V Gundam Production Archives

VICTORY GUNDAM PROJECT PROPOSAL (Revised Edition)

The planning for Mobile Suit V Gundam began in earnest in the latter half of 1991, with the initial project proposal being compiled in December of that year. After various considerations, a revised version was finalized on April 30, 1992. This introduces the revised project proposal.

Potential Titles: “Mobile Suit Mega Gundam” with the codename “Megundam” OR “Mobile Suit Garuba Gundam” with the codename “Double G.”

Translator Note: For the sake of consistency, I’ve opted to adhere to the English spellings presented in the proposal, however bizarre they may be.

◎ PROJECT INTENTION

The world that surrounds TV anime is by no means rosy; its hardships are evident to everyone. During economically challenging times, people often become serious, yet they inevitably seek an outlet. One could imagine this is no different in the world of children. Moreover, while the Gundam series itself has accumulated over a decade of history and faces a major turning point, we have also concluded that it is by no means pointless to inherit this name as a way of responding to the harsh environment. However, there was also a consensus among the staff that, while still being Gundam, a return to the roots of anime, catering to the young, was necessary.

If we can publish a work that provides catharsis to the audience while including the realistic feeling inherent to Gundam, we are convinced that new prospects will open up. Therefore, we propose this project.

◎ STORY THEME

What have we adults forgotten? What are the mistakes we’ve committed? We want to tell a story of a young boy and girl tasked with constructing a bright, hopeful future amid the destructive tension between an environmentally devastated Earth and warring space colonies. It’s about conveying what we need to do while expressing apologies from our generation to the next for our actions that have led to the Earth’s current state. We want this narrative to seek understanding from the younger generation, presenting alternative ways of thinking and living.

◎ STORY BACKGROUND

The Gundam World is akin to an interstellar age of civil wars, with various space colonies opposing the bureaucratic, centralized approach of the Earth Federation government, echoing the dissolution process of the modern-day Soviet Union. Rising within this milieu, the Zanscare Empire of Side 2, with its matriarchal rule and queen as sovereign, is poised to dominate this epoch. But behind its outward gentleness and antiquity lay the iron fist of the Gatie party and their military force, BESPA. Over half of the hundreds of space colonies in Side 2 were governed by their influence beyond the reach of the Earth Federation government, and independence movements in other Sides, inspired by Zanscare’s success, intensified. As this story begins, Zanscare was on the brink of becoming the dominant power, intending to control Earth, the cradle of humanity, to supersede the Earth Federation government.

◎ STORY OUTLINE

The U.Age of Civil Wars

The story begins when Uso Ebbing, a child with missing parents living unlawfully on Earth, witnesses the brutal military action of the invading BESPA. Caught in a situation where his only chance of escaping the machines is to use one, Uso stumbles upon an incomplete combining mobile suit, the Mega Gundam, which pulls him deeper into the conflict. Mastering the Gundam, Uso finds himself resisting BESPA’s actions and embarks on a search for his missing parents. As he integrates into the resistance organization League Militare, backed by the Earth Federation Forces, Uso, due to his exceptional and recklessly vibrant spirit, finds himself reluctantly taking a central role in the conclusion of the war with BESPA. Through these battles, Uso witnesses the depth of human folly and the havoc wrought by civilization, culminating in the downfall of BESPA at the age of fifteen.

◎ EARTH FEDERATION GOVERNMENT AND EARTH

Time has passed since the turbulent era of the Crossbone Vanguard, and the movements to obtain sovereignty among each of the space colonies have given rise to countless conflicts around the lunar orbit, humanity’s living space. These conflicts, spewing forth humanity’s primal instincts that had been suppressed by modern thought, manifested reckless chaos. It was impossible to govern the vast area expanded by hundreds of space colonies with a single centralist organization. Still, it’s not unreasonable to think that at the beginning of the space colony era, the Earth Federation government was seen as a necessary organization for humanity to maintain its identity in the infinite expanse of space.

The headquarters of the Earth Federation government was located in Luna Metropolitan on the far side of the Moon. They dispatched the Earth Federation Forces to mediate the conflicts between space colonies, but given the multitude of disputes, their efforts were like trying to douse a bonfire with a cup of water. The Earth Federation government had a crucial task: managing the Earth itself until nature was completely restored.

For this reason, on Earth, staff members carried out restoration work on nature, managing and repairing human heritage and collecting and removing ancestors’ property, who provided emotional support for the people of the space colonies (Spacenoids). These individuals resided under the auspices of non-governmental organizations.

