Sakura Wars review: A flashy, but subpar performance
Gameplay
This game is primarily a dating sim and visual novel with action RPG elements that feel like an afterthought given the flow of events. For every hour or so of interacting with different characters, watching cutscenes, and roaming around the theater and locales in Ginza, there’s roughly only about 10 to 15 minutes of actual mech fight gameplay. I’m personally disappointed in this because I expected this to be something in the realm of the Dynasty Warriors Gundam games from what the trailers presented.
The actual combat in this game looks very flashy and exhilarating. However, the hands-on experience is anything but exhilarating. The mech designs and their combat capabilities are so amazing, so it’s a bit of a downer to be all look and no substance. The gameplay is very stale and doesn’t take any risks. It’s like playing an extremely watered down Musou game with stiff controls.
Most of the time playing will just deal with mobbing the same kinds of enemies with slight variations every now and then with a boss at the end. The combo system is basically irrelevant since it’s kept for what seems like forever and you can spam the circle or triangle buttons in no particular order to mow down enemies like nothing.
I hoped that the bosses would shake things up, but they didn’t. They’re pushovers just as much as the mobs are. If you preserve your special meter until the boss rooms, you can simply delete that boss with the press of the square button. Not once in my playthrough did I ever die or come close to dying in combat or receive a post-mission grade below the rank of A.
I’ll commend Sega for changing up the combat to a much more hands-on experience, but I can’t say it was enjoyable for more than 30 minutes.
What Sakura Wars prides itself more in its dating sim aspects than anything else. It introduces this LIPS (Live and Interactive Picture) system. It encourages the player to make choices in a much more timely manner. This system also makes character interactions seem much more fluid and genuine. Not choosing any on-screen choices is a choice within itself and each contributes to varying lines and differing story paths. This system also has sections where you can adjust the tone and intensity of certain lines.
Every character is fleshed out and is integral to the story at some point, with of course the protagonist and his love interests receiving most of the spotlight. Much like many over-the-top dating sims out there, your decisions on how you interact with others will influence people’s trust with you in the story and carry on over into later events. Take that as you may.
For all you want, you can be the pervert who stops at every chance he gets to hit on the ladies of the Flower Division. You can be the good guy leader and be devoted to one girl. Scratch that, you could be the ultimate ladies man and woo everyone like a true gentleman.
There’s a lot of dialogue, a plethora of different responses you give, and small side games and shenanigans you can get yourself into. You have to know the personalities of not even just your main love interests, but other side characters to get on their good sides which does give you a positive edge when it comes to the mech fights.