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With dozens of characters to meet, its mature story, and non-Manichean protagonists, Front Mission is the classic of a tactical Japanese RPG genre, finally available worldwide.

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© SQUARE ENIX CO., LTD. All Rights Reserved. SQUARE ENIX and the SQUARE ENIX logo are registered trademarks or trademarks of Square Enix Holdings Co., Ltd. in the United States and/or other countries. FRONT MISSION and FRONT MISSION EVOLVED are registered trademarks or trademarks of Square Enix Co., Ltd. in the United States and/or other countries.

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I’m happy to see the Front Missionseries finally getting some love over here in North America. It hasn’t been completely absent, but our coverage has been spotty. We missed a slew of them and only received three out of the five “numbered” titles. The fact that we’re getting not one but three remakes (one of them having never been localized) gives me hope that we’ll see more of the series over here. It worked for Yakuza, right?

This is actually my first chance to really delve into the series. My previous experience with it was watching my roommate fall in love with Front Mission 4. I don’t remember why I didn’t try it for myself because I recall it looking cool. Mechs are cool. Tactical strategy games are cool. It’s enough that I bookmarked the game in my brain and planned to one day circle around back to it. Today’s the day, and I can start at the beginning.

Front Mission 1st: Remakeis a remake of the first Front Mission, Front Mission 1st.Technically, Front Mission 1st isn’t the first Front Mission; it’s a 2003 PS1 port of the 1995 Super Famicom game, Front Mission. So Front Mission 1st is technically a remake of a remake, but both said remakes are really remasters. Front Mission 1st: Remakeis a remaster of a remaster, but unlike the first remaster, this remaster remakes the remaster’s graphics.

Front Missiontells the story of the OCU and the UCS, who have aggravatingly similar names. They’re fighting over a croissant-shaped island in the pacific called Huffman, and it’s clear off the hop that things aren’t quite right. On the OCU side, Royd Clive loses his Fiancee while investigating a weapons factory. He’s disavowed but finds himself fighting alongside his old employer through the mercenary group, the Canyon Crows.

Aside from the routine story, Front Mission 1st manages to combine some of the best parts of the tactical and mech sub-genres. You have grid-based maps, and you have a toybox of parts to build robots from. In this case, they’re called “Wanzers” which comes from the German “Wanderpanzers” or “walking tanks.” That still sounds kind of dumb to the anglophone ear, but it’s supposed to be pronounced “Vanzers.” It still sounds kind of dumb, but it doesn’t matter; mechs are awesome.

You put them together from a variety of parts, then slap on some weapons or shields. You can also fall back on good ‘ol fisticuffs, which always looks funny to me. In battle, the legs, individual arms, or body can be damaged. While you can still move without legs, you can’t hold weapons without arms or live without a body. This means you’re constantly balancing armor, HP, and other stats.

This means two things: first, putting together robots is always fun. However, the second thing is that it creates a lot of prepwork. You put together a rather sizeable team, and some missions have you field as many as 11 wanzers, all of which need to be configured manually. New parts can get dropped every couple of missions, so if you want to keep everything at the tip-top, you’ll be making shopping trips each time. It can be a bit much, and I wish there was some sort of auto-optimization option.

It’s also not a terribly balanced game. You have the option of fighting in the arena for cash and experience, and I quickly found out how to exploit this to the moon and back. I was never short on funds, and I had a few pilots that were exceedingly effective in combat. It made the OCU campaign a cake-walk. The UCS is a bit less flexible and there are difficulty options (most of which are locked off the hop), but going god-mode through more than 30 missions sucked some of the fun out of it.

Not all of it, though. Dashing across the battlefield and shooting robots in the dick is always an enjoyable spectacle, and there’s a decent variety to the missions. Even while I was walking through the game with little resistance, I stayed engaged.

The graphical upgrade to Front Mission 1st is pretty good, too. I especially loved the city maps when you can rotate the camera around buildings. Rain has a nice effect to it, as well, even though I kind of wished the game ran at a higher resolution so I could enjoy it more. I did come across some bugs and performance oddities, but the team has a day one patch coming out that should address much of it. Nothing I ran into was overly intrusive, even in its pre-release state.