However, it was not unheard of for historical NGOs not to function politically, and their organizational problems were becoming apparent. Besides, people were allowed to live in areas designated as special zones to maintain the human ecosystem and avoid genetic risks. These special zones were scattered across each continent and cultural region. Those residing in these areas were officially permitted to live on an exhausted planet, and their comprehensive management fell under the jurisdiction of the Earth Federation government.

However, because of the privileged rights of this Earth Federation government, they could adopt an authoritarian attitude towards each space colony, which also became a breeding ground for organizational corruption and decadence. Among Earth’s inhabitants, there were illegal residents, most of whom were people who had escaped from the public institutions mentioned above or people who had continuously refused to become space immigrants and were fleeing. There were few stowaways from space colonies.

The crackdown on these illegal residents was not thoroughly carried out. For the special police MHA, who were tasked with mopping them up, if the illegal residents were eradicated, they would lose their privilege to be assigned to Earth. Thus, an implicit symbiotic relationship was established. Furthermore, there was also a tendency to tolerate the existence of illegal residents as the price of implementing space immigration.

In other words, until it is confirmed that humanity will not undergo transformation even after a thousand years in the space colony era, the Earth residents must be tolerated due to the instinctual ambivalence of the human “species.” This ambiguity is inherent in the nature of a species. However, the appearance of the Gatie Party within Zanscare aimed to completely eliminate the ambiguity under the Earth Federation government.

Even the Gatie Party, which had built Zanscare using a combination of the honey of women’s rights and the whip of the guillotine, found themselves in a situation where they had to use Earth to realize a controlled society. This is the current state of this story. However, it is predicted that Gatie Party, which had forgotten the principle that women are eternal symbols that greedily embrace ambiguity, may face failure…

● AN EMERGING POWER ON SIDE 2: THE ZANSCARE EMPIRE

■ WHY DID THE GATIE PARTY RISE TO PROMINENCE CENTERED ON SIDE 2’s AMELIA?

Fonse Kagatie, who had made several voyages to Jupiter, saw from outside the Earth Sphere that the control of the Earth Federation government was weakening and the chaos that had arisen between space colonies was a historical limit for humanity. He thought that this could be an opportunity to carry out a purge of the space colony world and conserve Earth, thereby building a “chosen cultural sphere.”

The fundamental part of this policy, conversely, is also the idea that it leads to Earth preservation. When the fifth Jupiter voyage concluded, Gatch, driven by the belief that Side 2’s Amelia had been exploited and impoverished by the pioneering development of Side 1, landed there. In particular, he believed that the devastated Amelia could become the nucleus of Zanscare. 

Fonse Kagatie, having cultivated his political abilities by leading the small nation of the Jupiter ship, believed that humanity would be able to accept a system that instinctively sympathizes with a matriarchal system and sees people at its center, and he advocated for this. Furthermore, Gatie had the background advantage of possessing high-quality uranium obtained from towing asteroids from the asteroid belt and exclusive access to helium transport ships from Jupiter. At the same time, he was able to form the armed group BESPA, which would back him.

The combination of Kagatie’s aspirations, the decay of the Earth Federation government, and the discontent among the masses in Side 2 accelerated the formation of the Zanscare Empire. Moreover, through the use of BESPA, they executed a carefully staged production that involved the use of guillotines as they eliminated rebels individually, reinforcing their control.

■ MARIA ASHER: ANOTHER INFLUENTIAL FIGURE THAT SUPPORTED KAGATIE’S POLICIES

On Amelia, Maria Asher was celebrated as a renowned spiritualist and prophet. While she had a significant presence within religious circles, it wasn’t on a large scale. Nonetheless, under the banner of ‘Mariaism,’ she garnered a solid following as leader of a familial sect. 

“To worship and hold in reverence everything maternal grants eternal peace. Surpassing our current challenges, the maternal universe will eternally sustain us. That mother is Maria. Has there ever been a name spoken of, in past or present, as much as this one? One should surrender to the deep benevolence this name signifies.” This encapsulated the essence of the doctrine preached by Maria Asher.

Fonse Kagatie, upon founding the Gatie Party, propagated that Maria Asher was a direct descendant of the esteemed bloodline of House Armonious. This was part of the campaign to establish the Gatie Party and the BESPA organization for its protection. As a means to achieve this, the concept of the Zanscare Neo Empire was introduced. Contrary to feudal monarchies, it aimed for a symbolic monarchy akin to Japan’s imperial system or modern royal families.

