AceWhatever wrote: ↑Mon Nov 23, 2020 4:47 pm
I think a lot of people went soft on Re:RISE because it ended with a giant no-nonsense feelgood finale. I personally found too many problems with it.
The last two episodes final battle makes as little sense as it does, Alu had all the information(he kept watching the world) about how much players the GBN world has will be in the thousands, if not tens of thousands. He just got beat by 4.5 (one of them didn't even participate that much in the battle) what makes him think he can beat thousands of them?
Also, the Tri-AGE commercial part is just too stupid and forced into it with nothing fore-shadowing it, Champion didn't use any of those moves before that battle, and script seems to tell us he was a new player of Tri-age, using the boxer's card but making a slashing attack, seriously?
- Case in point, the way a gunpla's strength is arbitrarily decided. In Re:RISE they establish that the game measures how much love (read: effort) is put into building the kit. That means the gunpla scanner is so advanced it detects material changes, paint applications and nubs left on. The latter of which gets translated to mechanical failures in-game. Let that sink in for a bit: This game punishes modelers for not being perfectionists. Heaven help some straight builder novice who wants to try the game out but his kit has loose joints or seam lines. TLDR the scene where the Core Gundam's boosters short out in the flashback is dumb.
You can pick a lot of holes technology-wise, just like any other soft Sci-fi shows, but the game system itself isn't unreasonable in views of MMO players.
How would you distinguish the levels of players otherwise? If they are novices, of course the game is going to be showing their skills as such. Or do you think awarding the players for their playing time is any better? Most MMORPGs basically does that because you need to pay to play, and you basically just level grind the hack out of the game.(most quests are basically just "beat a certain number of monsters", either for the kill number or for collecting certain number of drops. A few let you collect field items but usually are also in areas where you either have to walk very far and will have lots of monsters on the way. You get a lot of areas that are very unfriendly to novices, monsters will have the power to instantly kill low level characters and even if you try your best to hide from them and successfully go to a new town, you'd be pretty helpless if you accidentally make it your save point because now you have no quest available for your current level and you cannot beat surrounding monsters to level up. GBN seems like you can at least go to all of the parts of the world without worrying about high level monsters popping up randomly and killing you.
Building a gunpla and have lots of reasons limiting its power level actually aren't much different from this. Most of their normal off-the-shelf gunpla don't have much problem in regular, level appropriate fights and game play. If your missiles aren't flying straight enough, it pretty much just translates to a "low hit rate" in current games. If you go further with the Pay to win model, you can likely just buy better kits, the fact that they actually let you use your skills to save some bucks from buying their kits, or from the previous show, they actually award players with custom kits for finishing missions, and scratch builds actually works in their system makes me wonder about their business model(anime creators aren't businessmen) and their development will be hellish(which shows their lack of computer programming knowledge), but at least it makes a lot of sense in terms of game play if their technology can scan the gunpla to that level of accuracy. At least it make more sense than the previous GBF shows where your expensive gunpla with lots of customisation and perfect built is destroyed or highly likely damaged even if you win the fight. If you are scratch building something by hand and testing out its limits, it is just natural to expect some level of error, and the game is visualising it for you to fix that error, unlike current gunpla competitions, where you have no idea why they chose A over B. It also makes much more sense than the last season's plot where their reaction to a sentient AI is to delete it instead of setting up payment systems to grant access to the sentient source code which will likely earn them tons of money.
The game is also pretty open to casual players, as long as you don't go into fights with high level players, you don't need to have such a high accuracy models to begin with. Notice the players we see are mostly top tier, and most real life E-sports players have to be perfectionists to win in competitions to begin with, and a slight error can cause your championship. Like-wise, you don't walk into a real life gunpla competition with an off-the-shelf model and you just learn how to straight yesterday, without paint job and the gates are cut with nail clippers without sanding off the rest. Also, it was mentioned more than once that they have system models that you can use, just like the most recent battle log. So trying out the game with a regular grunt level model shouldn't be much of a problem and novice units with loose joints will likely just have bad stats(like moving slower, lower thrust, etc.) as long as they don't try to tweak it to try to become a supreme power.
Most of the system seems to be copying from the 90's manga "Plamo Wars". In that story the top tier players sand out the inside of their gun barrels to increase output powers, which likely also weakens the strength of the material and you will have to test it out whether you weaken the structure too much.(Worse in that story is they don't have regular access to the system as in GBD before the first main tournament where they just randomly picked gunpla builders from around the nation to join.)