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Watch the scene that plays after the mission ends and Molly becomes a part ofthe Crows. Head back to Freedom City and do the usual. Go to the Military

After reuniting with Johnny, Matthew, and Howard, you will be at Soleit. Givethose three some new parts and weapons to play with. When ready, exit Soleit

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The zip file contains an SRM save. It has the exact name as my Front Mission ROM so all that you need to do is drag and drop the SRM into the same folder that the ROM resides. If you need more help, check out my Game Saves Tutorial.

front mission parts free sample

Front Mission is Square’s first true turn-based strategy role-playing game (RPG) series, and is currently handled by Square Enix Product Development Division 6 (PDD6). Created in 1993 by series visionary, Toshiro Tsuchida (the current head of PDD6), the series made its debut on the Super Famicom in 1995 with Front Mission. Ever since then, the series has enjoyed the release of many other titles as well as a large stock of merchandise in Japan. While not as popular as Square’s other flagships like Final Fantasy, the series has earned a very loyal audience that supports it unquestionably. This success however has not transferred overseas and it is partially due to Square USA’s poor handling of the series. Only four installments have seen release in the West: Front Mission 1st, 3, 4 and Evolved. As a result, many outside of Japan will never be able to truly appreciate the series in its entirety.

Inspired by Intelligent Designs’ Fire Emblem series, Front Mission plays out in turn-based strategy, though several spin-offs have been created throughout its 15 year history. What makes it different, however, is its usage of mecha (called “wanderpanzer” or “wanzer,” German for “walking tank”) and how it affects game mechanics. Wanzers are modeled after the “real robot” mecha archetype, being a versatile war machine that is used alongside other military weapons. One of the biggest draws is the customization aspect. The player is able to customize a wanzer from its parts, auxiliary backpacks, weapons, and even paint schemes. The incredible amount of customization can be addictive, but also daunting to those who are not into micromanaging their games. It’s very comparable to From Software’s Armored Core series in this sense so those who have played those games will feel right at home with Front Mission.

In battle, the uniqueness of the wanzer is also displayed; a wanzer’s performance is dictated by its four parts: a body, two arms, and the legs. Destroyed parts reduce a wanzer’s ability to fight; blow off its legs and it can’t move or evade attacks. A lost arm means that it can’t use any weapons it has equipped. Take out the body and the wanzer is destroyed. Combat is similar to other genre offerings in that it takes place on isometric 2D (in Front Mission) or 3D grid maps. When a battle initiates, the action zooms into a close-up of the map that shows the wanzers fighting. While battles were modeled initially after Fire Emblem, it has evolved dramatically since the first game. Action Points (AP) were introduced and dictate how many actions a unit can do on their turn. Melee, ranged, and artillery weapons that acted in a rock-paper-scissors manner became true melee, ranged, and artillery weapons with their own unique qualities. Eventually, squad-based combat and friendly fire made its way into the series, giving it a tremendous amount of strategic depth and variety.

Game mechanics aside, Front Mission‘s true strength comes from its design and story elements. The biggest design influence is the series’ grounded realism; the setting is based off of near-future trends of how our world will evolve. For example, the technology of the series has real-life applications. Front Mission‘s cast of characters come from all over the world, from Venezuela to Korea to even Iceland. In terms of game design, each game differs in how it’s meant to be played and these result from the atmosphere and story direction. For example, the player is thrown into all-out wars in Front Mission 2 as it takes place during a coup d’etat. Its art and music direction are gritty and depressing, fitting for the game’s storyline. A notable trend in terms of art and music is that artists and composers differ amongst the games. Artists and composers of the series include Yoshitaka Amano, Yusuke Naora, Yoko Shimomura, and Hidenori Iwasaki. Despite the lack of a true representative in art and music (Naora and Iwasaki could be considered such for art and music, respectively), all elements in each game come together to form a greater cohesive whole.

In terms of story, Front Mission is modeled after serial dramas, much like the TV serials 24 and Lost. While each game has a self-contained story, they also interconnect with the other entries. Newcomers can jump into any game due to the self-contained story, but will miss out on the bigger picture. The interconnected stories also exist to provide a cause-and-effect relationship for major events; what happened in one Front Mission affects events from another. Accompanying these events is a large recurring cast of characters, adding considerable depth to the stories. While the video games’ storytelling focus is more world-driven, the expanded universe supplements’ (detailed further in the article) character-driven focus balances this out. So like any serial drama, only those who stick with Front Missionfrom the start will get the most out of its storyline.

Developed by G-Craft (Arc the Lad), the company Tsuchida and his colleagues founded after leaving NCS/Masaya (Assault Suits Valken, aka Cybernator in Konami’s English release), the original Front Mission was published by Square for the Nintendo Super Famicom in 1995.

The art direction, done by Yoshitaka Amano of Final Fantasy fame, is an odd choice for Front Mission. While the character art does seem out of place in the near-future settings of the game, it provides a good contrast with Kow Yokoyama’s (Maschinen Krieger) art direction for the wanzers. In fact, players of the earlier Final Fantasies might get certain vibes from the character design. The rest of the graphics is good and portray the settings well, even if they could use a tune-up. The battles are more detailed than the rest, especially the combat sequences. The music composed by Yoko Shimomura (Kingdom Hearts) and Noriko Matsueda (The Bouncer) provides an intriguing contrast of styles, from Shimomura’s catchy tunes such as “Manifold Irons” and Matsueda’s atmospheric tracks, like “Ominous”. The sound effects are nothing special, but the “bopping” sound of the wanzers moving is worth noting.

