Let's Play 13 Sentinels: Aegis Rim | Part 15 - Miwako's Friend | Blind Gameplay Walkthrough

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In Part 15 of this blind 13 Sentinels: Aegis Rim gameplay walkthrough on the PS4 Pro we go to meet Miwako's friend, but a sudden time jump leaves us stranded. | Please Like and Subscribe if you enjoyed!
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End screen music:
Dreamer by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
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Description:

13 Sentinels: Aegis Rim is a cross-genre video game developed by Vanillaware and published by Atlus for the PlayStation 4. It was released in Japan in November 2019, and is planned for a worldwide release in September 2020. The game is divided between adventure side-scrolling segments and real-time strategy battles, and follows thirteen high-school students in a fictionalized 1980s Japan who are dragged into a futuristic war between mechas and hostile Kaijuu. Originally scheduled for a 2018 release on both the PlayStation 4 and PlayStation Vita, the game was delayed to 2019 with the Vita version being canceled.

Director and writer George Kamitani conceived the game as a departure from the studio's traditional fantasy-setting video games following the completion of Dragon's Crown, originally pitching it for a toy line. 13 Sentinels began production two years later, discarding the toy line element under Atlus. The production proved challenging for Vanillaware, as the studio dealt with various workload and development challenges due to the game's greater scope compared to past games. Contrary to previous works, Kamitani both worked on the script alone and handed character design duties to Yukiko Hirai and Emika Kida. Hitoshi Sakimoto and his studio Basiscape, who handled music for Vanillaware's past games, revisited their roles.

13 Sentinels: Aegis Rim is a video game where players take control of thirteen different characters, who interact with each other to build a larger narrative. The gameplay is split into three sections: Remembrance, with exploration and dialogue taking priority and advancing the narrative; Destruction, where characters equip mecha and engage in pausable real-time battles against enemies; and Analysis, a glossery which documents event scenes and important items and characters.

During the Remembrance segments, the player explores two-dimensional (2D) side-scrolling environments, interacting with elements of the environments in a non-linear manner. Several elements move in real-time regardless of the player's actions, and choices can be made which alter the outcome of some scenes. Keywords spoken by characters are added to a Thought Cloud database, which can be accessed to trigger both internal monologues and initiate new dialogue. The character stories are tracked with a flowchart, with players able to jump between scenes to try different keywords from the Thought Cloud. If a wrong choice is made during one section, the game rewinds back to the beginning of the day so players can select the right choice. To reach that point faster, events the player has already seen can be fast forwarded. Some sections of character narratives are locked off until something else has taken place in another character's narrative.

The battle system of the Destruction mode takes the form of a real-time strategy scenario, with up to six chosen characters using Sentinels to fight off waves of enemies called Kaijuu defending a terminal. The terminal's health is determined by which units are in place, and if all units are defeated, the hub is overwhelmed and the game ends. Gameplay can be paused, allowing for Sentinels to be moved and actions such as combat and support abilities to be carried out. The section is completed when the hub is successfully defended against all waves. Battles pit Sentinels against Kaijuu with differing strengths and abilities such as flight or extra defence, requiring one of the four Sentinel types; some Sentinels are strong against flying enemies, while others do better against large ground-based forces. They also have different attack ranges and movement speed. Sentinels have a basic attack that costs nothing, and additional abilities that cost a resource called EP; EP can be recovered by defending. When used, each ability has a cooldown timer before it can be reused. Damage can be repaired by Sentinel pilots, but this requires leaving the Sentinel and leaving them vulnerable to attack. The player can also trigger limited-use "Terminal Commands", special field-wide abilities such as an EMP which use up a dedicated energy gauge. Sentinels can be upgraded using experience points and upgrade items called Chips, with increased experience levels unlocking new character-specific perks.

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