I do wish more was done to address some UI issues. Some important information seems rather out of reach, and while you can buy parts and immediately equip them, if you want to reconfigure from there, it’s in an entirely different menu. They’re annoyances that seem to stem from the game’s origins, but they aren’t deal-breakers.

While Front Mission 1st didn’t set my world on fire, and I found it lacking in a lot of areas, I did enjoy it. It’s not the best tactical strategy game to come out this year, but it’s welcome nonetheless. It’s also a great and loving remaster of the Super Famicom title, and while there are places I wish it was tightened up, I’m overall happy about it. It leaves me excited to play the next two remasters as they work their way to release.

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In this section I"ll explain the basics of the gameplay in Front Mission. To explain it I"ll use the very first missions as examples. Start the game and go to your first mission. If you want more details, check the Wanzers Guide and Skills section

Now it"s your turn to attack. Lloyd can attack at long-range with a missile, evading any chance of counter attack. Try to destroy all the enemy parts if possible.

Combat Note (I"ll start naming them like this :P): Notice that enemies during missions give more experience than regular Colloseum enemies, so it"s a good idea to destroy all of the enemy parts if you can. The best way to raise experience is to destroy various parts in the same attack (Easily done with a Machine Gun).

Rods, Melee Weapon Parts (Parts that cannot have weapons equipped; The parts itself are the weapons): Slower, but usually very strong, Melee Weapons ignore shields and most defenses.

The Engine defines how much weight you wanzer can carry. Remember that you should always watch out for your weight. If your W/P meter is overloaded, try to get lighter parts. And remember that having lighter parts may help increase your movement too.

Machine: In this section, you can equip your weapons, wanzer parts and items manually. You can also paint your wanzer of a different color and rename it.

You leave town and move around Huffman Island. Remember, when moving around, press the B button so you can see which direction you want to go (This is important when you want to restock before going into another mission).

After getting used to the area, talk to Olson and the option to leave town will be open. Head to the next mission (No, there"s no link here :P) and after some talk you"ll see a window screen before starting the mission. In this screen, scroll and keep pressing A to choose the units you want to fight in this mission (Later in the game you may have to choose between units because there"s a limit of units to each mission) and start the battle. It shouldn"t be too hard and after it"s over, you"ll get a Military Commission (OCU pays you for the mission) and lose some money in Repair Expenses (Yes, if one of your units is destroyed you have to pay to repair the wanzers. The pilot stays alive in most cases, so don"t worry).

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Black knight is a deviation of the Scintilla Set. You will be able to purchase the black knight deviations later on, like in the mission 20s? The main bonus of the black knight set is that it has set bonus +5/10% max HP. Strikers get banged up a lot, so more max hp is nice. Since set bonuses also apply to deviations as well, you can do things like have a Black knight chest, and scintilla limbs since scintilla is lighter. Oh, and black knight chest has anti shock on top of +%max hp.

But Legaia was right on his FAQ, there is no best setup ever. Everyone has a different playstyle. I favor using the strongest weapons, quickly wiping out a squad, and repairing on the way to the next. (very nice for making those mission bonuses). So I like builds that have lots of free weight. If your playstyle doesn"t like targeting Jammers first, or you"re not too confident in your unit placement, things like status and damage type protection may seem more attractive to you. My best suggestion to you is play through the game with your starting set a bit, and choose wanzer parts based on what you want and how you play.

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Prior to the new Front Mission 1stremake, the original Front Mission started it all as a Japanese cult classic strategy RPG. It came from Squaresoft’s producer Hironobu Sakaguchi’s love of mecha model building and kit-bashing. This was going to be a new kind of RPG that Square had never made before. Instead of magical crystals and dragons, Front Mission would be about political intrigue and large mecha.

With Kow Yokoyama (Venus Wars, Bubblegum Crisis) on staff as mech designer and Toshiro Tsuchida of Langrisser fame on game design duties; it is no surprise why Front Mission became a Super Famicom classic. Sadly, it never left Japan’s shores, and only through fan translations could gamers experience it until it got a Nintendo DS port in 2007.