Being inspired by Fire Emblem, the original Front Mission plays very similar. The player gets a large cast of characters to use in battles, which are played out with a rock-paper-scissors system similar to the game it’s influenced by. Melee weapons excel at destroying wanzers, but are beat out by ranged firearms, which have attack priority and hit first. Long-range artillery like missiles has the range advantage, but possesses finite ammo and cannot be used up close. Each character gains proficiency based on the type of weapon they’re using, which is used to unlock skills such as the ability to manually target enemy parts. Apart from this, there are items that help wanzers in fighting their enemies. (Chaff reduces missile accuracy) The player can also use a supply truck, which provides support to ally units. Briefings, which show data about upcoming missions (albeit in a rather bland screen), also exist to aid players.

The original Front Mission is an excellent game, but it has a number of flaws that hamper the overall experience. Game balance is lacking in a lot of ways, especially in weapon balance. Despite the rock-paper-scissors setup, ranged firearms and artillery dominate the game. Ranged firearms, with skills, can decimate any enemy in one attack. Long-range artillery is essentially free damage and can be relied upon thanks to the supply truck. As a result, melee weapons and specialists are not really worth using. Front Mission has an uneven difficulty curve; there is no tutorial system and the first few missions can frustrate those not used to the genre. In addition, the game doesn’t offer much in the way of playability; aside from the Arena (where players can make money), it’s all missions. Skills also can’t be removed, which limits a character’s roles. The interface also takes some time to get used to as well.

The Super Famicom version is Japan-only, even though Square had planned on bringing it to the West, alongside other titles like Bahamut Lagoon. However, a team of series fans developed an unofficial English localization on 2001, thus making it playable in English. This unofficial localization was also brought up at E3 2007 during the presentation of Front Mission 1st on the DS (detailed further in this article) to producer Koichiro Sakamoto. Sakamoto acknowledged the work and commented that he would like to give something back to the fans as a result. On a final note, Front Mission was also ported to Bandai’s Wonderswan in 2002. This is a complete port with no additions or changes made to the game. It actually looks pretty good, even though the viewable screen area is much smaller, and the background turns entirely black when you try to move. The music has been obviously downgraded a bit too, but still sounds pretty decent.

In 2003, a port of the original Front Mission was made for the Sony PlayStation, titled Front Mission 1st, as part of the new Front Mission Project line. The defining feature of this remake is the inclusion of a second scenario for the USN side. This new scenario explored unresolved plot elements from the OCU scenario and thereby explaining what really happened during the 2nd Huffman Conflict. The new scenario was also used to bridge the gap between Front Missionand Front Mission 4, the latter of which is a continuation of on-going stories from the former.

Despite the addition of a new scenario, Front Mission 1st is largely the same as the original game. Yoshitaka Amano returns to supply new artwork for the USN scenario, but Yusuke Naora (Unlimited SaGa) makes his debut with the USN scenario. In contrast to Amano’s fantasy-based style, Naora’s realistic artwork is a stronger fit for the scenario and the game as a whole. The backgrounds are also redrawn and look more visually detailed than the original. Hidenori Iwasaki also makes his debut as the composer for Front Mission 1st. Iwasaki’s work here involved arrangements of the original tracks, as well as new compositions for the USN scenario. The arrangements are a welcome change; most of the original tracks sound a lot better than before.

Art and music aside, the USN scenario takes its inspiration from the games that came after the original Front Mission. The end result is a better, balanced and engaging campaign. Story and character development are major improvements from the OCU scenario; it’s well written, the pacing is good, and most importantly, it has character development. Whereas only Roid and a few others had character development in the OCU scenario, everyone on the USN side gets a fair share of treatment. Game balance is also better, with less abrupt difficulty spikes than the OCU scenario. There are new parts and weapons, such as repair backpacks, but these are minor additions. This PlayStation version of Front Mission has neither received an official nor an unofficial English localization.

Using leftover funding from the Front Mission Project, Front Mission 1st was ported to the Nintendo DS in 2007. Aside from touch screen functionality, the game is largely the same as its PlayStation counterpart. This version does, however, have a number of additions that make it the definitive version of the original Front Mission. The most notable of these additions are new missions on both scenarios, and retroactively-added recurring characters from other episodes to better tie-in the series’ on-going stories. Other additions include new parts, weapons, and difficulty settings. The touch screen controls are passable, but the small menu options make it hard to use at times. This version was released in both Japan and North America, making it the only version of Front Mission 1st to receive an official English localization.

Peewie is one of the most bizarre-looking characters to appear in a video game, especially one as series as Front Mission. He’s meant to be the comic relief (obviously), apparently always has one eye closed and barely has a neck, but he also serves an invaluable purpose – he drives the supply truck that appears in many missions, which is vital to restocking and repairing your wanzers. And since his truck is almost defenseless save for some weak machine guns, you’ll need to do your best to protect him. Sure, he’s pretty atypical of your usual RPG pretty boy, but fat sweaty truck drivers need your respect too!

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Adam Smith Hates Your Guts: The original SFC/WS version of 1st lets player sell items for 75% of their actual values, whereas the remake has you selling them for... only 25%. This leads you to a miserly scenario in which you simply cannot afford new equipment for every single unit you have, as the parts salvaged in missions are generally inferior to what you may already be using, and the only other ways to earn money are completing missions or competing in arena battles.

Disc-One Nuke: You can begin farming for free EXP in a mission that has an enemy force with at least one supply truck and a character that has either the Duel or Guide skill. The trick is to use the Duel and Guide skills to target and break the legs and arms of an enemy wanzer and then allow them to move next to a supply truck which will restore their broken parts. This is because every time you break a part on an enemy wanzer, you get a significant EXP bonus. And by using the Duel and Guide skills to avoid hitting the body, which would result in the enemy wanzer being destroyed and ending the trick prematurely, you can collect an infinite amount of EXP in the early part of a story and effectively set yourself up for absolute success later on.

