When Bandai Namco revealed Gundam Rogue Orbit a few months ago, it was poised to be an entry that’s meant to bring in new Gundam fans. I interpreted that this would mean Gundam Rogue Orbit would be a more approachable game and a conventional action game.
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I recently got my first hands-on with Gundam Rogue Orbit, and spent about 45 minutes playing it. So far, it seems like my hunch was right, but that’s not necessarily a knock on its part! The gameplay feels smooth and exhilarating, much like a modern action game.
In my demo, I had access to three different Mech Assembly types: Assault Sword, Whip Sword, and Sword Lance. The Assault Sword is your typical short-range attacker and can use its Boost power to charge powerful attacks. Plus, its “Anchor” ability acts like a grappling hook and lets it close the gap between it and enemies without having to consume the Boost meter to run faster.
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The Whip Sword lies on the side of the spectrum, specializing in more long-range attacks. So far, however, it seems like Rogue Orbit is a melee-focused game, where long-range means more “mid-range.” The Whip Sword lets players switch between short and ranged melee attacks to adjust their battle strategies on the fly. Finally, the Sword Lance seems to be the dedicated mid-range and mobile build. Here, it can build up a gauge by performing side-step attacks, and then unleash a giant beam. This one is perfect for those who like hit-and-run tactics, like me!
I also played two missions: Rail Control Battle and Instinct. The former consisted of a general mission where I took out a few smaller monsters before battling the area’s boss, a molten creature simply called Giant. The latter mission was a solo boss battle, which was definitely harder, against a big dragon called Drake. I like how straightforward these missions were, and depending on your skill level, you can complete them in about 5-7 minutes. Short, but sweet and filled with action.
Players who’ve dabbled in other mech games like Gundam Breaker and Armored Core will find that Rogue Orbit feels comfortably familiar. Combat doesn’t feel clunky, and your mech is like a character on its own. You can zip around with your boosters by consuming stamina, and dish out flashy attacks that have cooldown timings. It’s all standard action game design, but this feels like an approach many Gundam fans have wanted.
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Rogue Orbit also has its own “Overdrive” mechanic called “Over-Rise.” By attacking and remaining aggressive, you can slowly build a meter that eventually lets you activate Over-Rise, giving your mech a temporary boost. Before the state depletes, you can dish out an AP-Unit Burst attack, which looks to be some sort of fancy ultimate move. In my case, it summoned multiple giant lasers above my enemies and rained down upon them for massive damage.
The game also has elements of games like Monster Hunter, as you can also break off certain body parts that can impact how bosses act for the rest of the fight. While I wasn’t able to confirm whether these body parts could be used for customization, as I wasn’t given access to the feature at all, I hope that’s the case. That would reinforce those Monster Hunter-like elements and add more depth to Rogue Orbit‘s gameplay.
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My demo was a single-player affair, but Rogue Orbit will have online co-op for up to three players. I can see the game being incredibly fun in short bursts with friends, as the missions so far don’t overstay their welcome.
As of right now, Bandai Namco has the feel of combat and mobility nailed down. Now, it’s just a matter of seeing the extent to which we can customize our Gundam Helix. Being able to swap out parts and weapons will surely itch a tinkerer’s brain, while the high-speed action will keep players engaged. I can’t wait to see more when Gundam Rogue Orbit launches sometime in 2027 for PC, PS5, and Xbox Series X|S.











