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#NEW GUNDAM GAME VITA SERIES#
This is another thing the original release lacked a Free Battle mode and considering the multiplayer heritage of the series that didn’t go down so well with fans. This is especially noticeable in the one on one matches and also in the updated Free Battle mode. The problem here is that when you are in the thick of combat yourself, the lack of the EX gauge setup makes the game feel limited. You can even use your battleship to unleash an attack. So if your team is getting hammered you can use a Force command to replenish their health or give them an attack boost. The replacement to this is now a variety of new Force commands and they emphasize the squad based nature of the game. Now Force retains the Rainbow Cancel but now that the EX gauge is gone, the game feels limited. This change in core mechanics elevated these games from being plain fun to a huge arcade multiplayer phenomenon across Japan. So if you were facing certain destruction and were out of boost, you could use your EX gauge to get back into the fight.
#NEW GUNDAM GAME VITA FULL#
Once sufficiently full you could choose to initiate it and in doing so it would refill your boost gauge and give you a big bump in mobility. The EX gauge was another layer on top of this. As if they had any boost left they could Rainbow Cancel out of the way and attack you instead. Sure, they could have made a mistake but exploiting that could be risky. This Rainbow Cancel meant that unlike the older games you could never know if you had the enemy dead to rights. It also importantly used a chunk of your boost gauge to execute. In doing so you’d see a rainbow hued blur when done correctly. While you still had the same orbiting setup up close, you could also cancel out of a move. In the Extreme Versus games, this all changed. If the enemy made a mistake you had them dead to rights. So close combat was all about looking for an opening and taking it. Specifically, in the older Gundam Versus games you could orbit around an enemy. This was switch up mechanic that leveraged the series’ updated approach to combat. In terms of the controls and handling, Force is similar to the mainline games in the series but with a few exceptions.ĭespite the game being called “Extreme”, there is no longer an EX gauge anymore. You also have one on one matches with the intent being to unlock the enemy mobile suit you face off against. There are a lot of missions and the setup does vary quite a lot in terms of pacing and scripting.
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So capturing these points is key in ultimately being victorious. The spawn points also create grunts affiliated with whatever team that has acquired it, a bit like a multiplayer online battle arena game. Think of it then as a conquest mode, where each team has a battleship as a base and the objective is to capture spawn points in order to reach the enemy’s ship and destroy it. It’s good too, as the emphasis is on commanding squads of mobile suits to take various points on a map. Unlike the other games in the series, Force is focused around an extended singleplayer campaign. Now we’ve come to Gundam Extreme Versus Force and Bandai Namco has realized that they should probably start to release these games abroad but again they’ve picked the wrong game to do that, as Force will be the first game in the series released to Western audiences.