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Broken Base / Super Robot Wars

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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 
  • Pick a Humongous Mecha series...any Humongous Mecha series, regardless of its originating medium or where it was created (East or West): chances are if it isn't featured in Super Robot Wars, fans of that series will complain about its exclusion and blame another series for "stealing its spot" on the roster, usually one they don't like.
  • 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.
    • 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?
  • "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 this notion seems to be gaining discussions more frequently in the modern era, asset/sprite recycling has been happening since the franchise was started.
    • In particular, the "International Era" of Super Robot Wars V, Super Robot Wars X, and Super Robot Wars T is under such scrutiny. The combination of the realities of developing High Definition 2D animation and a 12-month development cyclenote  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 assists or Adapted Out). 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 Entertainment will allow increased development time for Banpresto at making a quality game, particularly animations, a feat they previously achieved in Super Robot Wars Z), 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 

     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.
  • Despite Bandai Namco Entertainment personally stepping in to translate The Moon Dwellers into English for the Southeast Asia region, only the Sony PlayStation 4 version was localized, leaving Sony PlayStation 3 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.
    • 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 UX 

    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.
    • 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.
      • Also, fans were 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.
      • Not just music: 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.
      • The use of synth violins ("Triangular" and "Hakanaku mo Towa no Kanashi" are the biggest examples); in all fairness, this is a near universally hated thing when it comes to licensed music in Super Robot Wars.
  • 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.
      • Technically it had endednote , 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. To be fair, Euphemia being alive had 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
    • The removal of certain series like Eureka Seven, Overman King Gainer, After War Gundam X and ∀ Gundam in favor of new series; like Hakai-hen, it is but part ONE of the Third Z, making these complaints feel redundant.
    • Upon the reveal of screenshots, certain players were upset Banpresto wasn't taking full advantage of the PlayStation 3 and PlayStation Vita by going the 3D route for maps, instead opting back for the heads-down display as the Second Z did. Grumblings of Lazy Artist were abound since both systems have the hardware and power to do it, especially when the Second Super Robot Wars Original Generation could.
    • The second promotional trailer revealed the plot of Mobile Suit Gundam: Char's Counterattack is happening, which irked some players, particularly since Quattro Bagina said he wouldn't let it happen back in the first Z title. Not only did this make Char Aznable a Hypocrite and liar, Colony Dropping Axis had been done too many times in previous installments, especially when another character who looks like Char (Full Frontal) could be the one to do it in place of the man himself, a theory most players felt positive about when the game was announced. Turns into Superdickery when Full Frontal is the one performing the drop, whereas Char is working behind the scenes to prevent it, going so far as to pull a Xanatos Gambit in case the Colony Drop occurs.
    • 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.
    • The plot for Gundam 00: A Wakening of the Trailblazer was not concluded in Jigoku-hen, pulling another Tengen Toppa Gurren Lagann delay via Hakai-hen. This was especially bad when comparing with its debut in UX, where their machines had a healthy amount of weapons available before the final battle against the ELS (for that matter, ask anyone who's played UX about the Raphael Gundam and the Brave).
    • In addition, Jigoku-hen cut a lot of content made from the Second Z duology, such as visual effectsnote  and Combination Attacks, when they're perfectly adaptable for this game and hardware (as seen for certain units from returning series like Code Geass). Cue fan outcry and accusations of Banpresto being too concerned about their financial budget, leading to this occurring.
  • Third Super Robot Wars Z: Tengoku-hen
    • With its reveal, fan rage intensified as Space Warrior Baldios, God Sigma, King Gainer, Xabungle, Gravion, Dancougar, and Eureka Seven were no longer part of the roster, particularly the latter, as its plot had the most impact in the first two Z installments. While previous games in the franchise have shafted older series for new debuts (such as Brain Powerd and Mobile Suit Crossbone Gundam for Alpha 3), some fans claimed such series removal in this Continuity was a detriment to the overall narrative.
      • The absence of Eureka Seven might be explained by the poor reception of its sequel, which would otherwise have been a natural fit. Still, it didn't account for their complete absence when the setting of Eureka Seven was an integral part of the Z saga.
    • Since Tengoku-hen was the final Z installment, the plot of Rebuild of Evangelion potentially ending off as a Cliffhanger via 3.0: You Can (Not) Redo or using something entirely new (a la Gurren Lagann in Saisei-hen) didn't sit well with some people, especially when "4.0" is still in production. Prior to release, Word of God confirmed Tengoku-hen would not include the plot from 3.0, but rather its After the End setting and Mecha, giving players something to complain about.
    • The prior Gundam 00 problem in Jigoku-hen 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.
    • The lack of Combination Attacks, as many players were upset over the absence of obvious (or potential) choices, such as "Triple Inazuma Kick" between the Gunbuster and Diebuster casts being the primary one, "Final Dynamic Special" from the God Scrander-equipped Mazinger Z and Shin Getter, and anything from the Universal Century characters, particularly Char's Counterattack and Mobile Suit Gundam Unicorn.
    • 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.
    • The divide of whether Tengoku-hen is worthy of a Grand Finale installment like Alpha 3 or not.
      • Many characters killed in previous installments returned for Tengoku-hen, most without much explanation and/or Hand-Waving. Naturally, the latter is seen as lazy, shoddy writing, earning the writers flak for skimping out on Crossover material.
      • Background information regarding Asakim Dowin had been rewritten in Tengoku-hen, so much that it has little to no relation to the description seen in the character's profile back in the first game, particularly the "sins" he mentions throughout the saga. The fact this character's final line of dialogue is a parallel to the opening lyrics of Masaki's "Neppu! Shippu! Cybuster!" Leitmotif leading to an abundance of Wild Mass Guessing and Mind Screw for many players has led them to point towards Writer Cop Out for neglecting built-up origins in favor of Retcons.

    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.
  • 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. Fortunately, 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 both Macross entries were nothing but Fillers.
  • 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 V 
  • The inclusion and heavy featuring 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 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', while 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. 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.

    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 Dimensions 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.
  • 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 claimed the Lighter and Softer 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, 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, the eponymous Ange made more believable and likeable rather than fall into Darkness-Induced Audience Apathy the original series took, 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.

    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.


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