Super Robot Wars Codexery

2nd Super Robot Wars OG

The next chapter in the Original Generation saga arrives with new mecha, new systems, and a delayed release.

2nd Super Robot Wars OG

2nd Super Robot Wars Original Generation is a tactical role-playing game for the PlayStation 3 developed by TOSE and published by Namco Bandai Games under the Banpresto label. It is the sequel to Super Robot Wars Original Generation Gaiden. It was intended to be released on September 29, 2011 as part of Super Robot Wars 20th Anniversary, but was pushed back to November 29, 2012.

Quick Facts

Title
2nd Super Robot Wars / OG
Developer
Tose / B.B. Studio
Publisher
Namco Bandai Games
Series
Super Robot Wars
Producer
Takenobu Terada
Released
JP · November 29, 2012
Genre
Tactical role-playing
Modes
Single player
Platforms
PlayStation 3

Facts from the source article.

Lore & Background

The game includes new characters and mecha from various series, such as the YTA-06BW Cerberus and YμP-05 Medius Locus from Super Robot Wars MX, the AVX-01 Aile Chevalier and AVX-02 Blanche Neige from Super Robot Wars Destiny, and the RRR-X3 Flickerei Geist from Real Robot Regiment. It also features units from 2nd Super Robot Wars Alpha, the DGG-XAM03 RaiOh, and the Custos, Nashim Gan Eden, and Magarga. The antagonist group Ruina appears, along with the Zovorg Alliance from 4th Super Robot Wars/Super Robot Wars F/Super Robot Wars F Final, including mecha Calleyzed and Liege Geios. The Graterkin 2 appears as a playable unit. Additional mecha designed for the game include the DGG-XAM03 JinRai, PTX-006C Wildraubtier Schnabel, GSBM-002 Galilnagant, YAM-014V Kerbelion Pleasant, SF-35 Cylion, EXF-03R Excellence Rescue, and Masquelion Type-N.

Reader's Guide

The game uses High-definition 2D sprites rendered over a 3D background. The Twin Battle System from previous Original Generation installments returns, allowing two adjacent units to combine into a single squad and attack simultaneously. A new feature is Maximum Break, which allows 4 units to attack simultaneously. Another new system is an ability slot system, where each pilot and mech gets three ability slots. Twin Units have a total of twelve slots. Default abilities are equipped when the game starts, and defeating enemies allows players to obtain new ones. To activate an effect, the player needs three of the same abilities equipped to either the pilot or mech.

Did You Know?

Franchise Identity & Genre Foundation

The Super Robot Wars franchise, published by Banpresto and recognized in Japan under the name Super Robot Taisen, stands as one of the most recognizable collections of tactical role-playing experiences in video game history. The franchise's core identity is built around strategic combat, with the vast majority of its titles following the tactical RPG format. However, the series has never been confined to a single gameplay style. Beyond its tactical roots, Banpresto released entries spanning multiple other genres, demonstrating a willingness to experiment with how players interact with the assembled roster of mecha and characters. This genre diversity, while secondary to the TRPG tradition, shows that the franchise's appeal extends beyond turn-based grid combat. The franchise's identity is thus defined not by a single mechanical formula but by the shared universe and character roster that threads through every title, regardless of genre.

Structural Organization of the Series

When examining the full catalog of Super Robot Wars titles, the franchise reveals a clear organizational logic. The complete index is structured by video game genre first, then ordered chronologically by initial release date within each genre category. This dual-axis arrangement—genre as the primary divider and release date as the secondary sequence—makes it straightforward for fans and researchers to trace how the franchise evolved within each gameplay category over time. The tactical role-playing games form the dominant section, reflecting the series' primary identity, while a separate section accounts for the entries that departed from that format. This structural choice in how the franchise is catalogued underscores that Banpresto treated genre as a meaningful distinction, not merely a footnote. For anyone building a personal collection or studying the series' development, this genre-first, date-second ordering provides a natural framework for understanding both breadth and progression.

Boss Design & Creative Ownership

One of the most revealing details about the Super Robot Wars franchise concerns the design of its final bosses. Across the extensive catalog of titles, Banpresto took direct creative ownership of the antagonists players face at the end of each game. This consistent practice of in-house boss creation became a hallmark of the franchise's identity. However, there are notable exceptions that break this pattern. Only three entries in the entire series featured final bosses that were not directly created by Banpresto: the original games, Neo Super Robot Wars, and Super Robot Wars Compact. These exceptions are significant because they represent moments where the franchise opened its narrative and design space to external creative input. The fact that such instances are so rare—just three out of an otherwise large catalog—highlights how tightly Banpresto guarded its creative vision for the series' climactic encounters, making those few outsourced bosses stand out as distinctive departures from the norm.

Longevity & Digital Presence

The Super Robot Wars franchise has maintained a digital footprint that reflects its enduring popularity. Banpresto established an official website dedicated to the series, serving as a central hub for fans and information. The franchise's reach extended to a dedicated 20th Anniversary website, a milestone that underscores the series' longevity in the video game landscape. This anniversary site, however, was archived by the Internet Archive on August 8, 2011, a date that marks both the franchise's continued relevance at that point and the eventual transition of such promotional web presences into historical records. The existence of these official digital touchpoints—both the ongoing official site and the time-limited anniversary celebration—demonstrates that the franchise was treated as a living, evolving property rather than a static catalog of past releases. For the fan community, these web resources, even in their archived form, represent valuable primary documentation of how the franchise presented itself to its audience over the years.

Frequently Asked Questions

What is 2nd Super Robot Wars Original Generation?

It is a tactical RPG for the PlayStation 3 that continues the narrative left off by Original Generation Gaiden. TOSE built the game and Namco Bandai shipped it under the Banpresto brand.

Why was 2nd Super Robot Wars OG released so late?

The title was originally set to debut on September 29, 2011, as a 20th-anniversary celebration for the Super Robot Wars franchise. It was pushed back by more than a year and ultimately hit stores on November 29, 2012.

Who developed 2nd Super Robot Wars OG?

The same TOSE team that handled the preceding entry, Original Generation Gaiden, picked up this project as well. Namco Bandai Games took on publishing duties using the Banpresto label.

What makes 2nd Super Robot Wars OG's visual presentation unique?

Characters are rendered as crisp high-definition 2D sprites layered on top of fully 3D battlefields, a hybrid style that had not been seen in the series before.

Where does 2nd Super Robot Wars OG sit in the Original Generation timeline?

It is the direct sequel to Super Robot Wars Original Generation Gaiden, carrying forward that specific storyline rather than branching into a separate arc.

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