The resonating sense of harmony conveyed by the name “Armonius,” along with the name “Zanscare Neo Empire,” captured the fervent support of the inhabitants of the mixed ethnic group space colony. This immense support stemmed from people’s latent desire to return to their ancestral roots and their fascination with symbols (or idols). The fact that they had a queen meant that they no longer needed to perpetually preach the ideals of the old Principality of Zeon. This system became more robust than what Fonse Kagatie could have possibly imagined.

Factions like Europea and Indore within Side 1 openly rebelled against Zanscare. Within Side 2, factions from colonies like Qaidaham, Nesheishon, and Scandiham emerged. The Earth Federation government on Side 1 and the Moon even directed a substantial portion of the Federation Forces to counter these threats. However, BESPA’s willingness to engage in direct combat and serve as a living shield earned them immense trust from the people of Amelia.

During this period, it’s conceivable that Maria Armonius hypnotically cultivated a following, which might have been Kagatie’s most potent weapon.

■ KAGATIE’S GUILLOTINE OR IS IT BESPA’s GUILLOTINE?

Fonse Kagatie’s true sentiment lay in the belief that a population large enough to sustain a capitalist economy was unnecessary. While he maintained that only the subjects of the pre-queen Zanscare Empire were fit for labor and possessed the firm will to cull the lazy, his resort to the guillotine – an instrument reminiscent of a whip – was simply to expedite the empire’s unification. This anachronistic instrument wielded a profound psychological impact on the masses. Despite being labeled a dictator, Kagatie’s early purges were swifter than even he had imagined. The reason? The sight of a severed head, as a culmination of the execution, albeit repulsive, served to vent the latent desires people harbored within them. 

Moreover, living in the confined space of the space colonies, with an atmosphere echoing the claustrophobia of medieval feudalism, the guillotine also functioned as an indicator, maintaining the unity of the community and its societal ethics. Kagatie further ensured its acceptance by narrowing its targets to indolent politicians and high-ranking bureaucrats within the Earth Federation government. This barbaric yet classical rite garnered even greater popular support.

“At times, one must cleanse the sins of man with blood,” it was said. 

And so, the condemned who ascended the guillotine platform were heralded as the bedrock of Zanscare. They were received with joy, gratitude, and profound reverence by the people of Zanscare, embraced as their sacrifices.

■ ZANSCARE EMPIRE’S BESPA

When the Gatie Party needed an Aura Battler unit, much like other autonomous movements, they seized control of the Earth Federation Forces stationed at Side 2, turning it into the foundation of their military force. The Gatie Party established the Ballistic Equipment & Space Patrol Armory (abbreviated as BESPA) to restructure these outdated armaments. As a result, Zanscare’s military came to be known as BESPA.

Although “Yellow Jacket” is another name for a wasp, there’s an elite combat unit developed for testing new mobile suits and mobile armor in actual combat called “The Yellow Jackets.” This unit is considered among the best within BESPA. With the initiation of the Earth-cleansing operation, this elite unit was tasked to lead the descent, playing a vanguard role.

BESPA, stationed on a geostationary satellite orbit, utilized a retrofitted early-model small space colony as an advanced base for their Earth descent operation. Their first objective was to oust the Earth Federation government’s MHA (a special police organization) while sweeping through the designated special districts. Once the Yellow Jackets invaded these districts, BESPA’s development unit would be deployed to begin construction, turning these areas into resort destinations for the citizens of Zanscare.

The Yellow Jacket members were thrilled about this operation for two main reasons: the opportunity to test their machines under gravity and the chance to take lives on Earth. This excitement reflected similar psychology to that of using the guillotine, reconnecting these space-dwelling individuals, known as Spacenoids, to the Earth while also exploring their primal instincts.

Kagatie, however, wasn’t pleased by this psychological manifestation within his subordinates. He recognized that this aspect revealed deeper human issues that needed addressing.

■ EARLY YELLOW JACKET COMPOSITION

■ EARLY RA GAINE BASE COMPOSITION

■ CRONICLE ASHER AND THE ADVERSARY CATEJINA LOOS

Is Cronicle the second coming of Char Aznable?

