towards the Original Generations put in this game, and in turn think that the Original Generation games are either pointless or inferior to the 'real' crossover games.
** Take note that [[TakeAThirdOption there's also a minor third camp]] that actually likes the anime crossovers more, but held the Original Generation games and characters fondly along with future originals that came with the default SRW game, mainly because the first Original Generation game (in UsefulNotes/GameboyAdvance) is the first translated SRW game, so it became the GatewaySeries for the overall crossover.
Is there an issue? Send a MessageReason:
expanding on both sides. 'More development time' is one of the biggest, valid hoping from the 'anti-asset reuse' camp.


** In particular, the "International Era" of ''VideoGame/SuperRobotWarsV'', ''VideoGame/SuperRobotWarsX'', and ''VideoGame/SuperRobotWarsT'' is under such scrutiny. The combination of the realities of developing UsefulNotes/HighDefinition 2D animation and a 12-month development cycle[[note]]While ''Super Robot Wars'' historically releases at least one annualized title, the franchise usually accomplishes it by alternating between different graphical engines and developing teams. Pre-International Era, there were a few instances where two fully-animated games were released on the same engine in consecutive years without one or both of them being labeled {{Episodic|Game}} or {{Gaiden Game}}s[[/note]] resulted not only in heavy asset reuse, but a reduction in scope (such as units having less attacks, the presence of {{Filler}} or playable characters/units reduced to {{assist|Character}}s or AdaptedOut). On the other hand, these titles are different from the rest of the franchise thanks to official translations, meaning players around the world can finally enjoy the games' narratives. In essence, one side claims these games pale in comparison to older titles due to cut corners, while others state that being able to understand the narrative in these games is worth the compromises.

to:

** In particular, the "International Era" of ''VideoGame/SuperRobotWarsV'', ''VideoGame/SuperRobotWarsX'', and ''VideoGame/SuperRobotWarsT'' is under such scrutiny. The combination of the realities of developing UsefulNotes/HighDefinition 2D animation and a 12-month development cycle[[note]]While ''Super Robot Wars'' historically releases at least one annualized title, the franchise usually accomplishes it by alternating between different graphical engines and developing teams. Pre-International Era, there were a few instances where two fully-animated games were released on the same engine in consecutive years without one or both of them being labeled {{Episodic|Game}} or {{Gaiden Game}}s[[/note]] resulted not only in heavy asset reuse, but a reduction in scope (such as units having less attacks, the presence of {{Filler}} or playable characters/units reduced to {{assist|Character}}s or AdaptedOut). On the other hand, these titles are different from the rest of the franchise thanks to official translations, meaning players around the world can finally enjoy the games' narratives. In essence, one side claims these games pale in comparison to older titles due to cut corners, corners (and hopes that Bandai Namco will allow increased development cycle time to produce a great jump in animation quality, a feat that they once achieved in ''VideoGame/SuperRobotWarsZ''), while others state that being able to understand the narrative in these games is worth the compromises.compromises and not to mention this era introduces a lot of series they are more likely being more familiar with.
Is there an issue? Send a MessageReason:
None


* "Asset/Sprite recycling": justified due to the limited budget for every game (which includes acquiring potentially expensive licenses for any series Banpresto intends to use for an installment) or a case of LazyArtist? While this notion seems to be gaining discussions more frequently in the modern era, asset/sprite recycling [[OlderThanYouThink has been happening since the franchise was started]].
** In particular, the "International Era" of ''VideoGame/SuperRobotWarsV'', ''VideoGame/SuperRobotWarsX'', and ''VideoGame/SuperRobotWarsT'' is under such scrutiny. The combination of the realities of developing HD 2D animation and a 12-month development cycle[[note]]While ''Super Robot Wars'' historically releases at least one new game per year, the franchise usually accomplishes it by alternating between different engines. Before the International Era, there were only a couple of instances where two fully-animated games released on the same engine in back-to-back years without one or both of them being labeled {{Episodic|Game}} or {{Gaiden Game}}s[[/note]] resulted not only in heavy asset reuse, but a reduction in scope (such as units having less attacks or historically-playable characters/units reduced to {{assist|Character}}s or AdaptedOut). On the other hand, these titles are different from the rest of the franchise thanks to having official translations, meaning that players around the world can finally enjoy the games' narratives. In essence, one side claims these games pale in comparison to older titles due to cut corners, while others state that being able to understand the narrative in these games is worth the compromises.

