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View Full Version : I have Robotech: Battlecry... and I'm in nostalgia heaven.



Inkthinker
09-24-2002, 07:18 PM
SO I picked up my copy of Robotech:Battlecry, and I've been futzing with it for an hour or so... I gotta admit, it's pretty cool.

There are things I wish it would allow that it doesn't... in seriously needs a camera-target lock feature, something many flight sims (and for the most part this is indeed a flight sim, with a twist) have and something which can be invaluable when your opponent is flying rings around you and you can't figure out where the hell they are. And sadly it's not that easy to change modes in the midst of battle, since I find that using the D-pad to switch modes while in the heat of "sweet mother of god where the hell did all these guys come from?!"combat is a bit distractingly difficult, and requires me to take my thumb off of the left analog that's controlling my flight. They could have used the shoulder buttons for this, ala Macross VFX, but sadly they do not.

Thankfully you have a rather efficient chaffe/flare countermeasure system to help defend yourself from the swarms of twisting missiles that come at you, since only in Battloid mode (that's the robot form for you sad, pitiful few who were either unborn or living under a rock back in the early eighties, when Robotech was the coolest damn cartoon EVER to hit the States) can you do that kickass thing where you shoot down a flight of missiles bent on ruining your paint job.

Ah, but there's lots of good things here as well. For any fan of the series, you'll be swimming in nostalgia as you listen to the music, the familiar voices, and get to fly at high speed through a swarm of Zentradei battlepods before skimming along the surface of a massive battleship and blasting away at your opponents with rapid-fire precision... mmmmm, that's good blastin'. :D Vicious Cycle has obviously worked hard to capture the flair of the series.

Most of the game appears to take place during the last third or so of the Macross series, after the Earth is shredded by the Zentradei battle fleet. I'm only a few missions in, but Chapter 1 pretty much encompasses the main character's involvement in the whole "Return to Earth" portion of the series. You fight in the battle for Macross Island (the first two episodes) but when the SDF-1 pulls the hyperspace fold that sends itself and most of the island to Pluto, you get left behind. You pick up again during the Barrier fiasco that destroys Ontario, and then again during the aformentioned Battle Fleet's assault on the planet Earth that destroys pretty much 75% of the planet's population. From then on it's various chapters of a personal story that takes place during the two-year period between that destruction and shortly after Khyron's final suicide attack against the SDF-1.

The voice acting is pretty good, if somewhat repetetively annoying. I espescially dislike being berated by my commander after every failure, espescially when it's a hard damn mission. The graphics are excellent, with the exception of the story-mode cutscenes, which were obviously done by Americans... it's that sort of "we're trying real hard for the manga look" artwork... it ranges from acceptable to gawdawful. Of course as a fan, an artist, and an animator, I'm being picky but it's still sad that they didn't go with a good Japanese illustrator for these scenes.

In-game is a different story, though, as the cel-shade renderer keeps you feeling like this is part of a cartoon, which keeps you feeling as though you're part of that universe. The models are flawless and the animation is pretty good, although your craft performs much cooler moves during the cutscenes than it does during the actual game. The fights so far range from pretty easy to fairly hard... but I could always ramp up the difficulty if I feel like it. Or ramp it down...

This could be so much better, but as it is it's certainly the best Robotech game I've ever seen or played. I highly recommend that any fan of the Robotech series give it a try, it's available for X-Box, Ps2, and eventually Gamecube.

Carter
09-24-2002, 09:20 PM
Is this thing out for the Cube yet? Cuz it's alls I gots, and Mario is driving me apestuff.

--Carter--

Inkthinker
09-24-2002, 10:21 PM
I think it's supposed to come out for it, but I don't know when... check a few gaming sites and see if there's a release date.

XxspidermanxX
09-24-2002, 10:43 PM
thats the thing i never really liked about nintendo. they don't usually release the huge games when the other companies do... oh yeah, sounds like a sweet game, dude...if i had a ps2, id get it...

dmario
09-25-2002, 11:17 AM
***DROOL***

robotech...

thepunisher
09-25-2002, 11:58 AM
I got my copy this morning but havent been able to play since i have to work during the day. I waited for it to go on sale at Circuit City for like $37. I alos got the last one too.

Damn, it sounds too sweet, luckily i have the images in my head from when i played it at the SD con. (spaces out to scenes in head)












Anyway, back to earth, i will Definately play mine when i get home and enjoy the hell out of it!!!! This i decree!!!!!!!!!

Oh, and i believe that Nintendo is releasing theirs in Oct. but dont hold me to that. I believe thats what it said in this months EGM.

Later

Inkthinker
09-25-2002, 01:04 PM
Damn, I gotta start buying my games at Circuit City...

Adam C
06-23-2005, 07:17 PM
Hey, I'm a little late to this party. Okay okay, the party's been over for a long time now and those people don't even live there anymore. Anyway, I actually designed Robotech: Battlecry. And since I'm also a Penciljacker, I thought I'd throw my hat in.

Inkthinker: Glad you enjoyed the game!

Sorry about the non-Japanese look. We were an American company trying real hard to look Japanese, guilty as charged. But hey, when you end up with a Japanese-based license, that's your job. I promise we did the very best we could.

By the way, most of the non-painted artwork was handled by Udon ;)

Popninja
06-23-2005, 08:31 PM
Hey, I'm a little late to this party. Okay okay, the party's been over for a long time now and those people don't even live there anymore. Anyway, I actually designed Robotech: Battlecry. And since I'm also a Penciljacker, I thought I'd throw my hat in.

