Home » Game » Super Robot Wars » [Super Robot Wars] To bring a new breeze to Super Robot Wars, how about releasing a new work at an extremely high difficulty level?

[Super Robot Wars] To bring a new breeze to Super Robot Wars, how about releasing a new work at an extremely high difficulty level?

Japan Otaku Reviews+

Super Robot Wars

1: Japan Otaku ReviewsYeahx14

There is no point in intentionally narrowing the scope of business.

I think it would be nice to earn points and receive rewards for achieving difficult conditions.

2: Japan Otaku ReviewsYeahx3

To enjoy it for a long time, it’s better not to have combat speed-up or skip options.

3: Japan Otaku Reviews

Let’s try making about half of it a non-robot work.

4: Japan Otaku ReviewsYeahx20

There has never been a time when raising the difficulty in the past was a good thing.

5: Japan Otaku ReviewsYeahx3

>>4

That’s so… terrible…

11: Japan Otaku ReviewsYeahx17

>>5

I really have never done that…

20: Japan Otaku ReviewsYeahx4

>>11

The only one that properly adjusted the difficulty is AP, while Compri and MXP just roughly manipulated the numbers.

AP may have poor production cost performance, but it’s interesting as a game.

67: Japan Otaku ReviewsYeahx2

>>20

No…

12: Japan Otaku Reviews

>>5

6: Japan Otaku Reviews

A high-difficulty route that some users and the production team eagerly want to take on, but usually ends up failing.

7: Japan Otaku Reviews

Let’s change this old-fashioned logo.

Please use a flat design that matches the current trends.

8: Japan Otaku ReviewsYeahx2

The high difficulty mode came out at 30, but it felt like they just randomly increased the numbers without proper adjustments.

14: Japan Otaku Reviews

>>8

Please stop badmouthing Super Robot Wars F.

9: Japan Otaku Reviews

Let’s switch to a school romance game!

10: Japan Otaku Reviews

Shall we… Oji with episode 2?

13: Japan Otaku Reviews

It’s not really such a difficult game to begin with… You don’t lose your character when you die or anything.

15: Japan Otaku Reviews

OG2 was quite a challenging high difficulty level, but whether it was fun or not is a bit ambiguous…

16: Japan Otaku Reviews

Please release the second OG on multiplayer…

17: Japan Otaku Reviews

It’s about becoming friends with licensed characters and triggering individual events, something like that.

18: Japan Otaku Reviews

I think if we’re talking about a new direction, making the proportions more realistic is the way to go.

You can title it “New ~” to indicate something new.

19: Japan Otaku Reviews

Stylish package art is quite important, so let’s stop laying out the participating works like broccoli.

21: Japan Otaku ReviewsYeahx6

It is true that most Super Robot Wars users just want to show off and do not really desire true high difficulty.

22: Japan Otaku Reviews

I’m not saying that the recent easy routes are bad, but I would like something like Legacy Mode.

They say it’s okay as long as you don’t use mind control during the opponent’s turn, but that’s not quite right.

26: Japan Otaku ReviewsYeahx2

>>22

If you don’t use it, then it’s fine.

28: Japan Otaku Reviews

>>22

In the end, if it’s within a range that you can handle, then just do it that way.

Rather, I’m the returning player who didn’t realize I could use mental skills during the enemy turn until around level 30 or the end of the first round.

24: Japan Otaku Reviews

Shall we revive it… the dummy balloon?

25: Japan Otaku ReviewsYeahx2

Compuri is playable despite the harsh deflation compared to F, so it’s frustrating to hear various comments without actually playing it.

27: Japan Otaku Reviews

>>25

Disaster and Ryune are suspicious.

32: Japan Otaku Reviews

>>27

Rather, the third round became relatively easy after we gathered forces like Daitarn, Combattler, Raideen, and Bluega.

I won’t say it’s easy.

39: Japan Otaku ReviewsYeahx1

>>27

I can’t help but think that using such a term shows a lack of knowledge, like something from a summary site.

29: Japan Otaku ReviewsYeahx3

It’s true that I want something that’s not the usual.

So please release a new version of Sukukoma.

