The 13 Sentinels, Ranked
When you play a game like 13 Sentinels: Aegis Rim, with its many twists and turns and fun little references, you're naturally inclined to initiate a discussion on the internet about what you liked, or disliked, about the overall experience. However, it's tricky to frame such a discussion in a large part because the game's structure is so fragmented and out-of-sync; there's a process where you piece together what you've learned and take account of the larger picture, not to mention the clear distinction to be made between its visual novel narrative side and tactical RTS/tower-defense side.
So that's why I've chosen to frame my takes by taking all thirteen major playable cast members of the game and ranking them based on four criteria: my early impressions of them, my post-game impressions of them, the enjoyment I derived from playing through their story routes, and how effective they were as units in the combat portion of the game. By merging the results of those criteria, I was able to find a "final" rank that I think reflects how I felt about each character and, to a lesser extent, the game as a whole.
Sound off in the comments if you felt I was too easy or too harsh on anyone. And be forewarned that this list is stacked floor-to-ceiling with 13 Sentinels spoilers; in fact, I doubt it'll make much sense if you haven't already completed the game.
But first, a rundown of how I used the Sentinels in a broader sense just so I don't end up repeating a lot of it later with the individual characters:
- The Gen 1s are the bruisers: the tankier units you send out into the field to beat down the larger foes while the rest of the team occupy defensive positions to take care of the fast-moving weaklings flying in from all directions. I never found them as useful as the Gen 4s due to their lower damage potential; instead they exist purely to soak up aggro from the more DPS-inclined Gen 4s which really cannot take much punishment in comparison. Demolisher Blade is great, at least until you start meeting enemies with ceramic shielding like the Gladiators due to the way its damage is calculated, at which point it becomes kinda useless.
- With all the Gen 2s, I found myself relying a lot on their Sentry Guns, which are the best tools any of the Sentinels have for the considerable uptick in firepower. The issue I have with Gen 2s is that they're meant to be a versatile hybrid of close-range and long-distance, but it's tricky to get much use out of the former unless it's a hectic map where the enemies are breathing down the neck of the terminal, and they don't exactly move fast. Otherwise, you're better off with the more maneuverable Gen 1s or Gen 4s, or the Gen 3s which don't need to move at all.
- I always remember to include at least one Gen 3 because they're your best line of defense for the terminal. In addition to being able to shoot halfway across the map, they have many area-of-effect attacks that make it easier to remove a massive number of incoming missiles from the enemy Twintails. I'm a big fan of the railguns too, though given you need to be the right spot to use them effectively - sending a single shot down the line to hit as many foes at once - it serves to highlight their incredibly limited movement speed as a detriment. Then again, I had entire battles where they never budged from their starting position because their range meant they never needed to.
- The Gen 4s are the VIPs as far as I'm concerned, and I'm glad the game saw fit to give you four of them as opposed to three of all the other kinds. I usually try to bring two into every battle. Along with their high speed and how they can ignore geography to move around (due to flying over everything), they have the most damaging attacks to help deal with tougher foes and can quickly eliminate large crowds of enemies with their AoEs. I usually pair them with a Gen 1 to keep most of the aggro off them. Best of all are the little interceptors they can summon, which zip around the field finishing off enemies that have been knocked back so far they've become awkward to reach.
(Characters are ordered as they are in the Remembrance story mode.)