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Even though the Super Robot Wars franchise offers a unique Massively Multiplayer Crossover experience via Humongous Mecha, that doesn't necessarily mean its fans don't have divided opinions over what occurs in each installment.


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    In General 
  • Older titles can be given a pass as developer Banpresto was still fine-tuning the primary aspects of the franchise, but modern entries have split fans apart due to a myriad of reasons, such as the cast lineup for an installment (removal of older series in favor of debuts or vice versa), Scrappy Mechanics (squad-based systems taking advantage of multiple units vs. single units) and questionable use of Fix Fic (Doomed by Canon is in effect when it wasn't before).
    • Frankly, any new installment will elicit this reaction from the fans, whether it's regarding the plots from various series and how Banpresto is able (or unable) to make a crossover work out, the changes in game-play, which system the game is on, which unit(s) break the game the most, and so on and so forth.
  • The usage of the "repair Level Grinding" trick to reach the level 99 Cap for characters (see here for details): on one hand, some players believe it's a waste of time and anyone who attempts it has no idea on how to play the games, while others think it's fine to do when there's no penalty for doing so.
  • Series entries, usually new debuts, throughout the franchise considered "unorthodox" (the ones often accused of "breaking traditions") are highly divisive: some fans like these sorts of newcomer entries not only for their unexpectedness, but it allows a bit of leeway and a loosening of restrictions as to what constitutes possible inclusions for future installments (like Powered Armor and Space Opera). However, others despise the unorthodox simply because "they are not Humongous Mecha"; whenever Banpresto includes one such series, the developer will be called out by the latter group for "running out of ideas"note . Fei-Yen HD (see below) and most of the One-Time event series inclusions in Super Robot Wars X-Ω are the biggest examples.
  • "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 Lazy Artist? While the discussion has been around for almost as long as the franchise itself, things came to a head once the games began to be developed in HD, as the sprite reuse was paired with several other cost-cutting measures such as pruned movesets, having units that would traditionally be playable reduced to Assist Characters, and — particularly for the VXT trilogy — a tendency to reuse series that already have HD sprites.
  • Entries that individually stand on their own like the Nintendo handheld games vs multi-game sagas like the Alpha and Z series: fans of multi-game sagas will point to those games traditionally pushing the envelope graphics-wise and giving more room for the plot of the various works involved to play out without resorting to a Compressed Adaptation or flat-out Post-Script Season. Those that prefer individual games will point to the lack of Continuity Lockout and take issue with how multi-game sagas add and remove series between entries, such as Mobile Suit Gundam SEED's somewhat-controversial introduction into Alpha 3 and Third Z dropping a number of series that were integral to the first Z.
  • "Universal Century" Gundam in general: there are many fans who feel that a Super Robot Wars is not complete without Amuro Ray and the other UC Gundam protagonists, and many others who feel that the developers have long run out of tricks to keep Zeta Gundam, Gundam ZZ and Char's Counterattack interesting. This is exacerbated by the fact that, unlike the Mazinger and Getter Robo series, there have been almost no new Gundam works involving Amuro since the release of the very first SRW that could be adapted to spice things up.
  • Asking for the games to become more challenging is an easy way to start a firestorm: while some don't mind having difficulty options (so long as it doesn't totally replace their ability to curb stomp bad guys with their favorite mecha), others are adamant that any challenge from Super Robot Wars should be of the self imposed variety and are quick to label those who aren't satisfied with the gameplay as "Stop Having Fun" Guys.
  • The advent of "Premium Sound" versions/DLC, which provide actual anime theme songs instead of the regular instrumental covers, is either the logical conclusion to custom BGM and preferable to fumbling with music-editing software or a brazen ripoff that has directly led to less effort being put into the instrumentals.
  • While it is widely agreed upon that the VXT trilogy is a great place for newcomers (with fans recommending they choose the one with the most series they like/are interested in), the actual debate comes to which one is considered the best, as the similarities of all three games result in the positives highlighting the flaws of the others. (A common example is X detractors complaining about the Spotlight-Stealing Crossover nature of Wataru, only for V detractors to point out Yamato is actually a bigger offender with this.)
  • The main trend started by Super Robot Wars Z, where parallel worlds are used for the stories. Is this a lazy cop-out for writers to bypass Canon Welding every series involved into a single world, or is it a useful story trope that allows for series with more varied settings to to be included together?
  • In spite of the franchise being famous for this, the Fix Fic elements can be quite contested. Several fans believe that the changes (especially extreme changes related to alternate character developments or plot-important deaths being averted) heavily go against the narrative and messages of the original shows, while other fans enjoy the changes while acknowledging they're still different canonities.