35: Japan Otaku Reviews

>>29

I bought it, but I couldn’t sell it…

46: Japan Otaku Reviews

>>35

Sad

30: Japan Otaku Reviews

I want the hidden elements I’ve collected to be toggled on and off at the start of each playthrough.

The UX is close to ideal, but I still want an off option.

31: Japan Otaku ReviewsYeahx2

You don’t need to change the game part, so just put a lot of effort into the story part.

I just want new works to have high fidelity and existing works to have rich crossovers!

33: Japan Otaku Reviews

I think the crossover is relatively good at this point.

34: Japan Otaku Reviews

This time, it’s these guys! Nice to meet you! It must be tough to think of the story after that…

36: Japan Otaku Reviews

If you want to take on a high difficulty level, you can only change the genre.

37: Japan Otaku Reviews

Should I just give up on the new OG release?

38: Japan Otaku ReviewsYeahx6

It’s not that Super Robot Wars hasn’t done anything new; it’s that they’ve done new things, but they just didn’t catch on that much, right?

49: Japan Otaku Reviews

>>38

Shooting games, fighting games, RTS, action games, and Exvs.

We did a lot of things…

50: Japan Otaku ReviewsYeahx1

>>38

There are some ground-to-air variations in combat anime that really got a laugh, but they don’t pay off and quickly get turned into summary videos…

40: Japan Otaku ReviewsYeahx2

If you want to play at a high difficulty, why not set your own restrictions?

42: Japan Otaku ReviewsYeahx1

Another Century’s Episode…

43: Japan Otaku Reviews

If we restrict all the elements that weren’t present in the Winky era, it would still turn out to be somewhat decent.

44: Japan Otaku ReviewsYeahx1

How about a new installment of the Superhero Operation?

45: Japan Otaku ReviewsYeahx1

If the balance of Masou Kishi 3 had been easier, Winkysoft might have lasted a little longer.

48: Japan Otaku ReviewsYeahx3

>>45

Rather, it’s a posthumous work when folding it…

53: Japan Otaku Reviews

>>48

Is that the final fart?

47: Japan Otaku Reviews

There was some negative feedback about inheriting hidden elements, so the next BX will not have hidden element inheritance! But if you collect all the hidden elements, you can go to the true final chapter! It turned out to be misaligned!

51: Japan Otaku Reviews

I think there are aspects where it’s too easy to earn money recently.

52: Japan Otaku Reviews

There was a system where the difficulty increased when you achieved difficult goals, right?

Is it the proficiency points?

54: Japan Otaku ReviewsYeahx2

Even though Masou Kishin III is considered one of the lower-tier games in terms of gameplay within the Super Robot Wars series, I really wonder why the story isn’t very compelling either.

55: Japan Otaku Reviews

F is probably still being sucked on.

57: Japan Otaku Reviews

>>55

Isn’t there nothing else to see besides the BGM of the Saturn version?

59: Japan Otaku ReviewsYeahx7

>>55

There are just abnormal people who are sucking.

56: Japan Otaku Reviews

Why was Sukukoma unpopular?

71: Japan Otaku Reviews

>>56

Game system itself

58: Japan Otaku Reviews

I found the last part of AP too difficult and I gave up on Super Robot Wars for the first time.

60: Japan Otaku Reviews

If you spend money on DD and dominate the sales ranking for a month, a new game will be released.

61: Japan Otaku ReviewsYeahx5

In Super Robot Wars, the high difficulty mode just makes the enemies tougher and tedious.

65: Japan Otaku Reviews

>>61

If you restrict training, there aren’t many ways to increase firepower…

62: Japan Otaku Reviews

The first generation was very difficult to clear without the cheat code for unlimited mental points.

63: Japan Otaku Reviews

Most of Winkey’s Super Robot Wars are just being made fun of and aren’t actually that difficult by the standards of the time.

I think obtaining all SRP in the first round of the first generation Z is more difficult.

68: Japan Otaku Reviews

>>63

Was there really such a difficult part?

64: Japan Otaku Reviews

It might not apply since it’s a completely different genre, but I found that the Musou series, which is mostly character-driven, became a bit more interesting with slightly raised difficulty. I would be happy if Super Robot Wars also had some slight adjustments to the system to increase its challenge.

66: Japan Otaku Reviews

Rather, it was said that they even talked about skipping the battle itself at 30.