to:

* "Asset/Sprite recycling": "[[PropRecycling Asset/Sprite recycling]]": justified due to the limited budget for every game (which includes acquiring potentially expensive licenses for any series Banpresto intends to use for an installment) or a case of LazyArtist? While this notion seems to be gaining discussions more frequently in the modern era, asset/sprite recycling [[OlderThanYouThink has been happening since the franchise was started]].
** In particular, the "International Era" of ''VideoGame/SuperRobotWarsV'', ''VideoGame/SuperRobotWarsX'', and ''VideoGame/SuperRobotWarsT'' is under such scrutiny. The combination of the realities of developing HD UsefulNotes/HighDefinition 2D animation and a 12-month development cycle[[note]]While ''Super Robot Wars'' historically releases at least one new game per year, annualized title, the franchise usually accomplishes it by alternating between different engines. Before the International graphical engines and developing teams. Pre-International Era, there were only a couple of few instances where two fully-animated games were released on the same engine in back-to-back consecutive years without one or both of them being labeled {{Episodic|Game}} or {{Gaiden Game}}s[[/note]] resulted not only in heavy asset reuse, but a reduction in scope (such as units having less attacks attacks, the presence of {{Filler}} or historically-playable playable characters/units reduced to {{assist|Character}}s or AdaptedOut). On the other hand, these titles are different from the rest of the franchise thanks to having official translations, meaning that players around the world can finally enjoy the games' narratives. In essence, one side claims these games pale in comparison to older titles due to cut corners, while others state that being able to understand the narrative in these games is worth the compromises.



* Some fans didn't take the whole "OriginalGeneration" concept well and think of it as stupid, because "Super Robot Wars should only be made up of licensed shows", while other fans point out [[VideoGame/SuperRobotWarsGaiden the very concept itself was introduced six and a half years earlier]].

to:

* Some fans didn't take the whole "OriginalGeneration" concept well and think of it as stupid, because "Super "''Super Robot Wars Wars'' should only be made up of licensed shows", while other fans point out [[VideoGame/SuperRobotWarsGaiden the very concept itself was introduced six and a half years earlier]].



* The ''[[Characters/MasouKishin Masou Kishin]]'' cast members, aside from mainstays [[Characters/MasouKishin Masaki Andoh, Lune Zoldark and Shu Shirakawa]]: the majority of players were very glad with them being in the ''[[VideoGame/SuperRobotWarsOriginalGeneration Second Super Robot Wars Original Generation]]''. However, there is a camp that [[NeverLiveItDown won't let it down regarding]] their previous [[CrutchCharacter lackluster performance]] in ''[[VideoGame/SuperRobotWarsAlpha Super Robot Wars Alpha Gaiden]]'' (as ''Alpha'' is probably the most known licensed [=SRW=] to them) and consider them useless or a waste of space.

to:

* The ''[[Characters/MasouKishin Masou Kishin]]'' cast members, aside from mainstays [[Characters/MasouKishin Masaki Andoh, Lune Zoldark and Shu Shirakawa]]: the majority of players were very glad with them being in the ''[[VideoGame/SuperRobotWarsOriginalGeneration Second Super Robot Wars Original Generation]]''. However, there is a camp that [[NeverLiveItDown won't let it down regarding]] their previous [[CrutchCharacter lackluster performance]] in ''[[VideoGame/SuperRobotWarsAlpha Super Robot Wars Alpha Gaiden]]'' (as ''Alpha'' is probably the most known licensed [=SRW=] licensed-''Super Robot Wars'' to them) and consider them useless or a waste of space.