Early-Installment Weirdness: In the original SNES version, EXP from the normal missions is plentiful but hard limited; battling in the Arena provided an infinite source of EXP but only at a very slow trickle. Because of this, you had to make some hard choices on who would go during the missions or else they would become underlevled near the end of the game, leaving you with an unbalanced roster. The DS remake resolves this issue with "New Game +" which allows all acquired experience and equipment to be carried through on a new playthrough.This is still the first and only game where you could deploy the most characters in battle (18 characters). Later games after Front Mission 2 (which allowed 12 characters in battle) reduced the player"s party size to make it feel less awkward on the logistics of both the story and gameplay.

Half-Truth: The Pilot Status screen is rather confusing and hard to understand due to a discrepancy between the one you see during battle, the one you can only access during the intermissions, and the one you see in the arena battles.

The Scapegoat: The lead protagonists of both stories are forced to suffer the ignominy of being discredited for an incident in which they neither had control nor responsibility for the outcome.Lloyd is disavowed for a covert reconnaissance mission that went horribly awry and resulted in the start of the Second Huffman War. As it turns out, Lloyd was completely set up from the get-go.

During the mission to destroy the Star of Freedom Headquarters in the Andes Mountains, Captain Maria Paredes gets hung up for some reason during her infiltration of the base interior. This delay proves to be very costly as it allows the resistance leadership to avoid the orbital strike which then spurs the Star of Freedom to continue their efforts against the UCS. Although Maria is clearly at fault for the embarrassing failure, Kevin Greenfield takes the blame instead as Maria is too important to be removed from the Black Hounds.

Shout-Out: In the DS remake of 1st, one of the OCU missions has you detonating a trio of charges under a number of bridges to destroy a supply train. The codenames for each are those of the female protagonists of

Sorting Algorithm of Evil: Glaringly obvious in 1st, when you realize that the USN has had some of the best parts in the game just sitting in stores in their capital city, while you"re stuck with your oh-so-impressive Zenith.

front mission parts free sample

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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Front Missiontactical role-playing game developed by G-Craft and published by Square, and was released in Japan on February 24, 1995 for the Super Famicom. Front Mission is the first main entry and the first entry overall in the Front Mission is part of a serialized storyline that follows the stories of various characters and their struggles involving mecha known as wanzers.WonderSwan Color in Japan on July 12, 2002.

A port of the game developed by Square Enix Co., Ltd. was released for the PlayStation in Japan on October 23, 2003, titled Front Mission 1st.Nintendo DS with more additional content and was released in Japan on March 22, 2007. Only the Nintendo DS port, renamed as Front Mission, was released in North America on October 23, 2007. This release marked the third time that a Front Mission title was localized and published outside Japan.

Game progression in Front Mission proceeds 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 point-and-click 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. Battle zones are where the missions take place, though they become inaccessible upon the completion of a mission.

In Front Mission, players use playable units called wanzers, a term for mecha derived from the German word Wanderpanzer, or "walking tank".modular parts: body, left arm, right arm, and legs. Each part has a specific function and its own health bar.

In the customization aspect of Front Mission, wanzers can be customized with a variety of parts, computers, auxiliary backpacks, and weapons. The player has full control over customizing their wanzers and can do so as long as its total weight value does not exceed its given power output. To field a wanzer in battle, it must have a complete frame of parts: body, left arm, right arm, and legs. Parts with built-in weapons in the body or arm sections can also be equipped on a wanzer. Computers improve the accuracy of the weapons equipped on the wanzer. Auxiliary backpacks and weapons are not mandatory equipment to use wanzers, but are crucial in order to progress through the games. Auxiliary backpacks serve to give a wanzer special features during combat; they allow a wanzer to carry support items such as ammunition reloads and increase the power output of the unit, allowing it to carry heavier gear.

There are four classes of weapons: melee weapons, short-range weapons, long-range weapons, and support fire weapons. Melee weapons are weapons used at melee range and have a tendency to strike the body part of its target. Tonfas and rods are examples of melee weapons. Short-range weapons are weapons used at close range and deal damage to all parts of a target. Machine guns and shotguns are examples of short-range weapons. Long-range weapons are weapons that have long firing ranges and are ideal for avoiding counterattacks. Bazookas are examples of long-range weapons. Support fire weapons are indirect fire weapons; they can never be counterattacked, but have limited ammunition supply and minimum firing ranges. Missile launchers are examples of support fire weapons. Lastly, shields can be equipped on wanzers to absorb some of the damage taken from incoming attacks.

Front Mission has other notable features incorporated into the game. The Arena is a unique feature in which the player can fight AI-controlled enemy combatants to earn monetary rewards. Likewise, Front Mission sports a briefing feature that details basic information about the composition of enemy forces for the upcoming mission. Missions in Front Mission are traditional tactical RPG fare, ranging from destroying all enemy targets or protecting a particular allied target.

Set in 2090, the story of Front Mission takes place on Huffman Island, a fictional Pacific Ocean island roughly the size of Oahu, created by volcanic activity south of Mexico"s west coast in 1995.United Nations control. However, in 2020, the United States of the New Continent (USN), a unification of North American and South American countries, made a bid for control of the island after withdrawing from the United Nations.South Asia, South East Asia and Australia that was created in 2025, dispute this claim when the two superpowers colonized the island in 2065.Huffman Crisis in 2086, when a series of skirmishes across the island causes chaos. Tensions flare up and end in war when the OCU is blamed for inciting the Larcus Incident on June 3, 2090.

