Super Robot Wars T

Super Robot Wars T (スーパーロボット大戦T) is a Tactical RPG developed by B.B. Studio and published by Bandai Namco Entertainment. It is the eleventh standalone entry to the Super Robot Wars series and the third installment of the "International Era" series, with the game's continued focus on the massive crossover between different mecha anime series released in Japan. Released for the PlayStation 4 and Nintendo Switch, It was released in Asia on March 20, 2019.


 * Arms Dealer: Both Anaheim Electronics and the Original Generation VTX Corporation are into this. The former is amoral enough to deal with both sides as usual, but the VTX Corporation makes a point of refusing to do this, given their president is proud of his former service in the Earth Federation military and refuses to betray his former superiors in that manner.
 * Anachronism Stew: Per series tradition, the various UC Gundam plots and other shows typically crossed over with them get put into a blender. This time, everything proceeds as canon dictates for most EARLY UC events (though they use the NUE calendar and not the UC calendar for year dates), but they get snarled together with a few other events. The One-Year War and the events of Getter Robo and Mazinger Z take place around NUE 189 (with Great Mazinger and by implication UFO Robo Grendizer happening slightly afterward), the Gryps Conflict and Cosmo Babylonia conflicts happen concurrently around NUE 198, and a cease-fire of the FIRST Neo-Zeon War and the conclusion of the Jupiter Conflict occur around NUE 200, and the events of Martian Successor Nadesico have progressed from the TV show to the events of the movie in between NUE 198-200. The game begins as the second half of Gundam ZZ is about to occur, with Char's Counterattack eventually folded in.
 * Apocalypse How: Humanity is in the middle of a low-grade Class 1 version, in which the economy and technology in a rut but the situation could turn around. Various threats are attempting everything from glassing most of humanity all the way to glassing all of reality, and the job of the heroes is to prevent all of these events while also jump-starting the revival of humanity out of the Class 1 event the game starts with.
 * The expansion pack raises the stakes a bit higher, the villains of that want to bring several universes down with an attempt at a Class X-5 event if their plans reach their logical conclusion. A more localized version that will affect at least three interconnected dimensions occurs during the main game.
 * Bigger Bad: turns out to have been behind a LOT of threats from all corners of the story, including . They even play a key role in the expansion pack, which set the whole expansion plot in motion.
 * Break Out the Museum Piece: Done literally in some cases by both heroes and villains, and it's a testament to both sides that the museum pieces can hold their own with top quality current generation tech and in some cases even puts it to shame.
 * The Cameo: One level has a tile that, if moved over by Mazinger at one point, has who is apparently Go Nagai in all but name hand Kouji an upgrade part.
 * Colony Drop: Like Super Robot Wars A, one is featured prominently very early in the story. While the worst of it is averted, it has major implications down the line thanks to the inclusion of Magic Knight Rayearth..
 * Since Char's Counterattack shows up, Axis gets an attempted drop, but CHAR is notably not involved., intending to drop Axis for their own reasons.
 * Compressed Adaptation: Magic Knight Rayearth is not a very mecha-centric series on its own, so they had to compress the non-mecha related parts down to three stages while still finding excuses for you to fight them (filled in by the Byston Well cast who allied with Zagato). This also resulted in Eagle Vision showing up during the events of Season 1 of MKR's story, the attack upgrades of the Magic Knights got tweaked into being given out for various plot reasons to their mecha, and gets their own Original Generation Mashin.
 * Cowboy Bebop is another series adapted that they had to work around its non-mecha focus by altering portions of its plot to be refocused in a mecha crossover friendly sense while still adhering to all the notable plot points. They managed to do this by adapting various Bebop episode events to SRW based equivalents and gave Vicious and the Red Dragon Mafia a peripheral but vital connection to the main plot to justify their inclusion to preserve the main plot progression of the Bebop overarching plot.
 * A DLC reveals from Might Gaine got on the Red Dragon's bad side even though he's no longer a member, with the implication that he backstabbed them awhile back and they were not happy about it when they finally tracked him down.
 * Captain Harlock got some more modest changes based on the Arcadia SSX 1982 anime plot, albeit with a lot of elements compressed to their essentials and reconfigured to all take place in the Sol Solar System. They still reference how Harlock has traveled past that point in the past to explain things like how La Mime is part of his crew and managed to incorporate aspects of the Vichy Earth and his rivalry with Fader Zone in a modified form as well.
 * Real life wrote the plot and forced the creators to delete the Excelion and its captain from the story since his voice actor passed before the game released, which resulted in a modified Gunbuster adaptation. Most of the major events still occur, albeit in a slightly abbreviated form, deleting most of the first half's regular-sized mecha (save for a brief cutscene) and skipping straight to the Sizzler and the titular machine itself.
 * Degraded Boss: Black Noir has a pitiful role in this game. Having already been defeated in the backstory, they show up in one level only to be killed off again and are far less deadly than in SRW V and X..
 * The Dark Gundam plays second fiddle to the Gun X Sword villains, but this is deliberate, as the original was destroyed and the villains were only able to create newer yet weaker copies.
 * Did You Just Punch Out Cthulhu?: Specifically, you get to punch out Wiseman, Black Noir,, the STMC, the Invaders, , ,
 * Dub Name Change: While the English versions of SRW V and X were translated fairly literally from the Japanese sources, this game opts to use American dub names for any series that got an American showing in the English translation. This, unfortunately, obscures a plot connection intended for Magic Knight Rayearth and Mazinger: Infinity to a degree.