* With the release of the [[https://www.youtube.com/watch?v=q1jKRNv0II8 second trailer]], the visual improvements and noted content seen were pleasing, except some players started questioning Banpresto's regards towards taking incentives in developing new installments when there was a lack of [[UnexpectedCharacter unexpected additions and surprises]] prior to ''BX'' (such as {{Secret Character}}s in the ''Z'' sequels). Sure, the [[Anime/MazinkaiserSKL Mazinkaiser SKL-RR]], its "[[ChestBlaster Inferno Giga Blaster]]" attack and the "[[Anime/GaoGaiGar Silverion]] [[DropTheHammer Hammer]]" from the second trailer were welcome, but fans were divided over the issue of whether they could expect this to occur for future installments post-''BX'' or if disappointment and mediocrity will be a natural placeholder in the games[[note]]Banpresto does not single-handedly develop every [=SRW=] title: there are multiple teams of different staff members doing different installments, each with their own take on what [=SRW=] represents[[/note]].

to:

* With the release of the [[https://www.youtube.com/watch?v=q1jKRNv0II8 second trailer]], the visual improvements and noted content seen were pleasing, except some players started questioning Banpresto's regards towards taking incentives in developing new installments when there was a lack of [[UnexpectedCharacter unexpected additions and surprises]] prior to ''BX'' (such as {{Secret Character}}s in the ''Z'' sequels). Sure, the [[Anime/MazinkaiserSKL Mazinkaiser SKL-RR]], its "[[ChestBlaster Inferno Giga Blaster]]" attack and the "[[Anime/GaoGaiGar Silverion]] [[DropTheHammer Hammer]]" from the second trailer were welcome, but fans were divided over the issue of whether they could expect this to occur for future installments post-''BX'' or if disappointment and mediocrity will be a natural placeholder in the games[[note]]Banpresto does not single-handedly develop every [=SRW=] ''Super Robot Wars'' title: there are multiple teams of different staff members doing different installments, each with their own take on what [=SRW=] ''Super Robot Wars'' represents[[/note]].



* The addition of "[[NintendoHard Expert Mode]]" and whether it actually adds difficulty: while it does make enemy units stronger, it does away with mission-specific SR Point conditions; instead, SR Points are automatically earned so long as players clear the scenario, thus there were disagreements on whether Expert Mode truly turned the game harder or rendered it easier since some of these SR Points were more difficult than simply beating the stage.

to:

* The addition of "[[NintendoHard Expert Mode]]" and whether it actually adds difficulty: while it does make enemy units stronger, it does away with mission-specific SR Point conditions; instead, SR Points are automatically earned so long as players clear the scenario, thus there were disagreements on whether Expert Mode truly turned the game harder or rendered it easier since some of these SR Points Point objectives were more difficult than simply beating the stage.



* Reactions to the entries from the ''Anime/BraveSeries'': on one hand, many fans are happy to see a ''Super Robot Wars'' title feature two ''Brave'' entries in a single game. On the other hand, there are some fans who aren't as excited when ''Anime/TheBraveExpressMightGaine'' makes its third consecutive appearance following ''V'' and ''X'', including how ''[=GaoGaiGar=]'' only has its second half from its television series covered (something ''BX'' previously did).
* The inclusion of ''Anime/MobileFighterGGundam'': both sides were happy with the series' comeback, but one camp believes its return leaves much to be desired, due to the removal of some attacks (including {{Combination Attack}}s such as "Double Sekiha Tenkyoken" or "Sekiha Love Love Tenkyoken"), fan favorites AdaptedOut ([[spoiler:Schwarz Bruder and the Spiegel Gundam]], for example) or how Domon Kasshu starts with the God Gundam instead of the Shining Gundam. However, the other side considers these acceptable omissions since ''G Gundam'' is back with a plot rather than be rendered as {{Filler}} instead [[VideoGame/SuperRobotWarsNEO like its last appearance]].

to:

