$59.99SUPER ROBOT WARS Y Anime Legends, One Battlefield
A grid-based tactical RPG where pilots and mechs from over twenty anime series fight side by side. Position your units, spend your credits, and watch Gundam, Mazinger, Macross and Godzilla clash in one story. Turn-based combat with real bite, and a new Assist Link system that brings sidekicks into the fight.
Is SUPER ROBOT WARS Y worth it?
SUPER ROBOT WARS Y is worth it if…
- you grew up on robot anime and want your favorites in one roster
- you like turn-based tactics where positioning and terrain matter
- you enjoy the loop of earning credits and reinvesting them in your team
- you want a story-driven campaign that runs dozens of hours
- you have room in your heart for both Gundam and Godzilla
Screenshots
Crossovers that actually mean something
The pitch is simple: heroes from very different anime end up facing the same enemies, and the game lets them. Mobile Suit Z Gundam sits next to Mazinkaiser, Combattler V fights alongside the cast of Code Geass, and Godzilla Singular Point and SSSS.DYNAZENON join a roster that also includes Aura Battler Dunbine, MACROSS Delta and G Gundam.
What makes it work is that the series are not just lined up for a group photo. The story gives older shows real roles instead of cameo duty, and crossover moments between casts are part of the fun: watching characters from wildly different worlds react to each other is half the reason this series exists. The plot is one cohesive new saga, not a loose excuse to shuffle units around, and it carries you from the first mission to the last.
Grids, upgrades and sidekicks
Combat is turn-based on a grid. You place your units, decide who holds the line and who flanks, and position starts to matter, especially on higher difficulty where terrain can be the difference between a clean win and a shot-down mech.
Between missions you spend credits and resources on two things: upgrading your units and training your pilots. Every mission pays out, so the loop is fight, invest, fight better. The new Assist Link system adds a second layer: sidekick characters join missions, support your roster and grow stronger alongside them.
The real decision is where the money goes. You cannot max everyone, so you pick favorites and build your team around them, then send your best pilot's strongest attack at the boss to finish the job.
Can you play it at your own pace?
How long does a campaign take?
Longer than one sitting, that much is sure. A full run through the story, with side missions included, runs comfortably into dozens of hours. The mission flow is built for pacing yourself: a menu shows which mission leads into which, so you can work through one chain at a time instead of wondering what to pick next. The story stays cohesive from start to finish rather than turning into a pile of filler missions, and mid-game stretches can feel repetitive if you play everything in long sessions, so shorter play sessions suit it well.
Is it hard?
It can be, if you want it to be. On the highest starting difficulty, enemy bosses can take down one of your units in a single attack even late in the campaign, and terrain and positioning become genuinely important. On lower settings it is a relaxed power-fantasy: upgrade your favorites, watch the battle animations, and sweep the board. The difficulty spike at the start of the second chapter catches some players off guard, so keep your units upgraded and do not send anyone in alone.
Do you need to know the source anime?
No. The game tells its own new story and introduces each series as it goes. Knowing the shows adds a layer, since seeing pilots from different universes meet is a big part of the appeal, but the plot stands on its own. If you know even one series on the roster well, you have an anchor; if you know none, you may just leave with a watchlist.


















