Yeah, apparently they failed at doing math and thought that eight games at once would be enough for anyone.
After all, it's not like you can *carry* more than eight UMDs or anything right.
Wait.
FF6 Eviltype:
I'M DOOOOOOOOOOONNNNNNNNNNNNNNEEEEEEEEEEEE~
Super Robot Taisen Z2 Hakai-Hen:
Stage 32/33 intermission.
Some thoughts...
Good:
-Pretty. In many ways, even better than Z1. Much better at representing original art styles(often for humorous effect, see Godmars floating around like a brick but having elaborate particle animations on hit), pretty much all of the new animations are great, etc.
-Squad system loss isn't nearly as bad as expected. Seven pathsplits would have made squads annoying at best.
-Has a lot of Z's good points like generally good map design with a lot of thought put into it and generally well balanced mechs, etc.
-Has some pretty damn good mixes of songs. Though, I'm not fond of a few(I miss the old version of the song they use for SEED. The faux guitar sounds amazingly bad in it. Otherwise though.).
BAD:
-mother fucking DUMB MAP DECISIONS OUT OF NOWHERE. 95% of the time maps are designed well. 5% they pull something out of FE6. Bosses that never move with time limits for the SR Point? Yeah those are great. Things like taking out Thymylph's battleship only to have him reappear in his mech....about thirteen squares away, for no reason? On a strict four turn time limit that they don't mention this mech appearing in *and* say the battleship's death is the win requirement? Oh sure. Etc.
It's like almost always good and then something PISSES ME THE FUCK OFF once in a while. It's disconcerting and a little hard to plan for.
Also, the game's a little more samey on design. People complained about Z1/@3 masteries being mostly rush and I didn't feel it, but Z2's is "Rush to X" so much it surprises me when it's not. Badly. (Slightly related annoyance: Accel being expensive despite this and despite no squads. C'mon guys, stop making me lose all my low amounts of SP just to even have a chance at a mastery.)
-Mech design has similar weird hiccups. Every mech with Repair is utterly awful...except the battleship that's often forced on you that can't attack at all, which is pretty tanky. Why would you use any Repair mechs? Some mechs often feel completely out of place bad because...as far as I can tell, no one really adjusted them well for a non-squad game, leading to baffling things like Orguss having less damage than the entire Gundam Wing cast, and no real compensation for it. 90% of the mechs are good, then about 10% are utter trash you will never use. A few make sense thanks to their relative plot suck, but...
-Base system is amazingly primitive. Single tier status weapons, PP based skill system, and that's it. You know which game did that last? OG1. (Ignoring AP and SRW Gaiden DS. Both are more primitive but remakes have some reason for it.) Where's swapping units in your battleships like J and W, the last non-remake non-squad games, had? Or Combo attacks, or W attacks? Where's battleships supporting with non-deployed characters? Where's a new system(No, suborders don't count. Well, they do, but they don't add to strategy a whole lot...)? Why is this game so simple?
In summary: Good game, lot of little things that annoy me, would be surprised if I end up finding it as good as Z1. Very much enjoying it anyways though and looking forward to the next game.
Still hope they fix some of that next game though. It isn't as if they're not fixable issues.