The plot of Front Mission revolves around OCU captain Royd Clive. An OCU reconnaissance platoon led by Royd is assigned to investigate a USN munitions plant in the Larcus District, located on eastern Huffman Island. Upon reaching the premises, the platoon is ambushed by USN wanzers led by an officer named Driscoll. He quickly ambushes Karen Meure, Royd"s fiancée, and destroys her wanzer. As the two forces engage in battle, Driscoll detonates explosives inside the plant and escapes. The USN accuses the OCU of the attack, later known as the Larcus Incident, but the OCU insists that the incident was a set-up. Both sides soon declare war, setting off the 2nd Huffman Conflict. The OCU pins the blame of the incident on Royd"s platoon, discharging them from the military indefinitely. One year later, OCU colonel Guri B. Olson seeks him out at a wanzer fighting arena in the town of Barinden. Dangling the prospect of killing the person responsible for Karen"s death, he manages to recruit Clive to the Canyon Crows mercenary outfit. With the Canyon Crows, Royd is assigned to help the OCU military reverse its fortunes and win the war.

In the PlayStation and Nintendo DS version Front Mission 1st, the player can also play a second scenario revolving around USN officer Kevin Greenfield. Months before the Larcus Incident, Kevin and his teammates in the Black Hounds special forces unit are participating in an operation against a terrorist organization known as "The Star of Freedom". Upon finding out the location of their headquarters in the Andes Mountains, the Black Hounds execute an operation to eliminate the group. A grave mistake on Kevin"s part gets him fired from the unit and arrested by USN MPs. In a last-ditch effort to remain in service, Greenfield accepts a post to the USN special weapons research division known as the "Nirvana Institute". He is then deployed to the Nirvana branch on Huffman Island, which is led by Driscoll. After a few operations with the division, the 2nd Huffman Conflict breaks out and Kevin is recalled to active duty. As the new leader of the Silver Lynx strike force, he aids the USN offensive to defeat the OCU and help end the war quickly.

Understanding Front Mission in its entirety requires playing through both the OCU and USN campaigns. They each have their own unique events and mysteries, the latter of which is fully explained only by playing the other scenario. The two scenarios also have a plot connection when a link between the Larcus Incident and the Nirvana Institute is established.

Development of the first Front Mission started with discussions between software developers Square and G-Craft.Toshiro Tsuchida presented a proposal for a game called “100 Mission” to Square through his own development company, Solid, on G-Crafts behalf.

Square and G-Craft worked together making the title, including aspects like the games graphics and sound.Yoshitaka Amano painted an illustration for the game, and it was intended to be used as the front cover of the cartridges packaging, but it was too “imposing” and only a portion was used.

A direct port of the game was released for the WonderSwan Color in Japan on July 12, 2002. Front Mission was ported to the PlayStation on November 23, 2003 with the title Front Mission 1st. This port included new content and offered a new USN scenario to play through.Front Mission 1st also included new characters that would later be seen in Nintendo DS port, which was released in Japan on March 22, 2007, and in North America (as Front Mission) on October 23, 2007. The PlayStation version was re-released as a PSOne Classic on the PlayStation Network in Japan on November 12, 2008.

The Nintendo DS version features battle sequences that make use of the console"s dual screen setup for an easy view of the action.Front Mission titles were added to the game"s storyline, such as Griff Burnam and Glen Duval. New parts and weapons from other Front Mission entries were added. This version also boasted nine secret missions that further expanded the storyline.

Front Mission"s soundtrack was composed by the joint team of Noriko Matsueda and Yoko Shimomura. Shimomura"s work on the soundtrack was requested by Hironobu Sakaguchi, the vice-president of Square, due to the need for a more experienced composer to work on the project along with Matsueda. While Shimomura intended to turn down this request due to her preoccupation with the Hidenori Iwasaki for the PlayStation and DS remakes.Front Mission 1st Special BGM Selection, arranged by Isawaki, was released in 2003.Front Mission, Take the Offensive and Manifold Irons, were orchestrated for the

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. 2020, The United States and Canada took the advantage of Latin America"s bid for unification, and have proclaimed the birth of "The United States of the New Continent" (USN). The new nation works toward eliminating the wealth gap between its people, while guaranteeing basic human rights for its citizens. In the same year, the USN withdrew from the United Nations and submitted a motion to the UN, OCU and the "European Community" (EC) proposing that Huffman Island be treated as USN territory.

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. In 2019, Australia joins the Bangkok Economic Alliance. Later at a summit, leaders of the alliance voted to change the name to "Oceania Cooperative Union" (OCU). The new name reflecting the intention of the nations to work towards establishing a union framework for the coalition, originally formed in 2005.

Iino, Fumihiko; Iwasaki, Hideo (1995-07-22). Front Mission - Front Line Report (in Japanese). LOGOUT Paperback Adventures, Aspect Novels. ISBN 978-4-89366-375-7.

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Front Mission(フロントミッション, Furonto Misshon) is a collection of video games and related media produced by Square, now Square Enix.Toshiro Tsuchida and developed by G-Craft, a studio that was later absorbed by Square and existed within Square Enix as Product Development Division-6. Since the release of the original Front Mission in 1995, the series has gone on to encompass several media, including film, manga, novels, radio dramas, mobile phone applications, and toys. While the series is primarily rooted in the turn-based tactical role-playing genre, it has also ventured into other genres such as side-scrolling shooter, real-time strategy (RTS), massive multiplayer online (MMO), and third-person shooter through its spin-offs. The Front Mission video games have achieved moderate success, selling over 3 million units worldwide since the release of

The main selling point of Front Mission is its storytelling approach. Taking place during the 21st and 22nd centuries, the series revolves around military conflicts and political tension between powerful supranational unions and their member states.Front Mission video games use self-contained, standalone stories, these tie into a greater overarching storyline that encompasses the entire series. In combination with the stories from its other media, the series possesses a level of storytelling depth and continuity comparable to a serial drama.Front Mission is its use of giant mecha called "wanzers" (from the German word Wanderpanzer, or walking tanks) in battle.