    Super Robot Wars 30 
  • The Getter Robo Devolution characters appearing as Downloadable Content. While many were happy to see a new Getter Robo entry show up since New Getter Robo showed up in Super Robot Wars NEO, there are fans who hate the series' strange aesthetics or the series itself and believe that Getter Robo Arc should have shown up instead, despite its manga being Left Hanging and the anime iteration not even launching until 2021, when 30 launched. This has since died down, especially with the original track and stellar animations. It also helps that a lot of fans have grown exhausted by Armageddon being the only Getter Robo representation in mainline games since Z2.

    Super Robot Wars A Portable 
  • A Portable's primary point of contention is its difficulty. Some think that it sucks the fun out of the game, forcing players to use certain units and creating an overly-exaggerated emphasis on the accuracy-increasing "EWAC" ability/part. Others think that the difficulty makes it one of the more interesting SRWs, being a rare game in the series that provides a moderate challenge without having to resort to disabling mechanics (as most other SRW games' Harder Than Hard modes do).

    Super Robot Wars BX 

  • Just like UX, putting Super Robot Wars BX onto the region-locked Nintendo 3DS, though some didn't mind the handheld was getting another Super Robot Wars release.
  • It's universally agreed the visuals seen in the initial trailer were miles above UX, but a split sprouted with regards to glaringly obvious differences in sprites and their animations, particularly Gundam Unicorn against the smoother looking Shin Mazinger. Since the Third Z previously featured Unicorn, comparisons between BX and the former were abound.
    • Following the game's release, BX players argued it looked better than the animations from the Third Z duology, which had the High Definition advantage. Naturally, those who haven't seen the game up close on the 3DS will argue otherwise.
  • Giving Macross Frontier another entry: at that point in time, it had appeared in eight consecutive installments since its debut in L. Whereas Dancougar Nova and Mobile Suit Gundam SEED Destiny took a break with BX, some fans got tired of seeing Frontier in another title. The hate died down a little as Frontier starts in its Post-Script Season in order to connect with Macross 30, which takes place after Frontier, until players discovered the BX plot stated the events of 30 were concluded six months before the start of the game, meaning neither Macross entries had their plots adapted, further dividing fans regarding whether or not adding 30 to the game was worthy it.
  • The debut of Mobile Suit Gundam AGE was inevitable, regardless of its divisive reception. However, the particular standout with AGE was BX focusing solely on the third-generation Story Arc, which some viewers considered to be the weakest part of the series. Others, however, hoped BX could subject it to the tradition of improving the characters and plot.
  • With the release of the 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 unexpected additions and surprises prior to BX (such as Secret Characters in the Z sequels). Sure, the Mazinkaiser SKL-RR, its "Inferno Giga Blaster" attack and the "Silverion 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 gamesnote .
  • Adapting the GaoGaiGar television run, yet skipping the first half and GaoGaiGar Final miffed some players, since Alpha 3 and Super Robot Wars W were able to do it. Others were happy as this 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.

    Super Robot Wars Original Generation 
  • The concept of Original Generation: depending on who is asked, players fall into certain camps.
    • One believes the Original Generation seen throughout the franchise are lovable additions who help enrich the narrative of the Massively Multiplayer Crossover; if they like these characters, chances are the Super Robot Wars: Original Generation and Masou Kishin 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 these characters (such as Sanger Zonvolt) turned into Breakout Characters, such that even naysayers acknowledge as great.
    • The second camp consider the primary focus of a Crossover should be centered on characters from licensed series interacting with one another, aside from the Original Generation, thus they place the latter at a low priority. More often than not, they won't gravitate towards them because these characters are deemed pointless to the cross-series interactions or an unnecessary addition to the narrative.
    • A third, but minor camp do not mind having an Original Generation-only premise existing alongside licensed games in their own Continuity, especially when Original Generation was the first title to be officially translated - a Gateway Series for the overall franchise.
  • The Masou Kishin cast members, aside from mainstays Masaki Andoh, Lune Zoldark and Shu Shirakawa: the majority of players were very glad with them being in the Second Original Generation. However, there is a camp that won't let it down regarding their previous lackluster performance in 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.
    • Upon release of the English localization, the translation was met with mixed reception: although some fans were pleased at having an official English translation at all, others were pissed its quality was comparatively sub-par and unfit for a release, leaning towards "Blind Idiot" Translation levels; notable examples include mistranslated character names and terms, certain names spelled in three different ways, poor grammar use and lack of proper sentence formatting. On the other hand, some deemed the translation "passable", without ruining the overall story-telling. Ultimately, it's universally agreed The Moon Dwellers translation served as a stepping stone for a better effort at localizing succeeding games, thus there was something good that came out of itnote .
  • Was The Moon Dwellers a proper Original Generation installment or a mere Gaiden Game? Those who agree with the former justify The Moon Dwellers explicitly states it is "Episode 4" in the prologue of the gamenote  while the other camp cite the latter is the case due to game length, fewer included Crossover series and relatively barren plot, with many assuming Banpresto is saving the events of the concluding Alpha saga for a Grand Finale.

