this post was submitted on 03 Jul 2026
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My partner was out of town, so I just finished 13 Sentinels this week.
In typical Vanillaware fashion, they ran out of budget and cut a lot of things. I've read something about up to 50%. At the very least, the game should have been 15 Sentinels. Despite that, the story is a wild ride and has a satisfying conclusion. Honestly, I've enjoyed it even more that Danganronpa previously. Some open questions remain and a few plot points seemingly get dropped, but in the end, I just like the entire cast and loved the structure. There's always a mystery, a twist or a new perspective and in the end everything kinda just clicks together.
There's one gaping hole in my understanding I couldn't find an answer to, maybe someone who've played game could answer this:
Heavy spoiler
Assuming all 2188 logs are true, which is implied but theoretically unprovable, why did they give the 15 clones nanomachines?They made a point of evacuating from earth and even let people die out in space to prevent an infection with them. After all, they caused the extinction of humanity (even if this is never actually explained further).
I get that they intended to preserve human culture that way, but it just seems like a ridicules risk to ship the very downfall of mankind with every probe trying to restart it.
The RTS part of the game was also surprisingly engaging, although mostly on the easy side. But that's to be expected, as I did almost all the story segments first and could fully upgrade a lot of stuff before even starting it properly. There is even an endgame with an absurd amount of stages to dig your teeth in, but I'll probably only delve a little bit into them before starting the next game.
My feeling as well. The constant twists leave you on the edge, constantly questioning what your view of "what the hell is going on", but the story still manages to wrap surprisingly well.
I spent an unreasonable time in this part of the game. Helps that the OST for these battles is goddamn amazing, I could spend hours listening to Isoleucine and Deoxyribose in a loop.
I also love the mechs, in particular the Gen1 units. Limiter Removal -> Demolisher Blade GOOOOOOO.
The OST really is great! But I've got to admit the battle voice lines did get jarring towards the end. Well, at least Amiguchi's.
I've mostly relied on Gen 4 mechs during the story. Quad Leg Spike and whatever Yakushiji's AoE skill is called did a lot of heavy lifting. Outside of Gen 4, Super Large Missile and Juro's unique piercing skill were probably the most helpful ones for the final encounter.
After the gladiators were introduced, I pretty much stopped using Demolisher Blade, since Ceramic Armor just absorbs it (at least in the rebalanced Switch release). I think I'll experiment some more with them in the postgame this week!
Interesting, I think the Gen 4 mechs were the ones I used the least. Well, except for Yuki, as you also noticed she's a monster that combines Gen 4 mobility with Gen 1 raw damage.
My usual strategy was to have Gen 2s and Gen 3s focused on defense (the former spamming sentry guns, the latter spamming missiles and railguns) to wipe out smaller guys while the Gen 1s would run around killing the bigger dudes, with the Gen 4s acting as backup when there were stragglers or enemies spawning in awkward positions.