Dynasty Warriors: Gundam - Modes of Play

Modes of Play

The single-player mode of Dynasty Warriors: Gundam is divided into two sections, Official Mode and Original Mode. Official Mode features six playable characters in stages set within the continuity of the Gundam Universal Century timeline. More specifically, they are events taken from the original Mobile Suit Gundam television series and its sequels Zeta Gundam and ZZ Gundam. Original Mode, by contrast, features an original, non-canonical storyline in which teams of mobile suit pilots composed of the three aforementioned Universal Century series and three alternate universe series (G Gundam, Gundam Wing and Turn-A Gundam) investigate a mysterious planet headed on a collision course with Earth; however, the story behind Original Mode is almost the same as the crossover manga Mobile Suit Vs. Giant God: Gigantis' Counterattack, only with Musha Gundam replacing Gigantis (or Ideon in true case).

In both Official and Original Mode, some characters will switch from one mobile suit to another for certain stages. Depending on the mode, player's can choose pilots and mecha independent of each other, allowing the ability to use any combination of man and machine. Completing a character's Original Mode will allow the player to replay any of the stages from that character's Official Mode using any unlocked mobile suit. Certain characters can be unlocked in original mode only by completing another original mode character's story. Something that long time Gundam fans will appreciate is Official Mode's "Outcome feature". The outcome feature gives you the chance to save or spare certain pilots or allies of their predetermined deaths, for example: Saving Emma Sheen before her Mobile Suit is destroyed or too damaged will allow her to be involved in battles that she originally would not have been a part of (like Emma joining the Drop on Jaburo instead of staying on board the Argama).

Read more about this topic:  Dynasty Warriors: Gundam

Famous quotes containing the words modes of, modes and/or play:

    Of the modes of persuasion furnished by the spoken word there are three kinds. The first kind depends on the personal character of the speaker; the second on putting the audience into a certain frame of mind; the third on the proof, provided by the words of the speech itself.
    Aristotle (384–323 B.C.)

    my brain
    Worked with a dim and undetermined sense
    Of unknown modes of being; o’er my thoughts
    There hung a darkness, call it solitude
    Or blank desertion.
    William Wordsworth (1770–1850)

    Do I lack madmen, that you have brought this fellow to play the madman in my presence?
    Bible: Hebrew, 1 Samuel 21:15.

    A King, said of David who pretends to be mad.