I’ve never been very into the giant mecha thing and my enjoyment of the genre is mostly limited to the deconstructivist, apocalyptic, existential angsting (no, really) that is Neon Genesis Evangelion. However, if you want your giant robots with less clinical depression, Judeo-Christian symbology or Freudian themes, then doublesix’s Strike Suit Zero might be more to your taste. Actually, you can probably still keep the big Freudian weapons.
Instead of crippling self-doubt, the protagonist of Strike Suit Zero comes equipped with a massive transforming space ship that fires lasers and missiles, both of which are much better tools for permanently addressing a multitude of life’s challenges. In the extremely glossy preview that doublesix’s Creative Director Jim Mummery took me through, this transmogrifying technobeast took on vessels that made Battlestar Galactica look like Sputnik.
Mecha fans may find themselves suitably lubricated to learn that the ship design comes courtesy of Junji Okubo, who has contributed giant robots to Steel Battalion, as well as the animes Appleseed: Ex Machina and Viper’s Creed. According to Jim, this means Strike Suit Zero has “Very functional mecha. The hinges are all in the right place. It’s not like a Michael Bay Transformer, where three tonnes of metal comes out of nowhere. It does actually functionally work.” I’ll take his word for it.
A massive transforming space ship is exactly what you’d need if you only had three hours to save the earth (after all, Flash Gordon would be useless), and the pilot of this craft will fight their way through those three hours of actual gameplay. However, a single journey through Strike Suit Zero will take players down just one of many potential branches that are part of a wider plot shrub. Depending on whether they succeed or fail at any of the game’s various missions, new and different opportunities present themselves. Should the basic Strike Suit prove unsatisfactory, there are snappier, deadlier models to unlock.