    Super Robot Wars T 
  • Reactions to the entries from the Brave Series: on one hand, many fans are happy to see a Super Robot Wars title feature two Brave entries in a single game. However, there are some fans who aren't as excited when The Brave Express Might Gaine 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 Mobile Fighter G Gundam: 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 Attacks such as "Double Sekiha Tenkyoken" or "Sekiha Love Love Tenkyoken"), fan favorites Adapted Out (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 since G Gundam is back with a plot rather than be rendered as Filler instead like its last appearance.

    Super Robot Wars UX 

    Super Robot Wars V 
  • The Spotlight-Stealing Crossover of Cross Ange into the Super Robot Wars V narrative was divided due to how controversial the show is. It mostly boils down to whether players liked Cross Ange or not. Those who liked it find it a welcome addition like the new units and their attacks, the way it integrates itself into the V setting and Cross Ange Big Bad Embryo's performance as one of the main antagonists of this Crossover, as well as toning down some of the protagonist's violent tendencies, making it akin to Gundam SEED Destiny in the same vein of 'controversial series saved by the magic of SRW'. Detractors find the series does not mesh well with others, creates gaping plot inconsistencies, and Embryo being a lousy villain who draws attention away from more fascinating examples. Capping the latter point is Embryo kidnapping every heroine to Mind Rape and turn them into his harem, which screams of Gratuitous Rape and can come across as disrespectful to the beloved heroines by turning them into helpless damsels. It comes to no surprise that naysayers prefer that Cross Ange was never added to this installment's roster; combined with V being easier and too similar to the preceding Third Z duology, some fans outright ignore its existence in this game.
  • The balance between Real Robot and Super Robot is quite contested, as there are much more Real Robot representitaves over Super Robot (a total of six). Some argue that the lack of balance could have easily been avoided by removing several of the Gundam representatives (as many of them are post-plot and could easily be removed) for something else. Others argue that the story balances things out enough by giving all the Super Robot shows enough of a focus, with none of them really being left out.

    Super Robot Wars X 
  • While the Unexpected Character reveals like Mazinkaiser, Masaki and the Cybuster, and the Hi-Nu Gundam were well received, the fact that there were only four new debut series for Super Robot Wars X, with the rest being rehashes from previous titles, didn't sit well with fans, thus opinions were split on the choice of roster.
  • The Original Generation character designs for X: for a franchise generally played by males, in contrast to the look of the characters from Super Robot Wars V, 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 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 Adventure-Friendly World setting and Shoujo-ish design more.
  • Once again, X uses the Alternate Universes set-up of multiple Earths to ease up on writing a Crossover: some players were fine with it, but most agreed the roster distribution (Universal Century-exclusive Earth, a Super Robot-only Earth, a Second Z-esque Earth, Earth with only Buddy Complex) was even blander than what Super Robot Wars V used (though quite a few fans agree that the Second Z-esque Earth's story featuring Daitarn 3, Code Geass, Gundam Wing and Aura Battler Dunbine had a lot of potential behind it story-wise, and were disappointed that it was reduced to Post-Script Season).
  • The addition of "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 Point objectives were more difficult than simply beating the stage.
  • Due to the Spotlight-Stealing Crossover treatment of Mashin Hero Wataru Series in X, plot enthusiasts claim the Lighter and Softer elements of the game is "too kiddy" compared to V, which had an overall dramatic, serious narrative approach and was praised for it; in particular, Cross Ange 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 Story Arc, and some of the detractors of Cross Ange's inclusion in V feel that X handled the series much better in comparison by somewhat lessening its importance, making the eponymous Ange made more believable and likeable, and averting the Broken Aesop of the original series, thus giving the X setting a far more uplifting conclusion; in other words, a Lighter and Softer approach doesn't necessarily harm the overall narrative.
    • The decision to have Wataru be very prominent in this installment usually splits the camp into two: one welcomes or at least understands that Bandai Namco wanted to appease Chinese audiences who were big fans of the series and consider this a step in the right direction the publisher wanted by expanding their borders as part of the International Era, while the other is livid that the show isn't to their tastes since Wataru was pretty obscure outside of Japan and Chinanote .
  • After time had passed, there's quite a bit of contestion on how Buddy Complex was handled in the story. Namely, Embryo being the true Big Bad of the story, and Heero playing a major role as more or less the 4th protagonist. Some fans love this decision and say that since Buddy Complex was cut short, it was necessary, while others argue that it was a major case of Spotlight-Stealing Squad.