 * Equal Opportunity Evil: The is pretty egalitarian, being willing to hire and pay anyone who is competent at waging war.
 * Expansion Pack: In a first for the series, the expansion pack is not a game unto itself, but a story that takes place after the main campaign that follows up on the secret levels where the SRW V and X cast debuted. On top of being much harder that the regular game, it also fleshes out some dangling plot threads teased in the main campaign, and serves as a way to resolve certain things like the ambiguous ending of Cowboy Bebop the main game leaves vague.
 * Everyone Went to School Together: Or rather, served together at one point or another. The UC Gundam, Getter, and Mazinger casts explicitly served together in the backstory. Captains Bright Noah and Harlock both were regular Federation officers who knew each other at one point, and the Original Generation characters Ame Presbund and Dyma Goldwin both served in the Federation as well, and said early service plays a role later in the plot. In fact, it even jump-starts it, as Dyma's VTX corporation is trying to get a unit mass-produced for use by the Federation military as their mainstay unit, as Dyma is someone they have more faith in as a former soldier than the more amoral Anaheim Electronics. Said testing of the candidates is what gets the plot off the ground.
 * One Nation Under Copyright: The is an odd cross of this with a military. They have control over entire planets and they function with all the equivalent powers of galactic government, but they also double as a brand name and run their operations like an actual corporation with a military background. Their primary business is being an intergalactic private army for hire that also will expand its own markets for mercenaries on its own hook to remain in the black in terms of having a business..
 * Pragmatic Adaptation: While they still left a few parts of the Gun X Sword plot on the cutting room floor, they did a more faithful take on it than was done in Super Robot Wars K, to the point of being an Author's Saving Throw version. While still moving the events of that to the Terran solar system as K did, they moved most of the events to Mars to avoid issues K had with placing it on Earth, and they still managed to work in the "takes place in another galaxy" trope the story worked with due to some creative connection to Armored Trooper VOTOMS, specifically, which preserves the original story while moving it to the Sol system with few issues. They also used Martian Successor Nadesico to good effect to smooth over any remaining issues like how Mars had so much advanced tech and mecha running around.
 * Since so much of the story is tied to the characters, and the lack of many of them actually hurt the story presented in SRW K, they found ways to work in characters like Joe Lutz (whose absence in K created a Plot Hole) by modifying what story scenes they did include to logically reinsert them where the plot needed them.
 * Char's Counterattack eventually shows up, following after post-Zeta anime canon but following the novel depictions otherwise. While this means Beltchorka Irma takes Chan Agi's place, and the Hi Nu Gundam is eventually introduced into the story alongside the Nightingale (as well as their movie counterparts), the story otherwise proceeds as if the anime events were canon, including most of the events of Char's Counterattack, though to maintain consistency and pacing with leading Gundam ZZ into CC, a few events are switched around, with being the one to goad Amuro back into battle, not Char. Kamille also has a story role and the game presumes the Zeta TV series events are canon.
 * Reality Ensues: Much like in Super Robot Wars Z, there is understandable friction between the more button-down military cast and the more independent-minded lone wolves and mercenaries from the various series represented. The good guys work around these difficulties by having Harlock take on their less formal team members while the more military cast handles other things. This fades away by the midpoint of the game, where circumstances make them realize they are more effective working together despite any personal issues they might have with the arrangement.
 * Played for Laughs in a DLC where the Gunbuster and Magic Knight Rayearth cast get made Super-Deformed temporarily, just like in their source canons. It's cute and all, but they find piloting their mecha is a lot harder when they get shrunk down into smaller, cuter versions of themselves. Thankfully, it wears off in time before things get too bad.
 * Schizo-Tech: Discussed. Your team is a hodge-podge of the latest current tech and some things that would be in museums, but even the museum pieces can hold their own due to the regression in Sol Solar System's technological prowess leaving them just as good if not superior to some of the latest tech available.
 * The Bus Came Back: Much like Super Robot Wars V brought back the Huckbein and Grungust, and Super Robot Wars X brought back the more classic version of the Cybuster, this game brings back the original black Gespenst, which can be made available for use on the team early on via DLC. Otherwise, it joins much later.
 * Twenty Minutes Into the Future: The game reconciles the Schizo-Tech and, in a rarity for SRW games that usually play a bit vague with the exact year or use a fictional calendar, even allows the player to nail down fairly precisely when the story takes place. Due to using the backstory of Aura Battler Dunbine, whose mass world devastation and destruction of Tokyo Tower is explicitly mentioned, combined with an exact amount of years given due to Maito Senpuji who explains he helped rebuild Tokyo Tower in Nouvelle Tokyo and gives an exact amount of years since the original version was destroyed, this allows the player to figure out the plot takes place around 2650 AD, give or take a few dozen years. This also allows Magic Knight Rayearth to take place since the teleporting of the main characters to Cephiro takes place at Tokyo Tower in the present day. As for the actual tech disparity, that is explained as to how humanity barely was getting out of the regression of tech they were in about twenty years prior to the present day, but by the start of the game, several events kicked humanity back into a stagnant technological rut.
 * Villain Team-Up: Several.
 * The villains of Rayearth and Dunbine work together pretty closely, in the first half of the game. The leaders and their motives change in the second half, but the alliance still holds.
 * Per usual, the Claw hardly works well with anyone, and even his alliance with Master Asia is quite shaky.
 * The Company and later the team up with every faction they can feasibly make a deal with at one point or another, but this always tends to be either due to shared interests or due to being contracted out, per their mercenary army ethics.
 * The Expelled From Paradise and Armored Trooper VOTOMS villains are revealed to have a connection..