
Gundam Rogue Orbit: Mecha Combat and Customization Anticipation

By Richard Garfield


By Richard Garfield
This review explores the author's initial thoughts on Gundam Rogue Orbit, particularly focusing on the exhilarating inclusion of a whip sword in the game. While appreciating this distinctive weapon, the author expresses a fervent wish for a deeper look into the game's promised mech customization options, a feature considered vital for any compelling mech title. The article draws parallels between Rogue Orbit's gameplay and other action RPGs like Granblue Fantasy: Relink and even FromSoftware's Armored Core 6, underscoring the game's potential to offer a fresh take on the genre despite its narrative elements not being the primary draw.
The author recounts their experience with a demo of Gundam Rogue Orbit, during which they encountered a unique whip sword, a weapon reminiscent of those found in games like Bloodborne. This discovery sparked enthusiasm, signaling that Rogue Orbit might deliver a more nuanced and melee-focused action experience than typical Gundam games. However, this excitement was tempered by the absence of an accessible customization screen during the preview. The author points out that official materials, including the Steam page, confirm the existence of extensive customization options, leaving them eager to personally delve into stats such as "close-range power" and "output" to tailor their mech.
The demo session, lasting approximately 30 minutes, primarily showcased action sequences accompanied by anime-style voiceovers detailing a conflict with extraterrestrial beings known as "The Apocalypse." The narrative, while present, seemed less engaging than the combat mechanics. The game leans more towards an action RPG style, featuring combos executed with simple button presses and damage significantly influenced by active skills with cooldowns. The whip sword, for instance, could unleash a 360-degree flurry of attacks, while another weapon, the Sword Lance, allowed players to build a meter for powerful abilities like a "Beam Phalanx." These elements suggested a combat system that balances continuous action with strategic skill usage, akin to titles like Granblue Fantasy: Relink.
A significant observation was the game's resemblance to FromSoftware's Armored Core 6, albeit a more accessible version. This comparison is particularly poignant given FromSoftware's past involvement in developing Gundam games alongside its Armored Core series. The author speculates that the development team for Gundam Rogue Orbit might have been inspired by AC6, aiming to create a similar experience for a broader audience. If this is indeed the case, the initial impressions suggest they have succeeded in capturing some of the essence of a well-crafted mech combat game.
Ultimately, the true measure of Gundam Rogue Orbit's success, in the author's view, lies in its customization system. The ability to meticulously assemble and tweak a mech's components—balancing attributes like speed, durability, damage, and weapon capabilities to suit different missions—is a core pleasure of the mech genre. Without direct hands-on experience with this crucial aspect, the author remains in anticipation, reserving final judgment until the game's full release in March, when the potential of its customization can be fully explored.
About the author

Mathematician and game designer who created "Magic: The Gathering," revolutionizing collectible games.

by Hideo Kojima
by Hideo Kojima