* Reactions to the entries from the ''Anime/BraveSeries'': on one hand, many fans are happy to see a ''Super Robot Wars'' title feature two ''Brave'' entries in a single game. On the other hand, However, there are some fans who aren't as excited when ''Anime/TheBraveExpressMightGaine'' makes its third consecutive appearance following ''V'' and ''X'', including how ''[=GaoGaiGar=]'' only has its second half from its television series covered (something ''BX'' previously did).
* The inclusion of ''Anime/MobileFighterGGundam'': both sides were happy with the series' comeback, but one camp believes its return leaves much to be desired, due to the removal of some attacks (including {{Combination Attack}}s such as "Double Sekiha Tenkyoken" or "Sekiha Love Love Tenkyoken"), fan favorites AdaptedOut ([[spoiler:Schwarz Bruder and the Spiegel Gundam]], for example) or how Domon Kasshu starts with the God Gundam instead of the Shining Gundam. However, the other side considers these omissions acceptable omissions since ''G Gundam'' is back with a plot rather than be rendered as {{Filler}} instead [[VideoGame/SuperRobotWarsNEO [[VideoGame/SuperRobotWarsOE like its last appearance]].
Is there an issue? Send a MessageReason:
None


** In particular, the "International Era" of ''VideoGame/SuperRobotWarsV'', ''VideoGame/SuperRobotWarsX'', and ''VideoGame/SuperRobotWarsT'' is under such scrutiny: the realities of developing UsefulNotes/HighDefinition 2D animation and general 12-month development cycle[[note]]''Super Robot Wars'' always had annual releases, but alternates between different {{Game Engine}}s and teams; there are only a few instances where two titles were released on the same engine in back-to-back launches, with one of them not labeled as an {{Episodic|Game}} or GaidenGame[[/note]] resulted not only in heavy asset reuse, but a reduction in scope (such as units having less attacks, {{Padding}} {{Crossover}} elements as {{Filler}}, or playable characters/units reduced to {{assist|Character}}s or AdaptedOut). On the other hand, these titles are different from the rest of the franchise thanks to their official translations, meaning better accessibility for players around the world. In essence, this era elevates the StoryToGameplayRatio discussions of ''Super Robot Wars'' - one side claims these games pale in comparison to older titles due to cut corners, but others state the {{Crossover}} narrative is worth the compromises.

to:

** In particular, the "International Era" of ''VideoGame/SuperRobotWarsV'', ''VideoGame/SuperRobotWarsX'', and ''VideoGame/SuperRobotWarsT'' is under such scrutiny: scrutiny. The combination of the realities of developing UsefulNotes/HighDefinition HD 2D animation and general a 12-month development cycle[[note]]''Super cycle[[note]]While ''Super Robot Wars'' always had annual releases, but alternates historically releases at least one new game per year, the franchise usually accomplishes it by alternating between different {{Game Engine}}s and teams; engines. Before the International Era, there are were only a few couple of instances where two titles were fully-animated games released on the same engine in back-to-back launches, with years without one or both of them not being labeled as an {{Episodic|Game}} or GaidenGame[[/note]] {{Gaiden Game}}s[[/note]] resulted not only in heavy asset reuse, but a reduction in scope (such as units having less attacks, {{Padding}} {{Crossover}} elements as {{Filler}}, attacks or playable historically-playable characters/units reduced to {{assist|Character}}s or AdaptedOut). On the other hand, these titles are different from the rest of the franchise thanks to their having official translations, meaning better accessibility for that players around the world. world can finally enjoy the games' narratives. In essence, this era elevates the StoryToGameplayRatio discussions of ''Super Robot Wars'' - one side claims these games pale in comparison to older titles due to cut corners, but while others state that being able to understand the {{Crossover}} narrative in these games is worth the compromises.



