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Retro Game Database · PlayStation 2

Another Century’s Episode 3: The Final

Retro Game Database · PlayStation 2

Another Century’s Episode 3: The Final

Another Century’s Episode 3: The Final hits with the uncomplicated thrill you want from an anime mecha crossover: pick a machine, take to the air, and tear through mission objectives at a fast clip. Its large roster pulls from an unusually broad spread of robot series, so the immediate pleasure is finding a favorite and seeing how it feels in motion rather than waiting for a slow strategy layer to open up.

The campaign’s branching route and two endings give its mission structure more reason to be replayed, while upgrade points, Free Mission, Battle Mode, and split-screen co-op provide a sturdy after-story loop. It is a focused PS2 action game rather than a reinvention of the series, but the core is strong enough that fans of high-speed robot combat can forgive that conservatism.

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Retro Replay Review

Gameplay

The first hour has a direct, satisfying rhythm: you are thrown into airborne robot combat, asked to clear several objectives, and pushed onward before the pace has time to sag. Another Century’s Episode 3 does not disguise what it is. This is a mission-based action game built around piloting famous anime machines at speed, and that straightforwardness works in its favor when you want something more immediate than a methodical mech sim.

What starts to click is the reason to revisit missions. Clearing them earns points for buying and upgrading mechs, turning successful runs into progress toward trying more of the enormous crossover roster. With series ranging from Gundam and Macross to Eureka Seven, Dunbine, Nadesico, and Getter Robo represented, there is real pull in changing machines and returning to encounters through Free Mission or Battle Mode. The breadth matters because it gives the action a welcome sense of discovery even when the basic mission structure remains familiar.

That familiarity is also where frustration can set in. This is the third PS2 entry, and it largely sticks to the established formula rather than dramatically rebuilding it. If you need every sequel to overhaul its combat or mission design, its consistency may feel more like caution than refinement. But if the previous A.C.E. style already spoke to you, the game’s fast pace, upgrades, and replay options make it easy to settle into a satisfying routine.

Co-op is the standout addition. Once you have completed a story mission, you can replay it with a second person in split screen, which turns the same combat loop into a much livelier shared activity. It is a smart fit for a crossover full of giant robots: rather than merely comparing favorite machines, you and a friend can take them into the same fight.

Graphics

On PlayStation 2, the focus stays squarely on the machines. The third-person airborne battles put the many licensed mechs front and center, and the pleasure comes from seeing such a wide collection of Gundam, Macross, Getter Robo, and other anime robots sharing the same action game. Split-screen co-op naturally makes the image smaller, but it earns that compromise by letting two pilots fly together.

Story

The story begins with an everyday student, Barrel Orland, pulled into disaster after a strange meteor lands near his home and unidentified life forms attack. His meeting with Fei Roshenande, pilot of the Exbrau, quickly puts him on the path to becoming an Earth Federation pilot. It is a clean invitation into the conflict: an ordinary lead is swept into a war of giant robots and invaders.

You should not come in expecting the crossover premise to become a quiet character study. The setup is designed to get Barrel, Fei, and the Exbrau into a wider conflict, then let the mission campaign carry the momentum. For an anime action game with so many visiting series, that is a sensible priority; the plot gives the battles a reason to happen without slowing them down too much.

The branching storyline is the meaningful twist. Two different endings make campaign decisions and repeat runs matter more than they would in a single straight route, and they give committed players a concrete reason to see the story through again. That replay value complements the upgrade and mission systems instead of feeling tacked on.

Overall Experience

Another Century’s Episode 3: The Final is an easy recommendation for you if the phrase “fast airborne anime robot action” already raises your pulse. It understands that a crossover roster needs to be playable, not merely collectible, and backs that roster with missions, upgrades, repeatable modes, and co-op. The payoff is a generously replayable mecha action package whose strongest moments come from taking a machine you like into another high-speed sortie.

It is less convincing for anyone hoping the final PS2 installment would radically change the series. The formula is deliberately intact, so your enjoyment depends heavily on whether that established loop still has energy for you. Fortunately, the branching campaign and two-player replay option give this entry more staying power than a simple roster refresh would have managed.

For more of the franchise’s later evolution, Another Century’s Episode: R is the natural next stop. You can also find game-specific background in this history of Another Century’s Episode 3: The Final. As a farewell to the PS2 line, this one earns its place through momentum, replay value, and the simple joy of an enormous robot-anime collision.

Retro Replay Score

7.8/10

Additional information

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Retro Replay Score

7.8

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