Development of the first Front Mission started with discussions between software developers Square and G-Craft.Toshiro Tsuchida presented a proposal for a game called “100 Mission” to Square through his own development company, Solid, on G-Crafts behalf.

There are two types of Front Mission installments: the numbered entries and the non-numbered entries. The numbered Front Mission titles are all structured as tactical role-playing games. All other Front Mission titles that do not have a number assigned to it are genre spin-offs.Front Mission: Gun Hazard is a side-scrolling shooter video game. Front Mission Alternative is a real-time strategy video game. Front Mission: Online is a massively multiplayer online third-person shooter video game. Front Mission Evolved is a third-person shooter video game with rail shooter segments. In an RPGamer interview with Front Mission developer Koichi Sakamoto in 2007, he suggested that the development team is interested in combining real-time and turn-based aspects for future installments.

Since 1995, the Front Mission series has released 15 video games, seven of which are main (numbered) entries and the other five are spin-off entries.WonderSwan Color. A year later, the video game entry received a Sony PlayStation remake under the title Front Mission First on October 23, 2003.Front Mission History was released in Japan on December 11, 2003. The compilation contained the Front Mission First remake, a modified Front Mission First also spawned an enhanced port of the game on March 22, 2007 for the Nintendo DS.Nintendo DS in Japan on May 29, 2008.Nintendo Switch.

While all Front Mission video games have seen releases in Japan, only a few been localized overseas. Front Mission First, which saw a release in North America on October 23, 2007.Front Mission title was localized for the North American region.

Although Front Mission video games venture into multiple genres, each of them contain core elements that are universal to the entire series. In the Front Mission series, players use playable units called wanzers, a term for mecha derived from the German word "Wanderpanzer", or "walking tank". Wanzers differ from the typical combat unit in that it has four modular parts: body, left arm, right arm, and legs. Each part has a specific function and its own health bar.

Wanzers can be customized with a variety of parts, computers, auxiliary backpacks, and weapons.Front Mission titles, computers must also be installed; these improve the accuracy of the weapons equipped on the wanzer. Auxiliary backpacks and weapons are not mandatory equipment to use wanzers, but are crucial in order to progress through the games. Auxiliary backpacks serve to give a wanzer special features during combat. For example, storage backpacks allow the player to carry extra ammunition or armor repair items.

Arena, introduced in Front Mission, allows the player to participate in special fights to earn monetary rewards or new parts. These fights take place in either individual matches, or team battles. This feature is also present in Front Mission 2, Front Mission 5: Scars of the War, Front Mission 2089: Border of Madness, and Front Mission: Online.

Action Points (AP), introduced in Front Mission 2, determines the number of actions that can be taken during a Player and Enemy Phase.Front Mission 3, Front Mission 4, and Front Mission 5: Scars of the War.

Links, introduced in Front Mission 2, allows multiple units to assist each other in battles. A linked unit can provide support to other units offensively and defensively. This feature is also present in Front Mission 4, Front Mission 5: Scars of the War, and Front Mission 2089: Border of Madness.

Network, introduced in Front Mission 2, is a pseudo-Internet that allows players to gain a better understanding of the Front Mission world, its characters, and the storyline through a series of websites. The player can also access online shopping (to purchase new equipment), battle simulations, and check e-mail messages through the Network. This feature is also present in Front Mission 3.

Battle Simulator, introduced in Front Mission 3, allows the player to participate in VR training exercises. These training exercises can be used to increase the fighting proficiencies of the player"s pilots and can be taken as many times as needed. This feature is also present in Front Mission 4, and Front Mission 5: Scars of the War.

Survival Simulator, introduced in Front Mission 5: Scars of the War, is a survival simulation in which the player goes through a set number of floors with one pilot. Along the way, parts and weapons can be collected and brought back for usage in the main game upon the completion of a simulation. This feature is also present in Front Mission 2089-II.

The music of the series includes the soundtracks to the main series, composed of Front Mission through Front Mission 5: Scars of the War, as well as the spin-off games, which include Front Mission Series: Gun Hazard, Front Mission Alternative, Front Mission: Online, Front Mission 2089 and its remake Front Mission 2089: Border of Madness, Front Mission 2089-II, and Front Mission Evolved. The soundtracks of the series" installments have been released in album form in Japan, with the exceptions of 2089, 2089-II, Border of Madness (which reuse music from the other installments) and Evolved, which was published in 2010. The soundtrack to Front Mission was released in 1995 by NTT Publishing, which also published the soundtrack to Front Mission: Gun Hazard in 1996. DigiCube published soundtrack albums for Front Mission 2 and Alternative in 1997 and 3 in 1999. Square Enix published the albums for Front Mission 4 in 2004, and 5 and Online in 2006.

In April 1995, Front Mission"s original release on the Super Famicom was well received. Mega Fun gave the game a Gold for an import game.Fun Generation a 7 out of 10, while Super GamePower gave it a 4.2 out of 5.Greg Kasavin of Hardcore Gaming 101 noted it was not a very deep real time strategy game, but praised its branching stories and variety of endings.GameSpot noted that Front Mission 2.Final Fantasy Tactics, but cited the graphics transitions between overhead play and individual battles as spotty.