* The inclusion of ''Anime/MobileFighterGGundam'': both sides were happy with the series' comeback, but one camp believes the return left a much desired impact due to the removal of some attacks (including {{Combination Attack}}s such as "Double Sekiha Tenkyoken" or "Sekiha Love Love Tenkyoken"), fan favorites AdaptedOut ([[spoiler:Schwarz Bruder and the Spiegel Gundam]], for example) or how Domon Kasshu starts with the God Gundam instead of the Shining Gundam. However, the other side considers these acceptable omissions since ''G Gundam'' is back with a plot rather than be rendered as {{Filler}} instead [[VideoGame/SuperRobotWarsNEO like its last appearance]].

to:

* The inclusion of ''Anime/MobileFighterGGundam'': both sides were happy with the series' comeback, but one camp believes the its return left a leaves much desired impact to be desired, due to the removal of some attacks (including {{Combination Attack}}s such as "Double Sekiha Tenkyoken" or "Sekiha Love Love Tenkyoken"), fan favorites AdaptedOut ([[spoiler:Schwarz Bruder and the Spiegel Gundam]], for example) or how Domon Kasshu starts with the God Gundam instead of the Shining Gundam. However, the other side considers these acceptable omissions since ''G Gundam'' is back with a plot rather than be rendered as {{Filler}} instead [[VideoGame/SuperRobotWarsNEO like its last appearance]].
Is there an issue? Send a MessageReason:
None


* "Asset/Sprite recycling": justified due to the limited budget for every game (which includes acquiring potentially expensive licenses for any series Banpresto intends to use for an installment) or a case of LazyArtist? Note while this notion seems to be gaining discussions more frequently in the modern era, asset/sprite recycling [[OlderThanYouThink has been happening since the franchise was started]].
** This is particularly notable in the International Era games. (''[[VideoGame/SuperRobotWarsV V]]'', ''[[VideoGame/SuperRobotWarsX X]]'', ''[[VideoGame/SuperRobotWarsT T]]'') The one-two combo of the realities of developing high-definition 2D animation and a likely 12-month development cycle[[note]]''Super Robot Wars'' always had yearly releases, but usually alternating between different engines; there are only a couple of instances where two fully-animated games released on the same engine in back-to-back years and one of them was not labeled an {{Episodic|Game}} or GaidenGame[[/note]] resulted not only in a heavy reuse of assets, but also a reduction in scope in various other places. (Be it less attacks, traditionally-playable units being reduced to summons or being flat-out removed, etc.) However, these games are different from the rest of the series in that they are officially-translated, meaning that international fans can now enjoy the story instead of simply watching animations. So in essence, there's a odd twist on the classic "gameplay versus story" conflict: one side claims that the games aren't very good due to the cut corners, while the other side claims that the stories are well worth the compromises that had to be made.

to:

* "Asset/Sprite recycling": justified due to the limited budget for every game (which includes acquiring potentially expensive licenses for any series Banpresto intends to use for an installment) or a case of LazyArtist? Note while While this notion seems to be gaining discussions more frequently in the modern era, asset/sprite recycling [[OlderThanYouThink has been happening since the franchise was started]].
started]].
** This is particularly notable in In particular, the International Era games. (''[[VideoGame/SuperRobotWarsV V]]'', ''[[VideoGame/SuperRobotWarsX X]]'', ''[[VideoGame/SuperRobotWarsT T]]'') The one-two combo "International Era" of ''VideoGame/SuperRobotWarsV'', ''VideoGame/SuperRobotWarsX'', and ''VideoGame/SuperRobotWarsT'' is under such scrutiny: the realities of developing high-definition UsefulNotes/HighDefinition 2D animation and a likely general 12-month development cycle[[note]]''Super Robot Wars'' always had yearly annual releases, but usually alternating alternates between different engines; {{Game Engine}}s and teams; there are only a couple of few instances where two fully-animated games titles were released on the same engine in back-to-back years and launches, with one of them was not labeled as an {{Episodic|Game}} or GaidenGame[[/note]] resulted not only in a heavy reuse of assets, asset reuse, but also a reduction in scope in various other places. (Be it (such as units having less attacks, traditionally-playable units being {{Padding}} {{Crossover}} elements as {{Filler}}, or playable characters/units reduced to summons {{assist|Character}}s or being flat-out removed, etc.) However, AdaptedOut). On the other hand, these games titles are different from the rest of the series in that they are officially-translated, franchise thanks to their official translations, meaning that international fans can now enjoy better accessibility for players around the story instead of simply watching animations. So in world. In essence, there's a odd twist on this era elevates the classic "gameplay versus story" conflict: StoryToGameplayRatio discussions of ''Super Robot Wars'' - one side claims that the these games aren't very good pale in comparison to older titles due to the cut corners, while but others state the other side claims that the stories are well {{Crossover}} narrative is worth the compromises that had to be made.compromises.