Inkthinker: Glad you enjoyed the game!

Sorry about the non-Japanese look. We were an American company trying real hard to look Japanese, guilty as charged. But hey, when you end up with a Japanese-based license, that's your job. I promise we did the very best we could.

By the way, most of the non-painted artwork was handled by Udon ;)

You need a pat on the back that bad, huh?

Inkthinker
06-23-2005, 08:55 PM
Holy crap, I actually thought this was about the novel by "Jack McKinney" (a pseudonym for the guys who cobbled Robotech out of the 3 originals). I didn't even notice it was my own old thread. Good god, I've been here too long.

Man, I wrote this forever ago, it feels. It nice to know it got read by someone who cared... :rolleyes:

You be nice, Pop. The man's confessing his sins. :D

I did enjoy the game, but I'm afraid it didn't have enough replay value for me... and recently I got to play the latest Japanese Macross game on an import box, and to be brutal... that game takes the top rank. It just follows the storyline and recreates all the major moments from the anime, which is what the fans want. Plus, even without being able to understand Japanese I was able to do pretty good with it, the controls are very instinctive. Nothing is more important than gameplay, for lasting value.

If I recall, the biggest problem with Battlecry really was the transformation keys... not placing them on the shoulders/triggers was a big mistake, because part of what makes the game fun is transforming on the fly... can't do that if you have to stop flying to press the D-Pad. But I really enjoyed the space levels, flying through the wrecked Zentraedi cucumbers and blasting battlepods.

Still, I'd like to see you guys take another stab at it. As an animator, I know how hard it is to try and live up to existing material. I just spent a month creating a Lupin III animated short, and while I'm very proud of what my team and I pulled off... it's certainly different. It's not Miyazaki, it's not Monkey Punch, but we have to try and live up to what they've done. I expect your team was under much the same pressures.

So, are you still in the cutthroat game of game-making? Or is there something else on the plate?

Adam C
06-23-2005, 09:20 PM
Popninja: No, and I never did get that pat on the back, did I?

I just thought it was an interesting coincidence. I came upon this thread from a google search just today and couldn't resist ;)

I always stayed clear of the forums about it, but I recently started to talk to people about the game because I no longer work for the company and, now that some time has passed, I feel more objective about it.

Inkthinker: Sorry to hear you didn't like the transformation key placement on the d-pad. If I remember right, that came about because my challenge was to come up with a control scheme that would work in a similar way on all three consoles. I also felt it was important that the player be able to transform into any mode at any time, rather than cycle through all the modes just to get to the one they wanted. So the d-pad was the compromise.

Inkthinker
06-23-2005, 09:42 PM
Given that there's only three modes, though, you could map both triggers (for the Box and Cube) to cycle left or right to transform to either mode from whatever mode you're in. It requires that you map firing to the face buttons, but it's the way that the other two Macross games I've played handled it, and it works well.

It's okay, though... it was still a fun game. Plus, as I say; "you can talk about it, but you can't change it". It's old news now, and if you spend too much time looking back, you tend to trip on what's in front of you.

:D

So, if you're not working for them, what are you up to lately? I ran a search on recent posts and see that you have some sort of monster-related project in the works?

Adam C
06-23-2005, 10:44 PM
It's always helpful to listen to people's (constructive) feedback, because that's how you learn, and I never want to stop learning or improving.

Yeah, I'm trying to get a few things going in the comic industry, writing scripts, talking to artists and starting to hit conventions.

That monster thing is just my website, it's not related to a particular project--at least not yet. :D

Carter
06-23-2005, 10:55 PM
Game design always suffers somewhere along the lines when they're developed for all three platforms. I'm tempted to blame Nintendo because their controller is full of jellybeans, but PS2 is gay, so I'm going with that.

dmario
06-26-2005, 05:22 PM
i havent played this game in a while, i never made it past the satage where you have to save the people in the stadium.

the zentdradei killed everyone every time, andi watched and laughed.

Stark Raving
06-26-2005, 05:28 PM
Looks like we need another old thread purge.

Spectre-7
06-26-2005, 05:32 PM
i havent played this game in a while, i never made it past the satage where you have to save the people in the stadium.

the zentdradei killed everyone every time, andi watched and laughed.

That's precisely where I quit. Not so much a problem that the level's hard (which it is), but that it always feels like the controls are getting in my way.

I really tried to like this game, but it just wasn't happening. I even bought the collector's edition... At least it came with an awesome t-shirt.

Pencilero
06-26-2005, 05:54 PM
It wasn't so tough once you memorized the patterns and just worked at it. The worst stage for me was the Cat's Eye recon protection mission. Jesus, it would not end.

I stuck with it 'til the end; but I can't say it was rewarding.

I was put off by the invisible ceilings in the stages preventing you from enjoying the sensation of flight. I also didn't like how the Battloid mode would "ice skate" in the valley stages.

Sniping was pretty freakin' useless too. The whole point of sniping is to kill an enemy with one shot. Not just to zoom in and shoot. WTF?

I also disliked the progression of the ships you unlocked. Each one became weaker and weaker. Near the end of the game I opted for less fire power and more armor by choosing an older make Veritech and it worked much better than using something with heavy fire power and tissue paper armor.

Still the team did an admirable job with an old license.

I was also really put off by the soundtrack. I purchased the Special Edition for it, and then I discovered it was a lot of awful remixes. :(

I just turned off the sound and played the Robotech Soundtrack - Lancer's version of "We Will Win" over and over. :P

Na razie,

Greg