Now that Forever Entertainment has remakes of House of the Dead and first three Front Mission games. With all new 3D visuals and quality-of-life improvements, how does this remake fare for newcomers and fans? Find out in this Front Mission 1st review!

The story in Front Mission 1stwas very mature for its day. It depicts a NatGeo political conflict in the 2090s, where several superpowers leave the U.N. in hopes of claiming Huffman Island; a new island formed by a volcanic eruption.

Due to Huffman Island’s volcanic creation, it is rich in minerals and valuable resources, which makes it a prime target for the power elite to seize control. At the heart of this long conflict are the soldiers who are sent to defend and conquer Huffman. Front Mission 1st‘s story revolves around these souls on both sides.

Front Mission 1st has two scenarios that follow either OCU or USN and both come with their own protagonist. As OCU, players assume the role of Royd Clive and take on his quest for revenge against the unit that caused the death of the love of his life during a Wanzer exercise.

Kevin’s scenario does not get as much character development as Royd’s, but it is a lot harder. Since Kevin is more like a secret operative who does the USN’s dirty work, his campaign is a borderline suicide mission where the odds are stacked against the player at every turn.

Front Mission 1st is based on a strategy RPG from the mid-90s and that comes with a lot of good and some bad. There is a complete disregard for streamlining the gameplay and in this game’s case, the amount of customization and tinkering afforded is seemingly endless.

Compounded with the nigh-infinite variables to consider when on the field, each mission is pregnant with possibilities for things to go wrong. There is a strong randomization factor too.

The core pillar of Front Mission 1st is each Wanzer has destructible limbs and a core. The key to defeating enemy Wanzers is to destroy their core for a quick win or gradually dismember them to slowly overtake the field.

Players can’t individually target specific points on an enemy. The key to victory in Front Mission 1st is in preparation and carefully specializing in builds when constructing the party’s Wanzer loadouts.

Some of the new features in Front Mission 1st are the camera controls, which help give a better view of the battlefield. The original game was 2D and was stuck in an isometric POV and this remake does include a mode that locks the camera to that classic angle, but there is no going back when you can get so much control over the field.

The customization for building the Wanzers is extensive, but nowhere near as complex as it would get in later games. This is where the kit-bashing inspiration truly comes into play, where players can mix and match parts and specialize in statistics.

The original Front Mission wasn’t anything special to look at on the Super Famicom, but it did have a distinct feel to its visuals and made use of rugged pixel art and scanned imagery.

Character portraits are redrawn and try to emulate Yoshitaka Amano’s style, and for the most part, they succeed with a few awkward examples that look like something out of Hotline Miami. Front Mission 1st’s new visuals are made in Unity and take on some seventh gen console aesthetics.

Like its progenitor, Front Mission 1st is an acquired taste, but even the most hardcore strategy RPG maniacs may find the technicalities of the gameplay exhausting. Every piece of your Wanzers demand consideration and money can run dry very quickly which can lead to hours of grinding in order to be prepared for the coming battles.

Even with the QOL features like animation skipping, battles in Front Mission 1st can last around 30 minutes or more. Some gamers may find it tedious, but there is a zen-like quality to gradually and slowly turn the tide by whittling down the enemy. The flow of the battles still feels like they are rooted in 16-bit territory and fans of the original will surely appreciate the effort.

Forever Entertainment has proven they are effective at remaking old titles with new visuals while keeping the gameplay as faithful as possible. While Front Mission 1st is a worthy alternative to the old version, maybe an HD-2D reimagining with snappier battles would have been better. Time will tell how their efforts will pay off on the more ambitious upcoming entries in the Front Mission series.

Front Mission 1st was reviewed on Nintendo Switch using a copy provided by Forever Entertainment. You can find additional information about Niche Gamer’s review/ethics policyhere. Front Mission 1st is now available for Nintendo Switch.

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The Stealth system retains the simplicity and adjustability we"ve all come to love from Pivotal, but without the unsightly top patch. The Stealth system threads in from the bottom, giving the seat a sleek look. Check out the updated Mission Carrier V2 seat kits here!