* The inclusion of ''Anime/MobileFighterGGundam''. No doubt that both sides were really happy with the series' comeback, but one camp believes that the return didn't leave a much desired impact thanks to the omission of some attacks (including CombinationAttack such as Double Sekiha Tenkyoken or [[spoiler:Sekiha Love Love Tenkyoken]]) or some still-missing fan favorites ([[spoiler:Schwarz Bruder and the Spiegel Gundam]], for example.) or how Domon started out in God Gundam instead of Shining Gundam. The other side considered them an acceptable omission, they're just happy that ''G Gundam'' is back with a plot instead of {{Filler}} at all.

to:

* The inclusion of ''Anime/MobileFighterGGundam''. No doubt that ''Anime/MobileFighterGGundam'': both sides were really happy with the series' comeback, but one camp believes that the return didn't leave left a much desired impact thanks due to the omission removal of some attacks (including CombinationAttack {{Combination Attack}}s such as Double "Double Sekiha Tenkyoken Tenkyoken" or [[spoiler:Sekiha "Sekiha Love Love Tenkyoken]]) or some still-missing Tenkyoken"), fan favorites AdaptedOut ([[spoiler:Schwarz Bruder and the Spiegel Gundam]], for example.) example) or how Domon started out in Kasshu starts with the God Gundam instead of the Shining Gundam. The However, the other side considered them an considers these acceptable omission, they're just happy that omissions since ''G Gundam'' is back with a plot instead of rather than be rendered as {{Filler}} at all.instead [[VideoGame/SuperRobotWarsNEO like its last appearance]].
Is there an issue? Send a MessageReason:
Removed: no explanation on where the bases stand


* The debate over "pilot locked attacks" reached its peak with [[Anime/AuraBattlerDunbine Show Zama]] having two such attacks locked to two separate units - "Aura Shoot" for the Billbine and "Hyper Aura Slash" for the Bellvine. As Show can't be in two places at once, you're always locked out of the other regardless of choice.

Added: 338

Changed: 11

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None


* The inclusion of ''Anime/MobileFighterGGundam''. No doubt that both sides were really happy with the series' comeback, but one camp believes that the return didn't leave a much desired impact thanks to the omission of some attacks (including CombinationAttack such as Double Sekiha Tenkyoken or [[spoiler:Sekiha Love Love Tenkyoken]]) or some still-missing fan favorites ([[spoiler:Schwarz Bruder and the Spiegel Gundam]], for example.) or how Domon started out in God Gundam instead of Shining Gundam. The other side considered them an acceptable omission, they're just happy that ''G Gundam'' is back with a plot instead of {{Filler}} at all.[[/folder]]

to:

* The inclusion of ''Anime/MobileFighterGGundam''. No doubt that both sides were really happy with the series' comeback, but one camp believes that the return didn't leave a much desired impact thanks to the omission of some attacks (including CombinationAttack such as Double Sekiha Tenkyoken or [[spoiler:Sekiha Love Love Tenkyoken]]) or some still-missing fan favorites ([[spoiler:Schwarz Bruder and the Spiegel Gundam]], for example.) or how Domon started out in God Gundam instead of Shining Gundam. The other side considered them an acceptable omission, they're just happy that ''G Gundam'' is back with a plot instead of {{Filler}} at all.all.
* The debate over "pilot locked attacks" reached its peak with [[Anime/AuraBattlerDunbine Show Zama]] having two such attacks locked to two separate units - "Aura Shoot" for the Billbine and "Hyper Aura Slash" for the Bellvine. As Show can't be in two places at once, you're always locked out of the other regardless of choice.
[[/folder]]