Front Mission 4 holds a 75% on both GameRankings and Metacritic.GameSpot gave generally positive feedback for Import RPG of the Year make note of the game"s improvements and excellent execution in design and functionality. The game was also voted the runner-up Strategy RPG of the Year by RPG Fan in their "Games of 2006" awards.

Since 1994, the Front Mission series has spawned numerous products in various media outside of video games.manga and novels that are expanded universe supplements to the stories of the Front Mission video games. Likewise, the series has produced two live-action films directed by Yoshihiko Dai and a ten-episode radio drama directed by Hiroshi Yamaguchi, both of which further expand the Front Mission universe.Banjō Ginga, Hiromi Tsuru, Dax Griffin, Danielle Keaton, and Tina Coté.soundtracks that have been published under the Front Mission brand name.

Pineda, Angelo; Thompson, Kyle; Tam, Wilson. "Hardcore Gaming 101: Front Mission". Gamespy. Archived from the original on 2009-04-12. Retrieved 2010-12-07.

Dengeki PlayStation Editorial, LogicGate, ed. (March 2007). Front Mission World Historica – Report of Conflicts 1970–2121 (in Japanese). MediaWorks. ISBN 4-8402-3663-1.

Iino, Fumihiko; Iwasaki, Hideo (July 1995). Front Mission – Front Line Report (in Japanese). LOGOUT Paperback Adventures, Aspect Novels. ISBN 978-4-89366-375-7.

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Front Mission 4 is a tactical role playing game developed and published by Square Enix that was released in Japan on December 18, 2003 and in the US on June 15, 2004. It is a tactical role-playing game in which the player assumes the role of two characters, both of whom pilot large mecha known as Wanzers.

Front Mission 4 borrows several of the gameplay mechanics found in . The game progresses in a linear manner: watch cut-scene events, complete missions, set up their 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. Battle zones are where the missions take place, though they become inaccessible upon the completion of a mission. Like in Front Mission 2, Front Mission 4alternates control between the game"s two main characters. However, the two scenarios never merge at any point of the game.

The missions in FM4 are traditional tactical RPG fare, ranging from destroying all enemy targets to protecting a certain allied target. There are a number of returning features from Front Mission 2 that are used for mission play, 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 and recharge value depends on how many AP-specific abilities its pilot has learned.

Links is a feature that allows multiple units to provide offensive and defensive support to each other during battles. Unlike in Front Mission 2 and Front Mission 3, players have greater control over Links. Up to four units can be linked together to form one "link"; an offensive link for Player Phase battles, and a defensive link for Enemy Phase battles. Additionally, the player can dictate the degree of support a unit can provide; a linked unit can use battle skills or no battle skills at all. For linked actions, a weapon must be set in order to participate in an offensive or defensive linked battle. Lastly, two special actions can also be set as linked actions: Antilock and Salvage from EMP and radio backpacks, respectively. Antilock causes missiles within range to miss, while Salvage restores any wanzers destroyed in battle.

Returning features aside, Front Mission 4 has a number of new gameplay mechanics. Weapons are now capable of attacking more than once during any battle, provided that the unit initiating the attack has sufficient AP and weapon ammunition. The time of day affects a weapon"s chances of hitting its target; for example, accuracy is lowered during night time. Weather conditions affect the effective range of weapons; for example, a blizzard will reduce a machine gun"s maximum firing range by one square. Like in Front Mission Alternative, there are new auxiliary backpacks that offer unique features when used on the battlefield. In addition to the item, turbo, and repair backpacks, players can now use jetpacks, sensor backpacks, EMP backpacks, and radio backpacks.

Front Mission 4 has two major scenarios that run parallel to each other, set in the year 2096. One scenario takes place in the European Community (EC) and the other scenario takes place in the Unified Continental States (UCS). UCS is the North American translation for the United States of the New Continent (USN), though the reasons for the change are unknown. In the North American translation for Front Mission 3, USN is left unchanged. A large portion of the between-mission dialogue is delivered through voice overs in English (for all regional versions of the game), which is a first for the series.

At the beginning of the game, the player assumes the role of Elsa Eliane, a new recruit for the EC Armored Tactics Research Corps, the "Durandal". The Durandal"s initial assignment is to investigate a series of recent attacks on EC German military bases by unknown forces. After completing several missions with the Durandal and learning more about the causes of the attacks, the narrative shifts focus to the other scenario. The second scenario starts off in UCS Venezuela (which has attempted to secede from the UCS) and centers around UCS Army Sgt Darril Traubel and his teammates Billy Renges and Phillip Chaeffer. The three witness the crash of a Venezuelan State Army (VSA) transport plane that turns out to be carrying gold bullion worth up to $25 million belonging to Venezuelan Governor Bruno Diaz. They decide to steal the gold and go AWOL, but it is not long before they are found out by the VSA and have to escape Venezuela.

After a few more missions detailing their attempts to escape, the narrative returns focus to Elsa and the Durandal. For the rest of the game, the narrative continues to shift back and forth between the two scenarios after a certain amount of missions are completed. Eventually, a plot connection is established between the scenarios, though they remain independent of one another for the entire game. Eventually, the Republic of Zaftra is discovered to be source of their issues. Front Mission 4 expands on the unresolved plot elements regarding Zaftra that were revealed at the end of Front Mission 1st, detailing the real reasons behind Zaftra"s involvement in both installments. Two characters from the first game also make appearances in Front Mission 4: Frederick Lancaster from the OCU side and Maria Paredes from the UCS side. Several minor loose ends are resolved in Front Mission 4.

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Front Mission (known in re-releases as Front Mission First) is a turn-based tactical role-playing game developed by G-craft and published by Square in 1995 for the Super Famicom. It is the first game in the Front Mission series and the second piece of media released under the Front Mission brand, the first being

Game progression in Front Mission proceeds 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 point-and-click 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, backtrack, and set up their units for the upcoming mission. Battle zones are where the missions take place, though they become inaccessible upon the completion of a mission.