Cronicle Asher initially confronts Uso’s Gundam but is defeated, retreating to space. While he interacts with his cousin Shahkti Kareen, his interest is not piqued by her seemingly insubstantial demeanor. He’s more focused on training Katchina Loos, driven by concerns about the relationship between his sister, Queen Maria Armonius of Zanscare, and Fonse Kagatie.

He felt a growing threat from Usso and his surrounding resistance movement, reacting strongly to the mere name Gundam. Such reactions lent credence to claims likening Cronicle to Char’s second coming. Yet, when Cronicle attempted another descent to Earth, Usso outpaced him, ascending to space with Cronicle’s reluctant approval. By then, Catejina Lois had become Cronicle’s right hand, his fervor against Gundam undying.

Katchina rejects her parents’ debauched and money-driven lifestyle, recognizing that she must harness her skills and talents to face a new era. She walks the path Cronicle has opened for her.

At her very core lay a pride, an unwillingness to show weakness before Usso and the likes of Audilo. More than anything, it was her talent, worthy of Cronicle’s attention, that transformed her into a warrior. Hence, when she felt the need to truly emancipate herself from Cronicle’s shadow, she was welcomed as the leader of the fighting group formed by Maria Pia Armonias’s devotees, the ‘Cruz Maria Group .’From that moment on to Usso, she became an unyielding adversary.

■ LEAGUE MILITAIRE (SACRED HOLY ALLIANCE)

In the European region of Earth, an emerging force stands against Zanscare. Their organization, not yet solidified, forces them to secretly produce the necessary mobile suits in underground factories scattered across Europe. Behind the scenes, connections trace back to the Earth Federation Forces. The organizational depth is profound.

The technical body that brought forth the new ‘Mega-Type’ mobile suits finds its origins in the Strategic Naval Research Institute (SNRI) of the Earth Federation Forces. The history traces back to a point when engineers from the former SNRI were involved in machine development.

The core philosophy of the League Militaire, termed the “Cycle System Theory,” holds that cycling the structure of an organization can eliminate inherent corruption. By establishing this revolutionary framework, they believe that humanity’s domain could be infinitely expanded. Their grand vision? Building space colonies in Earth’s orbit (reminiscent of a Ring World!). They theorize that merely halting humanity’s frivolous consumption within its economic sphere, war included, would render this endeavor feasible.

They are adamant that the ongoing warfare must come to an end. Opposing the retrogressive and authoritarian states exemplified by the Zanscare, supporters of the so-called Gatie Party. However, Zanscare’s objectives, rooted in acquiring Earth’s resources and purging wasteful consumers, inevitably clash with those of the League Militaire.

To our protagonist, Uso Ebbing, the members of the League Militaire at first appear as mere rogues, attempting to build a single mobile suit in defiance of the BESPA. Yet, drawn in by their lofty ideals and the latent backup systems embedded throughout Europe, Uso finds himself increasingly entangled.

◎ CHARACTERS

USO EBBING (Age 13) 

For the past six months, Uso has been living alone in “Point Kasarelia” ever since his parents mysteriously disappeared. They had fled to Kasarelia for reasons of their own, and in this secluded environment, they raised Uso in a manner both strict and liberating. As a result, even in their absence, the resilient and vibrant environment of Kasarelia, where he was nurtured by nature, allows him to bring a sense of brightness to the small group of fellow illegal residents (only a few houses exist) in Kasarelia.

“There are stars that reveal themselves to those who seek them. Yet, for those who do not seek, they remain oblivious even to the very existence of such stars.” 

This belief, instilled by his father, shaped Uso’s upbringing, fostering in him a zest to seek out the stars. While he’s inherently optimistic, he’s also introspective and has cultivated a method of self-learning. Nurtured by the love of his parents, Uso possesses a profound empathy towards others. The presence of a young girl, Shahkti, deepens his heart even more, compelling him to act in defense of the oppressed, regardless of his capabilities.

Upon encountering the Gundam, Uso believes he must find enjoyment in his current predicament. This realization fuels his determination to move in a direction that motivates him to make a difference. This unique aspect of his personality shapes him into the young boy he is. To fully harness the potential of the Gundam and search for his parents, he considers exploiting both the League Militaire and the Gundam. Although his efforts to stay engaged in the battlefront are commendable, his overt optimism occasionally makes him misunderstood.

However, as Uso becomes more acquainted with the philosophies of the League Militaire and the broader cosmic scenario, he emerges as a pivotal figure striving to end the war between Zanscare and the League Militaire.