72: Japan Otaku Reviews

>>66

It’s not a social game, you know…

69: Japan Otaku ReviewsYeahx1

It’s about time the heat has settled down, so let’s release ACE.

70: Japan Otaku Reviews

The game where you form an EWAC formation and move was fun, but I can understand the dislike for it since you can’t go solo and be invincible.

73: Japan Otaku Reviews

The one that I thought was somewhat challenging in the end is Z3.

It’s not something that would get stuck, but it was just the right amount of hassle.

74: Japan Otaku ReviewsYeahx4

>>90

It was interesting; I went through it multiple times.

In terms of Super Robot Wars, the difficulty is high, but if you look at it as a strategy game, it’s on the lower side of difficulty.

90: Japan Otaku ReviewsYeahx2

>>74

No…

97: Japan Otaku ReviewsYeahx9

>>90

If you haven’t done it, then just be quiet instead of saying anything properly.

100: Japan Otaku ReviewsYeahx1

>>97

Please calm down.

110: Japan Otaku ReviewsYeahx1

>>90

You can’t say exactly what was bad or what you didn’t like, and instead you just keep waiting for a response, huh? You’re just like a shadow mirror, aren’t you?

75: Japan Otaku ReviewsYeahx2

There are people who want it to be released at a high difficulty level.

At this point, the super expert mode should be quite challenging.

76: Japan Otaku Reviews

Let’s have some dodgeball and sumo wrestling again to break the monotony.

77: Japan Otaku Reviews

It’s not just about Super Robot Wars, but there are times when I wonder if the developers even care when they leave difficulty adjustments and self-imposed restrictions to our good conscience.

78: Japan Otaku Reviews

I also like the game part.

I don’t like it when the BGM has changed from the original remake or when there’s a disparity between reused and new content.

79: Japan Otaku ReviewsYeahx2

It’s amazing to think that a work reliant on licensed characters has a balance where the robot and pilot are fixed, making everything else feel superfluous.

No matter what robot it is, it can move and be useful if you put any robot in, and only by doing the balance α have I finally realized the abnormality up until now.

80: Japan Otaku Reviews

AP is being underestimated as even the usually formidable Grand Marshal Orban is overwhelmed by Don’s shock.

81: Japan Otaku Reviews

Let’s have a dating sim with the past female protagonists!

84: Japan Otaku ReviewsYeahx1

>>81

There are so many couples that it’s going to turn into NTR!

92: Japan Otaku Reviews

>>84

Should I only gather free girls…?

93: Japan Otaku Reviews

>>84

Shut up! In this extremely distant yet infinitely close world, everyone is single and it’s a school parallel world!

82: Japan Otaku Reviews

I guess I have no choice but to remake the Battle Commander for the new era…

83: Japan Otaku Reviews

I love OE, but it’s still sleeping on my Vita, and I haven’t cleared it yet.

85: Japan Otaku Reviews

>>83

It’s not that it’s difficult, it’s just that earning money is tiring.

86: Japan Otaku Reviews

It is important to familiarize customers with the new system by continuing to make several attempts.

I start making about two works each time, but then I stop.

It’s a shame that just when Sukukoma 2 was starting to be well-received.

87: Japan Otaku Reviews

I dislike that most of the real-type fighting weapons in AP have become generic movements like OGs, which are really boring.

88: Japan Otaku Reviews

There is no one left who wants to make it, so it’s over.

89: Japan Otaku Reviews

I love the kind of methods like AP or SFC series that have high difficulty but also plenty of shortcuts.

The original third-generation MAP weapon is really strong.

91: Japan Otaku Reviews

The level difference correction in OE is way too severe.

94: Japan Otaku Reviews

Personally, I wish they would remove the ability to allocate numerical values to characters’ melee and shooting stats.

If you don’t shake it, it becomes unbearably sluggish, and if you do shake it, it becomes so overpowered that the design is just too careless.

95: Japan Otaku Reviews

When you increase the difficulty in Super Robot Wars, the parts that are troublesome definitely increase as well.

96: Japan Otaku Reviews

Compared to the past, I think a big factor is that there is no longer time to sit down and take my time.

It’s difficult now, and it takes quite a while to clear it.