In Front Mission, players use playable units called wanzers, a term for mecha derived from the German word Wanderpanzer, or "walking tank". A wanzer differs from the typical combat unit in that it has four modular parts: body, left arm, right arm, and legs, in accordance with the MULS-P standard. Each part has a specific function and its own health bar. The legs parts enable movement and evasion, the arm parts are necessary to use hand and shoulder weapons, and the body part maintains the wanzer"s operability. In the event the body is destroyed, the wanzer is removed from play completely. Destruction of arm and leg parts does not remove the wanzer from play, but it severely cripples its performance. While the player fights mostly wanzers, vehicles, aircraft, and mobile weapons platforms are also featured. These enemy units generally have only one part, the body, and are much stronger than wanzers themselves.

In the customization aspect of Front Mission, wanzers can be customized with a variety of parts, computers, auxiliary backpacks, and weapons. The player has full control over customizing their wanzers and can do so as long as its total weight value does not exceed its given power output. To field a wanzer in battle, it must have a complete frame of parts: body, left arm, right arm, and legs. Parts with built-in weapons in the body or arm sections can also be equipped on a wanzer. Computers improve the accuracy of the weapons equipped on the wanzer. Auxiliary backpacks and weapons are not mandatory equipment to use wanzers, but are crucial in order to progress through the video games. Auxiliary backpacks serve to give a wanzer special features during combat; they allow a wanzer to carry support items such as ammunition reloads and increase the power output of the unit, allowing it to carry heavier gear.

There are four classes of weapons: melee weapons, short-range weapons, long-range weapons, and support fire weapons. Melee weapons are weapons used at melee range and have a tendency to strike the body part of its target. Tonfas and rods are examples of melee weapons. Short-range weapons are weapons used at close range and deal damage to all parts of a target. Machine guns and shotguns are examples of short-range weapons. Long-range weapons are weapons that have long firing ranges and are ideal for avoiding counterattacks. Bazookas are examples of long-range weapons. Support fire weapons are indirect fire weapons; they can never be counterattacked, but have limited ammunition supply and minimum firing ranges. Missile launchers are examples of support fire weapons. Lastly, shields can be equipped on wanzers to absorb some of the damage taken from incoming attacks.

Front Mission has other notable features incorporated into the game. The arena is a unique feature in which the player can fight AI-controlled enemy combatants, or face another player to earn monetary rewards. Likewise, Front Mission sports a briefing feature that details basic information about the composition of enemy forces for the upcoming mission. Missions in Front Mission are traditional tactical RPG fare, ranging from destroying all enemy targets or protecting a particular allied target.

Set in 2090, the story of Front Mission takes place on Huffman Island and revolves around OCU captain Royd Clive. An OCU reconnaissance platoon led by Royd is assigned to investigate a USN munitions plant in the Larcus District, located on eastern Huffman Island. Upon reaching the premises, the platoon is ambushed by USN wanzers led by an officer named Driscoll. He quickly ambushes Karen Meure, Royd"s fiancée, and destroys her wanzer. As the two forces engage in battle, Driscoll detonates explosives inside the plant and escapes. The USN accuses the OCU of the attack, later known as the Larcus Incident, but the OCU insists that the incident was a set-up. Both sides soon declare war, setting off the 2nd Huffman Conflict. The OCU pins the blame of the incident on Royd"s platoon, discharging them from the military and classifying them as MIA during exercises. One year later, OCU colonel Guri B. Olson seeks him out at a wanzer arena in the town of Barinden. Using the prospect of killing the person responsible for Karen"s death, he manages to recruit Clive to the Canyon Crows mercenary outfit. With the Canyon Crows, Royd is assigned to help the OCU military reverse its fortunes and win the war.

In the DS remake, the connections with Front Mission 5 are fleshed out further through expanded and new scenes and the appearance of characters such as Glen Duval, Walter Feng, Randy O"Neill, and Hector Reynolds. The tie-ins with Zelt wanzer, and the inclusion of Darril Traubel and Billy Renges.

Front Mission is currently the game that has had the most ports and remakes overall in the franchise. The WonderSwan Color version was a simple port with no new content.

The game was released as Front Mission 1st for the PlayStation in 2003. This is the first version to feature new material, which included a new story campaign with the opportunity to play from the USN"s point of view.

The Nintendo DS version of Front Mission was a remake of Front Mission 1st. It released in Japan on March 22, 2007, and in North America on October 23, 2007. In this version, battle sequences are tuned to use the console"s dual screen setup for an easy view of the action, and can be sped up. The DS version also includes a number of changes and additions. Playable, large mobile weapons platforms previously seen as boss units in Front Mission"s SNES and PlayStation versions, as well as Numsekar from