○ Motivations Behind Uso’s Decision-Making

Dislikes bad guys.
Must protect the weak and be with the ones he loves.
Wants to find his missing parents.
Wants to eat delicious things until he’s full.

SHAHKTI KAREEN (Age 11)

The illegitimate daughter of Queen Maria Pure Armonious.

At the tender age of three, she was abducted by the anti-Kagatie faction (agents of the Earth Federation Forces, with intentions to surpass Maria in the future) and was subsequently brought down to Earth to be raised by adoptive parents. For Kagatie, Shahkti is an unwanted revelation, a being that could disrupt the saintly image of Queen Armonia.

Her foster parents mysteriously vanished around the same time Uso’s parents disappeared. Such a background cast a lingering shadow over Shahkti, making her exceptionally reserved. However, she possesses a delicate sensitivity to the scents of the wind and shares a profound bond with flora. There’s a humility in her, recognizing the cyclical nature of life, where beings sustain themselves by consuming others.

While in Kasarelia, she’s fixated on waiting for her adoptive parents. Realizing her wait might be in vain, she joins Uso. Yet, she occasionally experiences episodes where she’s compelled to flee from the group, yearning to return to Kasarelia.

FLANDERS

A mixed-breed dog that Uso has for a pet.

HARO

A spherical robot. Crafted by Uso’s father, this creation has the capacity to track any individual inputted into its system. Within Haro’s vast image database lies a disc capturing scenes from the living room of Uso’s childhood home in Point Kasarelia when he was but four or five years old. It can project these memories in vivid, three-dimensional imagery.

CATEJINA LOOS (Age 17)

A secluded damsel of the special district, ‘Uwig,’ the heiress to a line of merchants. Her father, Tengracee Loos, harbored ambitions of seizing power and privilege on Earth as Zanscare’s influence burgeoned. Her mother, a lady of unmatched beauty, took pride in the rumors surrounding her, only to later immerse herself in the elite circles of BESPA, leaving a perplexed Catejina in her wake. The bombing of Uwig by BESPA rendered her father grievously injured and her mother missing, pushing Catejina to align her actions with Uso’s. However, as she observed Uso’s maneuvers, a self-awareness blossomed within. Although she saw merit in League Militaire’s endeavors, she felt they didn’t illuminate the path forward, leading her to dissent. Whether this defiance was etched in her bloodline or spurred by her encounter with Cronicle, it sculpted Catejina into a warrior. As a pilot opposing Uso, memories of their shared past weighed on her, but she yearned to be a worthy adversary to elevate him. Perhaps she didn’t wish to abandon the dreams ingrained in her as the sheltered heiress. But from her association with the ‘Maria Cruz Group,’ a darker bloom seems imminent.

KARLMANN DUCATUSSE (Age 3 or 4)

A little boy, a war orphan, found amidst the bombings of the special district Uwig. Under the care of Shakti, for most, he might appear as a mere hindrance. Yet, in his innocence, he serves as a catalyst, bolstering Shakti’s burgeoning sense of independence.

AUDILO HENRIK (Age 15)

A lad from the unauthorized residential district of Ra Gaine and, like Karlmann, a casualty of war. This young leader, seemingly having coaxed his peers into theft and robbery, bore his defiance due to the perceived selfishness of adults who abandoned their young. Upon crossing paths with Uso and Catejina, he feels an instantaneous infatuation with Catejina and a capability-based envy towards Uso. These emotions mark the turning point in his life. Uso, upon observing Audilo, discerns that sometimes, personal flaws sculpt character, coming to appreciate Audilo’s innate leadership. Catejina’s mysterious departure with Chronicle fuels Audilo’s determination to become a central figure in the League Militaire, particularly among the Camion’s staff. Following Count Nyng’s demise, he sees the need to form a Mega Gundam formation centered around Marbett, adopting an attitude of learning all he can from her. His proficiency with handcrafting ropes stems from a past enmeshed in agriculture.

WOREN TRACE (Age 13)

One of Odello’s companions from Ra Gaine. This frail, game-obsessed youngster, initially ill-suited for real combat, undergoes a metamorphosis as part of the Camion, witnessing the endeavors of the League Militaire’s adults. As he delves into analyzing Haro’s capabilities, he discovers a recording that speaks volumes about Uso’s parents. This revelation is facilitated by a compact computer he possesses, named ‘SD,’ occasionally demonstrating its potency, such as unlocking doors. He continues to display various aspects of his personality.

