Super Robot Wars
Little known to anyone outside a fan-following of giant robots called mech (mecha plural, although some still refer to them as mechs) in a often known format known as anime, this game has seen more iterations than even the power rangers have managed at this point in time. Released only a few times here on American soil due to copyright laws on the various shows contained with-in, some folks might recognize the little game boy/ DS cartridges named "Super Robot Wars." Yours truly just so happens to be an enormous fan of giant robots, extending from games on different formats, movies, and shows of many different kinds. Heck, I've even tried a few table-top war games involving them, so in this case you all get to be lucky and learn of a little series that offers a big punch.
The general premise of mostly all SRT games (outside of Original Generations, which featured completely custom-created content, hence allowing it to be released state-side) involves taking the various shows the characters (and mecha) come from, and spinning them all into a over-arching story, which for the most part actually takes you through sections of the shows they come from in honest (for instance, you may experience plot lines and events from the actual Gundam Destiny show, should the game include the characters). This is ideal, since not everyone would necessarily know where the characters are from, and it serves as a manner of introduction and a launch off point for those interested to expand to watching the source material. Unfortunately enough, that's really all I can tell you about the plots, as every copy I have ever played has been in japanese, which to me may as well be moonspeak translated into Italian drawn by a three year old. Thankfully, I've seen most of these shows, so I know whats going on.
The game itself plays out over a series of 'missions', each with a goal - some as simple as defeat all enemies, survive X rounds, get unit Y to point Z, and even the occasional don't let someone get killed - that will normally have something to do with the shows story path the game is currently following, played out in a classic Turn-Based Strategy format. Each unit has a range it can move, and plethora of attacks drawn straight from its source material. Most the games take place in the 2d realm, with sprites on an overland map being nothing more then the head of the bot in question. As the series goes on, more appear also on more modern consoles, with more improved 3d models replacing their 2d counterparts. Consistent in all, however, is absolutely stunning animations - 2d or 3d - of every attack (which can be turned off if you want to skip them, but lets face it, they are beautiful, why would you do that?).
An example of a later game in the series, and a Super Robot type:
The shows contained within are generally numerous and cause the 'bots to be drawn into two categories that effect their rolls game wise: Super and Real type. Super robots are similar to things such as the power ranger's giant robot, where its not really bound in the realm of reality by what it can do. Attacks will often involve such classics as lazer-eyes, rocket punches, swords/axes drawn from null-space, and of course the awe-inspiring super-attacks. These are generally something you put all your points into defense and power with, as they are not the most mobile things, functioning better as tanks that soak damage and deliver one-hit kills to those unfortunate enough to be in the way. Real type robots, on the other hand are more your Gundam show style - quick and fickle. Weapons are more a realistic based thing - lazer guns, machine guns, cannons and missiles, punches and over sized robot swords. Most of these items will have an ammo count associated with it, making you think about your tactics before you send them out to battle. Why would you use a Real type if it potentially dies so fast? After they have been upgraded a bit, they are darn near IMPOSSIBLE to ever hit. Its the classic example of pecking something to death.
Example of a real type - the Hi Nu Gundam:
Mentioned above, there is also in place an "upgrade system", in which the player will take money earned from missions to increase stats on the units available - this normally takes the form of Attack power (self explanatory), defense (explanatory), attack range (duh), evade (really?), HP (numerical life force baby), and Energy (used a real lot by the supers). The dollar amount changes per upgrade and unit, but you really notice the difference in the long run. Of course, with so many units to play with, the player really needs to decide weather to spread out the points, or to focus on their favourite units. Of course, there are also items that can be equipped that do various things - let the unit fly, enhance stats, restore ammo/energy/health, all manner of things - and in the case of reals, there's weapons as well.
Although things do get more and more improved as you go through time, with new features (tag-team attacks, nearby units being allowed to jump in and take the hit for another unit, a "favourites" system that allows higher stat increases), better graphics and sprites, more units, etc - the main menu choices are generally the same, so if you play one SR game, you can at the least control the rest without worry. Control isn't really something that can be commented on itself, because its all menu-based choices.
Now, I've mentioned how it draws heavily from various shows, and hence had issues coming out over here except for a few games that featured original creations. The inspiration to these units can be seen if you know it, but at the same time it also offers up one of the coolest character to be seen in the games, a man who "Shall cleave evil!"
Proof:
So yes, in the end unless you download a Rom or something - not endorsed by the US, btw - most of you will still never get the chance to play these great games. However, having played so many of them, I feel I wouldn't be doing myself justice if I didn't place a word for this little series that holds a place in my heart up here. Although, part of that is rage at an impossible difficulty jump near the end of SRW:OG. Talk about impossible, a boss that self heals every round!