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Ironically, the first game in the Front Mission trilogy to arrive in North America may actually be the best one to introduce the series to a new audience. This strategy-simulation game features cool mech designs, an intricate plot, involving characters, and gameplay suited for both hard-core and casual gamers. The story takes place in the year 2112, ten years after Front Mission Second. You play as Kazuki Takemura, a student at a technical high school, as well as a test pilot for Kirishima Industries. He and his friend Ryogo Kusama are delivering new war machines, called Wanzers, to a military base located in Yokosuka when a mysterious explosion leads both characters into an unexpected turn of events. You navigate through the story with command windows that let you talk to different characters, move from one location to another, surf the Net, purchase supplies to equip your Wanzers. Between stories, you go through several missions where you will take your characters and their respective Wanzers onto the battlefield. The battlefield takes the format of orthodox strategy-simulation games, implementing a rigid grid system. The Wanzers have assorted types of weapons, such as machine guns, shotguns, missiles, grenade launchers, and flamethrowers. Each character has an experience level that conveys how efficient he is at using the different kinds of weapons. It"s up to you whether specific characters take control of a short-range, heavy-armor type or a long-range, light-geared type of Wanzer. The field map, Wanzers, and foreign objects, such as trees or freight boxes, are all rendered polygonally. When you are engaged in battle, the field map zooms in and shows the battle scene. The load time of zooming into the field map is very, very slight, making transitions into battle very smooth. Also, in FM3, the entire battle sequence only takes a couple of seconds, as opposed to the long 30-plus seconds each sequence took in FM2. It took several hours to finish just one mission in FM2, but due to the smooth transitions and shortened battle sequences, FM3 has a much faster pace. In the battlefield, each character has a certain number of active points (AP), which are spent when you move the character from one grid square to another and fight against other Wanzers, and regenerate after each turn. Characters also acquire skills depending on what type of armor the Wanzer is equipped with. Though skills vary, most of them are useful in battle. For example, your character can shoot more ammo rounds in one turn, specify which body part of the enemy Wanzer to attack, or attack more than once in one turn. At the end of each mission, you will be rated on how well you did. You earn different medals ranging from platinum, gold, silver, to bronze. Having more platinum medals could earn you a much bigger reward later on in the game. You can also surf the Internet (well, the Internet according to Square, anyway) in the game. You can access different forums, ranging from government to commercial to private. Although this was featured in FM2, most of the time the forums contained senseless English text and wasn"t much use in the main game. In FM3, the Internet is an integral part of the game. There"s also lots of weird little fun stuff you can do in there, too, such as change wallpaper on your computer, vote for your favorite school idol, send e-mails to Square, and much more. You can also engage in training on field maps generated by virtual simulators. Most of the time, you will want to put time into training to acquire the necessary skills you will need for the real battle. There are about 60 stages in total, and you should expect to spend at least 50 hours completing the game. If you become hooked on the Internet section of the game, the chances are you will sink several more hours into it. Plus, there are two separate and different scenarios, which deliver great replay value. Although Square has managed to make the game more straightforward, the graphics in the game have been downgraded. The Wanzers in FM2 were made up of more polygons, and the frame rate was a little slower in some situations. The lower polygonal count was probably a sacrifice that had to be made in exchange for the extremely short loading times in the battle scenes. Improvements include your ability to rotate the field map very smoothly, as opposed to being able to rotate it only every 45 degrees in FM2. Other areas, such as the gridlines on the field map, the digital novel part of the game, and the FMV sequences are definitely much better-looking. The movements of the Wanzers from one grid to another looked pretty awkward in FM2; they looked like baby frogs leaping from one box to another. In a lot of respects, the field map is much more similar to the original Front Mission on the Super Famicom. The sound effects in the game have improved, and the FMV sequences definitely are worthwhile and entertaining. The soundtrack fails to deliver in some situations and ends up feeling average. One thing that may be a disappointment for fans of the series is that the dark, post-industrial atmosphere of the game has been diluted, resulting in a more futuristic, techno-pop image. As a good analogy, it"s almost like how Namco"s Ace Combat series changed its image and atmosphere completely when Ace Combat 3 Electrosphere came out. Front Mission 3 has managed to retain its strategy-simulation aspects, albeit at a relatively simpler level, which will let beginners feel comfortable playing the game and keep the hard-core gamers satisfied, too. Square has managed to deliver a good human drama based on the theme of war in the Front Mission series, and this game fits the series nicely.--Ike Sato--Copyright ©1998 GameSpot Inc. All rights reserved. Reproduction in whole or in part in any form or medium without express written permission of GameSpot is prohibited.--GameSpot Review

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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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Over the span of its 4 previous releases, Square’s Front Mission series has established itself as one of the top strategy RPG franchises ever to hit home console gaming. However, up until now, the stellar series had been completely confined to Japan, as the US branch of Square elected not to take a chance on any of the previous Front Mission games. Front Mission 3, the inaugural installment to hit American shores, isn’t the series’ finest game, but it does provide solid strategy RPG gaming to fans of the genre.

Taking place in 2112, 10 years after the events surrounding Front Mission 2nd transpired, Front Mission 3 revolves around a civilian college student named Kazuki Takemura. Kazuki, a straight-laced individual, works as a Wanzer test pilot for a private sector manufacturer called Kirishima Heavy Industries (in the Front Mission world, mechs are called “Wanzers”). As the game begins, Kazuki and his free-spirited buddy Ryogo Kusama are assigned to deliver a pair of Kirishima’s newest Wanzers to a base in Yokosuka. As they are dropping the war machines off, however, a huge explosion rocks the base.

Front Mission 3 actually has 2 separate but related possible storylines for Kazuki and Ryogo to experience, and a decision near the beginning of the game determines which one the player will get to see. The storyline chosen determines your allies, your enemies, and many of the individual events that occur in the game. The diverging plots help give Front Mission 3 much more replay value than the average game.

However, Front Mission 3’s storyline has many problems, the least of which is an uptight, petulant protagonist who this reviewer found excessively difficult to relate to. Character development is present to a small extent, but it’s really weak for nearly all of the characters in the game. The plot fails to impress from an event-based standpoint, too, seeming less like a cohesive storyline progression and more like a series of preposterous military events that could have been prevented if anyone in the Front Mission world had the common sense to do a reasonable job of planning.

Front Mission 3 also doesn’t help itself with its translation quality. Although the dialogue does a pretty good job of avoiding spelling errors and blatant grammatical problems, the majority of it is worded in the