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The van which follows you around, aside from being an extra gun, does a few things. It can store extra disposable items like flashbangs and repair kits, spare parts like replacement weapons (if you need to upgrade mid-fight, for example), repair destroyed limbs to 1HP and can reload weapons with limited ammo (missiles). Note you have to forfeit your turn for that unit to do this.

Between battles, you can fight Collosseum battles for money and upgrade your units at the shop. Different parts have different HP, Defense and Weight values (and arms have a base melee attack power too) and you have a max weight of 100, so you have to pick carefully. Backpacks are items which reduce your total weight and allow you to have more weapons and heavier parts.

What"s very weird, though, is all body parts have the slot for integral weapons, and some (like the GROP chassis) have the graphic of a minigun built in. But they don"t have stats, probably because being able to fight with no arms is not exactly fair.

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FRONT MISSION 1st: Remake comes back with updated graphics and modern approach! Choose your side and enter the battlefield equipped with the armed Wanzer—the future of Huffman Island is in your hands.

With dozens of characters to meet, its mature story, and non-Manichean protagonists, Front Mission is the classic tactical Japanese RPG, finally available worldwide.

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Front Mission 3, also known in Japan as Front Mission Third,tactical role-playing game for the PlayStation developed by and published by Square Co., Ltd., released in Japan in 1999, and North America and Europe in 2000. Front Mission 3 is the third main entry and the fifth entry overall in the Front Mission titles, Front Mission 3 is part of a serialized storyline that follows the stories of various characters and their struggles involving mecha known as wanzers.

The mechanics of Front Mission 3 are a radical departure from Front Mission 3. The game progresses in a linear manner: watch cut-scene events, complete missions, set up wanzers during intermissions, and sortie for the next mission. The player travels to locations on a world map. As the player progresses through the plot, new locations are revealed on the world map. Towns and cities act as intermission points where the player can organize and set up their units for the upcoming mission. New to Front Mission 3 is the Double Feature Scenario – this allows the player to experience two different scenarios that exist independently of one another within the game"s storyline.

Front Mission 3 missions are traditional tactical RPG fare, ranging from destroying all enemy targets to protecting a certain allied target. Where the game differs significantly from its predecessors lies mainly through a new combat feature – the ability to attack the pilots themselves. During any attack, the pilot can be damaged or forcefully ejected from their machines. The player can also have a pilot eject from their unit to fight on foot, or hijack another machine on the battlefield. The game also changes how skills are learned; instead of gaining experience to improve a pilot"s proficiencies, they are now learned by equipping wanzer parts and using them in battle. When certain conditions are met, there is a random chance that a pilot may learn a new skill from one of their wanzer parts, which can be programmed into the wanzer"s battle computer. Many gameplay features from Front Mission 2 have also been removed, greatly simplifying the overall structure of mission play. Missions are now much smaller in scale, limiting the amount of strategic options the player can use.

There are some returning features from Front Mission 2 that are used for mission play though, namely Action Points (AP) and Links. Action Points (AP) is a feature that dictates how much actions can be done with each unit. Actions such as moving and attacking require a certain amount of AP to use. At the end of a full turn, which is one Player Phase and Enemy Phase, a set amount of AP is replenished. A unit"s AP amount value depends on how many combat ranks its pilot has earned; these are earned by destroying enemy units. Links is a unique ability that allows multiple units to provide offensive support to each other during Player Phase battles. Links operates differently in Front Mission 3; a unit"s pilot must have a Link-class skill and the appropriate weapons (which also acts as their linked actions) equipped. Once this condition is met, a linked battle will commence if the skill activates. Up to three units can be linked together to form one "link".

Other returning features that appear in mission play include mission rankings and mission branching. As in Front Mission Alternative, players are graded on how well or poorly they clear missions. While there are incentives to perform well, the game does not reward the player with new parts or weapons as it did in Alternative. Mission branching returns and now allow players to choose what type of mission to play next. Aside from these, the Network feature from Front Mission 2 returns and is greatly expanded upon. Players can now browse through the pseudo-Internet, send and receive e-mail messages, tinker with online files and wallpapers, or use the new Battle Simulator feature. The Battle Simulator is a game mode where the player can participate in VR training exercises. These drills can be used to increase the fighting proficiencies of the player"s pilots and can be taken as many times as needed. Lastly, players can strengthen their parts with the return of the remodeling feature. Through this, the player can augment a wanzer"s armor coating (known as "Def-C"), the accuracy of its weapons, increase its jumping power to scale buildings, or equip it with rollers to dash on flat surfaces quickly.

