Gundam: Requiem for Vengeance has finally arrived on Netflix, offering fans a new perspective on the iconic One Year War, a hallmark of the Gundam franchise. While the series attempts to introduce a fresh angle by focusing on the Zeon forces and delivering a gritty portrayal of war, it ultimately falls short in key areas such as animation, character development, and narrative cohesion. Despite its potential, Requiem for Vengeance struggles to deliver the emotional and visual impact that fans have come to expect from the Gundam series.
Gundam Requiem for Vengeance Review
Set during the final stretch of the One Year War, Requiem for Vengeance shifts its focus away from the Federation and onto the Zeon forces, specifically the Red Wolves division led by Iria Solari. This change in viewpoint offers a new way to experience the war, with the Zeon soldiers being portrayed as the underdogs, pushed back into space as the Federation gains the upper hand. The series makes an effort to humanize the Zeon soldiers, much like the PlayStation 2 game Zeonic Front, giving viewers a glimpse into their motivations and struggles.
The Zeon perspective is an intriguing one, and the series takes inspiration from past entries like Mobile Suit Gundam: The 08th MS Team, which portrayed the war in a more grounded, gritty manner. However, Requiem for Vengeance misses the mark in fully exploring the emotional depth and complexity of its characters, leaving them feeling underdeveloped and one-dimensional.
Visually Stunning, Yet Flawed in Execution
One of the highlights of Requiem for Vengeance is its use of Unreal Engine 5 for animation. The environments, particle effects, and hard surface work are impressive, offering a visually stunning experience that showcases the technical capabilities of the engine. The mobile suits, in particular, are beautifully rendered, with designs that evoke a sense of realism and power. The action sequences, while sometimes hampered by awkward camera angles and questionable direction, still manage to provide moments of visceral excitement.
However, the series falters when it comes to character animation. The facial modeling and body movements of the human characters are stiff and unnatural, detracting from the overall immersion of the series. The character animations, particularly during dialogue scenes, are reminiscent of early CGI films like Final Fantasy: The Spirits Within, with awkward, wooden movements that make the characters feel lifeless. This is further compounded by poor lip-syncing in both the English and Japanese dubs, leading to numerous scenes where dialogue is delivered off-camera or with characters’ backs turned.
A Lackluster Story and Weak Character Development
Despite the shift in perspective and the potential for a more character-driven narrative, Requiem for Vengeance struggles to tell a cohesive and engaging story. The series follows Iria Solari, a Zeon pilot and leader of the Red Wolves division, as she grapples with the horrors of war and her personal desire to return to her family. While this premise has the potential for emotional depth, the execution falls flat.
The characters in Requiem for Vengeance are paper-thin, with little exploration of their motivations or backstories. Iria, the protagonist, is given a few monologues about the futility of war and her desire to return home, but these moments feel hollow and fail to resonate. The supporting cast fares even worse, with characters being introduced and then abandoned, only to reappear later with little to no development.
The pacing of the series also suffers from what feels like significant gaps in the story, as if a much longer series was condensed into its six-episode format. Key plot points are rushed, and new characters are introduced without sufficient time to develop them. This leaves viewers with a disjointed narrative that never quite hits its stride.
Missed Opportunities with Mecha Design and Combat
Gundam has always been known for its iconic mecha designs, and Requiem for Vengeance continues that tradition with new mobile suits like the Gundam EX. However, the designs by Kimitoshi Yamane, while detailed, feel out of place in the context of the One Year War timeline. The Gundam EX, in particular, looks strange compared to the classic mobile suits from previous entries in the franchise. This inconsistency in design detracts from the overall aesthetic of the series and leaves longtime fans scratching their heads.
The combat sequences, while visually impressive, are hampered by floaty physics and awkward camera work. The mobile suits lack the weight and impact that fans expect, with their movements feeling unrealistic and disconnected from the environment. The camera often shifts between ground-level perspectives and aerial views, but it never fully commits to either, resulting in action scenes that feel disorienting and incomplete.
The Gundam itself is portrayed as a monstrous, relentless force of destruction, which is an interesting take on how the Federation’s mobile suits are perceived by Zeon soldiers. However, this fresh perspective is undermined by the overall lack of emotional investment in the characters and the story, making it difficult for viewers to care about the outcome of these battles.
Conclusion (Final Thoughts)
In the end, Gundam: Requiem for Vengeance is a disappointing entry into the Gundam franchise. While it offers a unique perspective on the One Year War and features some visually stunning moments, it ultimately fails to deliver a compelling story or memorable characters. The poor character animation, disjointed narrative, and inconsistent mecha design all contribute to a series that feels awkward and unfinished.
For die-hard fans of the Gundam franchise, there may be some enjoyment to be found in the familiar mobile suits and the occasional thrilling battle sequence. However, for newcomers or casual viewers, Requiem for Vengeance offers little beyond its surface-level robot action. It is a series that aspires to be more than just a mecha show, but ultimately, it falls short of its lofty ambitions.