    Super Robot Wars X-Ω 
  • The X-Ω debuts, particularly the One-Time event-only series: perfectly fine on expanding the playable roster for the game or does it cheapen their inclusion into the franchise for an installment that isn't the traditional Turn-Based Strategy?

    Super Robot Wars Z 

  • Second Super Robot Wars Z: Hakai-hen
    • While some found the cast list to be the best thing ever, others hate it for removing the "TRI-Battle System" from Super Robot Wars Z, having only one protagonist, a lack of Secret Characters and the inability to save certain characters whom players wanted to survive throughout the course of the Z saga. Much of the complaints were also rooted in hardware issues, since a PlayStation Portable UMD can only hold so much data. The fact the Second Z was split into two parts resulted in certain things being wound up on the cutting room floor.
    • The arrangements for some of the Leitmotifs in Hakai-hen had fans either cheering (such as "Kanjite Knight" and "HEATS"), or outright wanting to murder the composer in cold blood, with "Tori no Uta" being the largest offender. It wouldn't be that big of an issue had not the same track been used in L, giving fans something to compare. Fans were also upset certain songs were NOT in Hakai-hen, such as "Yuusou" (the theme of the "Stoner Sunshine" event from Getter Robo Armageddon) as well as "New Frontier" and "Angel Voice" from Macross Dynamite 7.
    • Let fans watch and compare the animations of the Dancougar Nova in L and the Second Z. People will argue which one is better (recall L is on the Nintendo DS while the Second Z is on the PlayStation Portable). Same thing can be applied to the Macross Frontier animations.
  • Second Super Robot Wars Z: Saisei-hen
    • People were rejoicing that Tetsujin #28, essentially the great grandfather of Humongous Mecha, finally showed up in Super Robot Wars, only it's the 1980 remake and not the original, which had some people happy Tetsujin #28 was showing up at all, some wishing it was the original, and some happy it's that version.
    • The plot of Tengen Toppa Gurren Lagann doesn't end in this game, and the Super Galaxy Gurren Lagann isn't playable, despite the Cathedral Lazengann appearing: while it's an obvious setup for a Sequel Hook, this still annoyed certain players because it meant they had to wait until further down the line in the Z saga. However, there are also players who were fine with it, since there was still a good Final Battle to bring that plotline to a temporary ending.note , so they could still continue it into Jigoku-hennote .
    • The fact that Euphemia li Britannia turned out Not Quite Dead in the "Trust Zero" Route, but Kamina and Lockon "Neil Dylandy" Stratos stayed Killed Off for Real annoyed some players. Others have argued that it makes sense, because Euphemia being alive has less negative impact to the overall plot (for Saisei-hen and Code Geass) than having Kamina and Neil come back would.
  • Third Super Robot Wars Z: Jigoku-hen
    • When it was released, players weren't pleased to discover some attack animations had taken a step back against previous titles, especially when new animations were given better treatment. While this base is always broke regarding Banpresto's bias towards different titles (particularly series debuts), Jigoku-hen seemed to be the worst yet.
  • Third Super Robot Wars Z: Tengoku-hen
    • The prior Gundam 00 problem in Jigoku-hen (not finishing the plot of the movie in that game, thus resulting in the units not having all their weapons from the movie) seemed to be relieved in Tengoku-hen except some players were still miffed about certain elements (for one, Graham Aker still didn't have the Solbraves Team Attack). Furthermore, while some players considered the treatment for the movie in UX was at least comparable to, if not, better than Tengoku-hennote , the result was nothing but this trope. All this is before certain players continuing to compare the animations between UX and Tengoku-hen to further fuel Console Wars.
    • Multiple characters being Demoted to Extra or as part of another character's attacks wasn't received well, particularly for characters who were already shafted out of playable roles in Jigoku-hen. Some fans, however, did appreciate some of the new "summon" attacks the game presented.
    • Three words - Sequel Difficulty Spike: many players enjoyed Tengoku-hen with increased difficulty over previous titles, but some complained that, at some point, the game became downright unforgiving. Irony ensues when opinions flew off in the opposite direction about two-thirds of the way into Tengoku-hen (around the point when Nono acquires her Buster Machine #7 transformation), with allied characters becoming too powerful, the game not creating a challenge anymore. This was compounded with a mandatory, permanent status effect dropped onto players' laps with absolutely no strings attached for the rest of the game. The issue was more of the difficulty curve being too sharp in the beginning and middle of a play-through, yet the curve became non-existent by the end.

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