SUZY LIREAN (Age 9)

A spirited tomboy and one of Audilo’s comrades from Ra Gaine. There’s a whisper that her father, supposedly executed at the guillotine in Ra Gaine, was a high-ranking official of the Earth Federation government. Although adept at procuring food, her culinary skills are suspiciously inept, especially when it comes to something as simple as an omelet. Despite her evident fondness for Audilo, she acts like a boy – a survival strategy she adopted after the ravages of war. However, witnessing Audilo’s evident unease around Catejina, she began to act even more boyishly, ostensibly to show a lack of romantic interest in him.

GIN GEHENNAM (Age 28?)

A key figure behind the organization of League Militaire. Elevated to prominence by the elders, he leads the League Militaire from North Africa. When Uso began operating the newly completed Mega Type, he imagined him to be a veteran pilot. Furthermore, when Uso went missing while pursuing the whereabouts of his parents and took the Mega Type Gundam to a space colony, he worried about the void left in the League Militaire’s Earth operations. However, Uso’s endeavors catalyzed momentum for the organization, and his actions were deemed correct in retrospect. This spurs his proactive involvement in readying the space frontlines. There’s an air of nobility about him, complemented by his intelligence. He has connections with MHA and the Earth Federation government, leading some to believe he might be the second coming of Char Aznable.

OI NYNG (Age 70)

The chief of Camion. He boasts of his former Count status and is a bureaucrat set to face the guillotine. His ability to organize a European factory for the development of the Mega Type mobile suits for League Militaire stemmed from his expertise as a network specialist, seemingly from a background similar to the Ministry of International Trade and Industry. Holding onto the wish to bury his deceased wife’s ashes in Greece, he remains on Earth.

ROMERO MARAVAL (Spanish, Age 85)

The chief developer of mobile suits and a stubborn one at that. He has a background with SNRI. He prides himself on knowing everything, but at the end of the day, he’s a mechanic. He may have gaps in his knowledge about materials, but when the need arises, he’s capable of assembling a mobile suit on his own.

LEONID ALMODOVAR (Age 70)

Originally a surgeon, he holds tremendous confidence in his vast skill set. Even with shaking hands, he’s deft with a syringe. A connoisseur of Tai Chi and martial arts, he’s invested in studying the balance between mind and spirit, likening himself to a wandering poet.

OTIS ARKINS (Irish, Age 75)

An engine specialist who is well-versed even in new technologies. His extensive network of acquaintances stems from his maintenance work within MHA, which has kept him on Earth for a long time.

ESTHER CHAVARRI (Age 65)

An energetic matriarch, seldom stationary, she dashes around on a specialized motorbike with a miniature shovel. From the bygone space age, she’s adept at locating and harnessing Earth’s communication cables—making her a mastermind of civilian and military communication networks. Ever in motion, she’s also an aficionado of digging and, in serene contrast, enjoys fishing.

MARBETT FINGERHAUT (Age 28)

Pilot of the Core Fighter and a mechanic. Integral to the Mega-Type’s development team, she’s an idealist, deeply committed to the resistance. While Uso’s prodigious talents awe her, his youthful naivety occasionally vexes her, yet at her core, she’s a compassionate soul.

CRONICLE ASHER (Age 20?)

The pilot of BESPA’s multi-eyed mobile suit, he’s the first BESPA pilot Uso ever encountered. Being the younger brother of Zanscare Empire’s Maria Pia Armonias, he was reluctantly dispatched to the front lines by Fonse Kagatie because of his talent. Cronicle harbors ambitions to summon his puppet-like sister, Maria Armonious, to Earth once BESPA establishes its base there, aiming to counter Kagatie’s influence. At the heart of this aspiration lies his sister complex, an intense desire to ensure her happiness. Yet, this sentiment may also be his Achilles’ heel. Unbeknownst to him, his relation to Shakhti remains obscured, perpetuating his clash with Uso. Kagatie, however, seeks to mold Cronicle into a hero for his own propaganda. As part of this publicity campaign, he might even be referred to as the “second coming of Char.”

VICTORY GUNDAM TRIAL STORY (EXCERPT)

Alongside the drafting of the Victory Gundam project proposal, by December 13, 1991, both the settings and story trial drafts had been compiled. Here, we present excerpts from episodes 1 and 8. In the main story, the character “Shakti” is named “Kissha,” while “Katejina” is referred to as “Shakti.”

This section is not yet translated.

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