Reviews from

in the past


So far this is my favorite of the PS2 Gundam games. It captures 79 perfectly - if you're Amuro, you're on easy street. If you're anyone else, every battle will be the most vicious dogfight of your life. The character campaigns are cool and show different sides of the OYW, and the combat is excellent. The lock-on problem of Gundam vs. isn't solved, but everything feels so smooth it's easy to ignore. Going hard on the thrusters and spinning through space feels incredible, and maneuverability varies between suits in subtle but appreciable ways. While the controls are easy to understand, mastering them is a different story. In a typical battle, you'll need to dodge projectiles, manage ammo, eliminate enemies quickly, and more if you want to survive. Learning the ropes was a challenging but rewarding experience, and by the end of my playthrough, I felt like I had advanced a lot in terms of skill. Certainly one of the best mecha action games on the PS2, and worth playing if you're a fan of Gundam.

If you ever thought to yourself "I want to play Journey to Jaburo but good" then here's the game for you. The secret ingredient? Being able to actually land hits on the enemy reliably.

Journey to Jaburo covered the first half of the original Mobile Suit Gundam anime, and Encounters in Space appropriately follows with the second half - and a fairly large assortment of side stories and alternate scenarios - which entirely takes place in space. No ground combat to be had here, your mobile suits move in a decidedly more fluid fashion, you're permitted to use the analog stick, and despite combat taking place in the void of space, it's surprisingly more easy to keep track of where everything is at than it was in the previous game.

Really, the only part of Encounters in Space I found disorienting is its targeting system, which has a tendency to lock on to the nearest enemy rather than what you're pointing the camera directly at. There were countless instances where I had a command ship in my sights but the game decided to spin me around because I had a Ball up my ass. You think I give a fuck about a Ball? Those things just like, explode on their own. They're colloquially referred to in-continuity as "spherical coffins," stop targeting them!

The main "White Base" campaign is enjoyable from start to finish, though it is very short, only taking one or two hours to complete. Gundam fans might get more out of all the side stories, which focus on different ace pilots, including deep cuts like Shin Matsunaga. It's fun being able to take different mobile suits and mobile armors for a spin, and having arcade-length runs through shows like Stardust Memories definitely adds a lot of replay value. However, these ace pilot substories also suffer from some pretty awful difficulty pacing, with the Thoroughbred episode placing its hardest mission directly at the start for some insane reason.

Still, for someone like me who has suffered immense brain damage from ingesting Tamiya Mr. Mark Setter (I like to take a hit for "inspiration") hearing Char's theme kick in when you summon him as a support unit during Gato's A Baoa Qu mission is all I need to have a good time. Gato even comments on the Zeong not having legs! Gato you dumbass, you're in space! You don't need legs in space............

uh, four of five

Yes my sweet, yes my sweetest! I wanna get back where you were!
I bought this game like twice back then lol. The only Gundamu game that lets you play the battle of Loum and da best Gundam AKA Stardust Memory. Kinda wish there was more Stardust Memory, but you can also play as Burning Gundam so I'll take it.

If you hear "Meguriai" and don't get chills, you're deader than all the Rick dom, Gelgoog, Ball, and GM debris floating 'round A Baoa Qu.

factchecked by true neozeonic spacenoids 👍