98: Japan Otaku Reviews

I want to save the Odo bag.

99: Japan Otaku Reviews

Maybe the item inspection content in social games is that, right?

101: Japan Otaku Reviews

It feels quite unrealistic to control various robots with a single interface or UI, ACE.

102: Japan Otaku Reviews

I feel like there were quite a few instances where the text in the strategy guides was strange, not just the game itself.

103: Japan Otaku Reviews

Certainly, there’s not much point in separating fighting and shooting… isn’t “attack” good enough?

104: Japan Otaku Reviews

>>103

It’s like NEO or OE.

107: Japan Otaku Reviews

>>103

It used to be like that.

114: Japan Otaku Reviews

>>103

The ones that can be swapped create gameplay due to compatibility with the aircraft, so they are needed.

The reason it can’t be replaced is that.

105: Japan Otaku Reviews

Stop recreating the original work.

106: Japan Otaku Reviews

DD is definitely high difficulty, but is gacha game no good?

Limit on the number of ally’s spirit commands.

Allied ultimate weapons also have a usage limit and recast.

The enemy is using spirit commands aggressively.

You cannot reduce the main HP until you break the enemy’s break gauge with the corresponding weak attribute.

113: Japan Otaku Reviews

>>106

The nature of the belongings inspection is too big.

108: Japan Otaku ReviewsYeahx1

The mental command is too strong, so it’s going to be difficult if that isn’t tweaked.

I don’t think that things like inspiration and resilience should be used so cheaply.

137: Japan Otaku Reviews

>>108

I think if you raise the difficulty, you need to weaken effects like increasing the evasion rate of inspiration by 60% or remove the ability to save mid-game.

142: Japan Otaku Reviews

>>137

No interruptions are thrilling.

It will be like Fire Emblem.

109: Japan Otaku Reviews

AP’s ace bonus and custom bonus are too determined by herbs.

111: Japan Otaku Reviews

Even the games that are said to be masterpieces in the Super Robot Wars series can be quite terrible when you calmly look at the scenario.

Focusing on the treatment of specific participating works in particular.

127: Japan Otaku ReviewsYeahx1

>>111

The handling of Tomoru’s organ in W has worsened compared to the original, but hardly anyone points it out…

131: Japan Otaku Reviews

>>127

There are times when there aren’t many fans for things like Golion, so no one says anything.

112: Japan Otaku Reviews

When the proficiency in the α side story increases, I wondered what they were thinking when you can’t obtain the hidden units.

117: Japan Otaku Reviews

>>112

It wasn’t that I couldn’t get it, but rather that it would become disappointing.

115: Japan Otaku Reviews

To be frank, rather than increasing the difficulty, let’s expand the variety of combat animations.

Don’t group three weapons into one technique; separate them.

116: Japan Otaku Reviews

64 isn’t particularly difficult, but raising the average level in Link Battler gives it a unique gameplay feel.

Because it’s normal to act twice.

118: Japan Otaku Reviews

It clearly looks like a shooting weapon, but since it has to be a melee weapon due to the pilot’s circumstances, I can kind of understand the thought of just deleting it…

162: Japan Otaku Reviews

>>118

I think the MX’s projectile attribute was a satisfying answer that makes sense.

171: Japan Otaku Reviews

>>162

Isn’t it enough to just unify shooting and melee combat under the attack category?

119: Japan Otaku Reviews

Was it AP that had the aspect ratio issue due to reusing different sources?

120: Japan Otaku Reviews

Ishiba Tenkyoken is something that shoots, so it’s a ranged weapon!

Well, that may be so…

126: Japan Otaku Reviews

>>120

It wasn’t because I was skipping; it was that everything other than a range of 1 was shooting at that time.

121: Japan Otaku Reviews

It’s fine as long as there are some high-difficulty maps instead of an overall difficulty.

122: Japan Otaku Reviews

In the side story and IMPACT, hidden mechs become weaker as you gain proficiency…

123: Japan Otaku Reviews

Reduce combat anime.

124: Japan Otaku Reviews

I thought it was ridiculous that the disc beasts in the second half had 16,000 or 20,000 HP.

125: Japan Otaku Reviews

It’s true that it’s fine to limit modifications and training for a high difficulty playthrough, but I also want to play in a way where I can go all out with modifications and training and still be able to clear it.