Set in October 2112, the story of Front Mission 3 takes place in Southeast Asia, revolving around the cold war between the Oceania Cooperative Union (OCU) and the People"s Republic of Da Han Zhong (DHZ). Since the People"s Republic of Alordesh won their independence from the O.C.U. in 2102, member-states within the union also formed their own separatist movements. Countries such as Indonesia and Singapore began voicing their anti-OCU sentiments, both through peaceful and non-peaceful means. In 2106, pro-nationalist forces in the Philippines wage war on the government and their OCU handlers. Desperate to maintain stability in the region, the O.C.U. Central Parliament allows the United States of the New Continent (USN) to send in peacekeeping forces to resolve these conflicts. Eventually, the supranational union is pushed to the breaking point in 2112 when a mysterious explosion occurs at a Japanese Defense Force (JDF) base in Japan.

There are two plots of Front Mission 3, and both revolve around Japanese wanzer test pilots Kazuki Takemura and Ryogo Kusama. Through a decision made early in the game, the player can play either the DHZ scenario or the USN scenario. The DHZ scenario stars Japanese scientist Aliciana "Alisa" Takemura, while the USN scenario revolves around scientist Emir "Emma" Klamsky.

Front Mission 3 was developed by Development Division 6 of Square, led by Toshirou Tsuchida.Front Mission 3 was the first game produced in-house by Square, who had bought out and incorporated original developer G-Craft.PlayStation to polish and improve on the gameplay experience.Akihiro Yamada acted as one of the game"s artists.Front Mission series, the team consciously drew their inspirations from sources other than traditional mecha anime and manga.Front Mission title to release outside Japan.

The game"s musical score, Front Mission 3 Original Soundtrack, was composed and arranged by Koji Hayama, Hayato Matsuo, and SHIGEKI. It was produced by Hayama and Matsuo. The soundtrack was released on September 22, 1999, by DigiCube and has not had a re-release since. It bears the catalog number SSCX-10035.

Yukiyoshi Ike Sato of Front Mission 2.Final Fantasy Tactics, but cited the graphics transitions between overhead play and individual battles as spotty.Front Mission 3"s deep, strategic gameplay makes up for most any of the flaws. Chances are you"ll be having so much fun with the strategic combat that you may not even pay attention to the story, or find yourself booting up the combat simulator more often than you advance the plot."Front Mission 3 is sure to attract RPG and strategy enthusiasts alike."

Front Mission 3 has been re-released a number of times in Japan. In 2000, the game re-released as part of Square"s Millennium Collection, and included collectable goods such as a keychain penlight, key fobs, and a wallet and chain.PSone Books line of best-sellers.Front Mission History compilation in 2003.

Dengeki PlayStation Editorial, LogicGate, ed. (March 2007). Front Mission World Historica - Report of Conflicts 1970-2121 (in Japanese). MediaWorks. ISBN 978-4-8402-3663-8.

McNamara, Andy; Reppen, Erik; Fitzloff, Jay (April 2000). "Front Mission 3". FuncoLand. Archived from the original on December 6, 2000. Retrieved January 18, 2021.

Sato, Yukiyoshi Ike (December 15, 1999). "Front Mission 3 Review [Import] [date mislabeled as "May 9, 2000"]". Red Ventures. Archived from the original on July 10, 2012. Retrieved January 18, 2021.

Alley, Jake (October 10, 2000). "Front Mission 3 - Review". RPGamer. CraveOnline. Archived from the original on December 1, 2008. Retrieved January 19, 2021.

Winkler, Chris (August 3, 2006). "Front Mission Series Goes Ultimate Hits In Japan". RPGFan. Emerald Shield Media LLC. Archived from the original on March 22, 2012. Retrieved December 16, 2008.