Added: 1254

Changed: 471

Is there an issue? Send a MessageReason:
Too one-sided


* "Asset/Sprite recycling": justified due to the limited budget for every game (which includes acquiring potentially expensive licenses for any series Banpresto intends to use for an installment) or a case of LazyArtist? Note while this notion seems to be gaining discussions more frequently in the modern era, asset/sprite recycling [[OlderThanYouThink has been happening since the franchise was started]]. In the modern era, though, this is combined with some people being appreciative that while there was recycling, the official translation means that they could enjoy the story too, giving them more things to appreciate in the game instead of just the animations, something they did when the series was in its NoExportForYou times... and the other camp willfully ignored that, only looking at the recycling and sometimes omitted attacks and then condemns the series for it.

to:

* "Asset/Sprite recycling": justified due to the limited budget for every game (which includes acquiring potentially expensive licenses for any series Banpresto intends to use for an installment) or a case of LazyArtist? Note while this notion seems to be gaining discussions more frequently in the modern era, asset/sprite recycling [[OlderThanYouThink has been happening since the franchise was started]]. In
** This is particularly notable in
the modern era, though, this is combined with some people International Era games. (''[[VideoGame/SuperRobotWarsV V]]'', ''[[VideoGame/SuperRobotWarsX X]]'', ''[[VideoGame/SuperRobotWarsT T]]'') The one-two combo of the realities of developing high-definition 2D animation and a likely 12-month development cycle[[note]]''Super Robot Wars'' always had yearly releases, but usually alternating between different engines; there are only a couple of instances where two fully-animated games released on the same engine in back-to-back years and one of them was not labeled an {{Episodic|Game}} or GaidenGame[[/note]] resulted not only in a heavy reuse of assets, but also a reduction in scope in various other places. (Be it less attacks, traditionally-playable units being appreciative that while there was recycling, reduced to summons or being flat-out removed, etc.) However, these games are different from the official translation means rest of the series in that they could are officially-translated, meaning that international fans can now enjoy the story too, giving them more things to appreciate in the game instead of just simply watching animations. So in essence, there's a odd twist on the animations, something they did when classic "gameplay versus story" conflict: one side claims that the series was in its NoExportForYou times... and games aren't very good due to the cut corners, while the other camp willfully ignored that, only looking at side claims that the recycling and sometimes omitted attacks and then condemns stories are well worth the series for it.compromises that had to be made.
Is there an issue? Send a MessageReason:
None


* "Asset/Sprite recycling": justified due to the limited budget for every game (which includes acquiring potentially expensive licenses for any series Banpresto intends to use for an installment) or a case of LazyArtist? Note while this notion seems to be gaining discussions more frequently in the modern era, asset/sprite recycling [[OlderThanYouThink has been happening since the franchise was started]].

to:

* "Asset/Sprite recycling": justified due to the limited budget for every game (which includes acquiring potentially expensive licenses for any series Banpresto intends to use for an installment) or a case of LazyArtist? Note while this notion seems to be gaining discussions more frequently in the modern era, asset/sprite recycling [[OlderThanYouThink has been happening since the franchise was started]]. In the modern era, though, this is combined with some people being appreciative that while there was recycling, the official translation means that they could enjoy the story too, giving them more things to appreciate in the game instead of just the animations, something they did when the series was in its NoExportForYou times... and the other camp willfully ignored that, only looking at the recycling and sometimes omitted attacks and then condemns the series for it.
Is there an issue? Send a MessageReason:
None


[[/folder]]

to:

* The inclusion of ''Anime/MobileFighterGGundam''. No doubt that both sides were really happy with the series' comeback, but one camp believes that the return didn't leave a much desired impact thanks to the omission of some attacks (including CombinationAttack such as Double Sekiha Tenkyoken or [[spoiler:Sekiha Love Love Tenkyoken]]) or some still-missing fan favorites ([[spoiler:Schwarz Bruder and the Spiegel Gundam]], for example.) or how Domon started out in God Gundam instead of Shining Gundam. The other side considered them an acceptable omission, they're just happy that ''G Gundam'' is back with a plot instead of {{Filler}} at all.[[/folder]]
Is there an issue? Send a MessageReason:
None


* Adapting the ''[=GaoGaiGar=]'' television run, yet skipping the first half and ''[=GaoGaiGar=] Final'' miffed some players, since ''Alpha 3'' and ''VideoGame/SuperRobotWarsW'' were able to do it. Others were happy as this means that the second half got its chance to shine (like the first half did in ''Alpha 2'') instead of merely serving as a lead-in for ''Final''.

to:

* Adapting the ''[=GaoGaiGar=]'' ''Anime/GaoGaiGar'' television run, yet skipping the first half and ''[=GaoGaiGar=] Final'' miffed some players, since ''Alpha 3'' and ''VideoGame/SuperRobotWarsW'' were able to do it. Others were happy as this means meant that the second half got its chance to shine (like the first half did in ''Alpha 2'') instead of merely serving as a lead-in for ''Final''.



* The "Expert Mode," and whether it actually adds difficulty. While it does make enemy units stronger, it does away with mission-specific Battle Mastery conditions, instead assigning Battle Mastery if players simply clear the stage. As such, the fandom disagrees on whether it actually makes the game harder or even ''easier'' as clearing some of these Battle Mastery conditions are generally more difficult than just beating the stage.

to:

* The "Expert Mode," addition of "[[NintendoHard Expert Mode]]" and whether it actually adds difficulty. While difficulty: while it does make enemy units stronger, it does away with mission-specific Battle Mastery conditions, instead assigning Battle Mastery if SR Point conditions; instead, SR Points are automatically earned so long as players simply clear the stage. As such, the fandom disagrees scenario, thus there were disagreements on whether it actually makes Expert Mode truly turned the game harder or even ''easier'' as clearing rendered it easier since some of these Battle Mastery conditions are generally SR Points were more difficult than just simply beating the stage. stage.



* The reactions to the entries from the ''Anime/BraveSeries''. On the one hand, many fans are happy to finally see a ''Super Robot Wars'' game feature not one, but two ''Brave'' series in a single game. For bonus points, the two entries being ''Might Gaine'' and ''[=GaoGaiGar=]'' mean that players get to experience "'''''Double''''' ''Creator/NobuyukiHiyama''" (as these shows were what solidfied his popularity). On the other hand, there are some fans who aren't as excited, as the aforementioned entries are the ones that have been featured in multiple games prior to ''T''. This opinion was solidified by how this game is ''Might Gaine'''s third game in a row, and how ''[=GaoGaiGar=]'' only has the second half covered (which ''BX'' already did).

to:

* The reactions Reactions to the entries from the ''Anime/BraveSeries''. On the ''Anime/BraveSeries'': on one hand, many fans are happy to finally see a ''Super Robot Wars'' game title feature not one, but two ''Brave'' series entries in a single game. For bonus points, the two entries being ''Might Gaine'' and ''[=GaoGaiGar=]'' mean that players get to experience "'''''Double''''' ''Creator/NobuyukiHiyama''" (as these shows were what solidfied his popularity). On the other hand, there are some fans who aren't as excited, as the aforementioned entries are the ones that have been featured in multiple games prior to ''T''. This opinion was solidified by how this game is ''Might Gaine'''s excited when ''Anime/TheBraveExpressMightGaine'' makes its third game in a row, consecutive appearance following ''V'' and ''X'', including how ''[=GaoGaiGar=]'' only has the its second half from its television series covered (which (something ''BX'' already previously did).

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