If someone says “Nobody wants that,” then yeah.

129: Japan Otaku Reviews

I also like scenarios, but the situation of the Gundams from the Universal Century is too mysterious and out of this world.

130: Japan Otaku Reviews

It seems concerning that some works are favored with all weapons concentrated in martial arts or a single attribute, while others are not.

132: Japan Otaku Reviews

>>130

Super robots tend to become just about fighting.

Gundam tends to be strictly divided into melee and shooting combat.

133: Japan Otaku Reviews

>>132

The Big O carrying sadness.

135: Japan Otaku Reviews

Popular works are good regardless of difficulty because they have a good storyline.

Personally, I like the little gameplay feel of things like Muji F and Alpha Gaiden.

136: Japan Otaku ReviewsYeahx1

[Martial Arts] Getter Beam

138: Japan Otaku Reviews

Well, since the basic usage is just shooting, the ν Gundam is good.

Z Gundam, which has a distinction between commonly used weapons and the strongest weapons, is only at a disadvantage.

139: Japan Otaku Reviews

The distinction between melee and shooting has become one of the reasons for the misfortune of Gundam series.

It looks like shooting to me, but there are people who categorize it as fighting.

140: Japan Otaku Reviews

It’s great that even in a super type, the shooting skill increases when the original work features proficiency with handguns and sniping, right?

143: Japan Otaku ReviewsYeahx2

>>140

No, it’s good.

144: Japan Otaku Reviews

>>140

Kenichi from Voltes was quite expensive, if I remember correctly.

141: Japan Otaku Reviews

Zoom in on the back of the three-way junction.

145: Japan Otaku Reviews

When players develop a refined eye, they end up wanting a higher level of quality in the scenarios that goes beyond just thinking “wow, that’s cool.”

It’s been tough for about the past ten years, just having a lot of things I’m dissatisfied with.

146: Japan Otaku Reviews

I think Amuro and the fighting characters are supposed to be really strong, but they’ve been nerfed for balance reasons.

150: Japan Otaku Reviews

>>146

Even if it’s super strong, there’s no weapon to counter it.

152: Japan Otaku Reviews

>>150

I won’t go out of my way to swing the saber.

147: Japan Otaku Reviews

First of all, there’s the issue that it’s not very interesting as a game.

I’ve been deceived by the fact that it’s just a character game up until now…

153: Japan Otaku ReviewsYeahx2

>>147

You have a unique sensibility.

148: Japan Otaku Reviews

The Moonlight Butterfly is a martial weapon.

149: Japan Otaku Reviews

I have a memory of being troubled because the strongest weapon of the BX original machine kept flickering between melee and shooting.

151: Japan Otaku ReviewsYeahx1

My high rating is for BX, but it’s not a game that faithfully reproduces the original.

It was interesting to talk about it being IF.

154: Japan Otaku Reviews

I found the scenarios from the Winky era to be more interesting.

157: Japan Otaku ReviewsYeahx4

>>154

There’s probably not enough volume to judge whether it’s interesting or boring.

158: Japan Otaku ReviewsYeahx6

>>154

It’s too much of a contrarian approach.

155: Japan Otaku Reviews

Recent RPGs allow you to choose from about three difficulty levels at the start, so I would like that to be the case.

If it’s too easy, there’s no point in modifying it.

161: Japan Otaku Reviews

>>155

It’s been like that for about 10 years now.

163: Japan Otaku Reviews

>>155

Haven’t you played the old Super Robot Wars?

156: Japan Otaku Reviews

The auto-save should not be absent; it would be fine if it disappeared once loaded.

159: Japan Otaku Reviews

Stop with the new stuff, just make it like usual.

160: Japan Otaku Reviews

How about remaking F soon?

164: Japan Otaku Reviews

Was the old scenario where I was made into a Zaku maniac or a homo really good…?

165: Japan Otaku Reviews

Are they not going to use the unit system anymore?

I used to like the formation.

166: Japan Otaku Reviews

If the Super Robot Wars maker released additional mechs as DLC, it would be great to be able to play endlessly.

167: Japan Otaku ReviewsYeahx3

I heard that the squad system was unpopular, but I really liked it.

173: Japan Otaku Reviews

>>167

The Triforce was good too.

190: Japan Otaku Reviews

>>173

Aren’t you becoming a power of the gods?

176: Japan Otaku Reviews

>>167

That was really tedious to have to reassemble every time there was a branch, but I think it’s fine to do it in a format like 30 since there aren’t any branches.

Well, even if a format like 30 comes out in the future, I probably won’t do it anyway.

168: Japan Otaku Reviews

The scenario became so boring from around F that it was painful.

169: Japan Otaku Reviews

I think it’s not very interesting as a game to overly focus on equality, making everyone have the same peak weapon attack power almost at the same time, and making the mental commands quite similar. But well, it’s a bit late to say this now.

181: Japan Otaku Reviews

>>169

So just because of that, if a combat unit appears that doesn’t have passionate skills, I would be like, what is this garbage?!

Are you listening, Shinonome from 3Z?

197: Japan Otaku Reviews

>>181

Get fired up with enhancement parts!

170: Japan Otaku Reviews

After that, it might get boring when you keep defeating the original game’s final boss and then defeat the original final boss to finish, right?

172: Japan Otaku Reviews

It was unbelievably easy.

Even though I wasn’t intentionally leveling up in the free map, by the end, all the units were either not getting attacked at all or taking negligible damage, and I was taking out enemies left and right with weapons that didn’t even matter.

As soon as the DLC was added, no matter what I did, the real-life evasion rate dropped to 10%, and I was like, “Huh?!”

193: Japan Otaku ReviewsYeahx2

>>172

I felt like there was enemy firepower that could take me down in one hit, especially near the end or in a half-hearted super type.

174: Japan Otaku Reviews

A twin unit is fine, but a squad will probably be a hassle.

175: Japan Otaku Reviews

I think a two-unit formation is just right…

177: Japan Otaku Reviews

The genre called SLG…

178: Japan Otaku Reviews

I see, so that's how it is!

Queens Gate Spiral Chaos CERO D Queens Gate Spiral Chaos CERO D BLJS 00078 UMD® BANDAI NAMCO GAMES BANPRESTO

I see, so that’s how it is!

189: Japan Otaku Reviews

>>178

It’s one thing to go this far, but…

I want to see a Super D-sized Battle just like the Super Robot Wars system.

In transformation hero shows, powered suit heroes, fantasy heroes, and magical girl genres, you know…

Sometimes it’s not uncommon for that kind of thing to appear, but there’s really not much like Super Robot Wars.

194: Japan Otaku ReviewsYeahx1

>>189

You definitely don’t want it to stay the same and will arrange it unnecessarily.

198: Japan Otaku ReviewsYeahx1

>>178

179: Japan Otaku Reviews

But it’s also true that I don’t want to go back to the days when strategy guides would say that this character is useless like they did in the past.

What should I do?

180: Japan Otaku Reviews

The formation of the squad takes time, and the troublesome nature of the disorganization becomes prominent.

183: Japan Otaku ReviewsYeahx1

The most enjoyable time is when new works are announced and I’m gathering songs for KASUSAN.

184: Japan Otaku ReviewsYeahx2

Isn’t the fact that FE turned into a gal game more of a winning element than its difficulty?

191: Japan Otaku Reviews

>>184

If you ask me if I want to do something like J, then I do want to.

185: Japan Otaku Reviews

I don’t dislike teams because they can bring in supporting characters besides the main ones.

There are times when there aren’t enough deployment slots, and I can’t even deploy the main units.

187: Japan Otaku Reviews

I used to like making people switch trains, but I haven’t done it at all recently.

188: Japan Otaku Reviews

I want a level of craziness that aims to appeal to kids, like throwing in Paw Patrol.

192: Japan Otaku Reviews

If the enhancement parts can be that extravagant, I think it’s about time they release the W-UP unit, right?

195: Japan Otaku Reviews

I have the impression that Super Robot Wars with gal game elements tends to have problematic scenarios.

It’s J and K’s fault.

196: Japan Otaku Reviews

The mental commands have become quite customizable, and the differences in character abilities are mostly just the unique skills now.

199: Japan Otaku Reviews

I feel that a balance where anyone can use it if they train is probably the best.

It has a strong aspect of being a character game.

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