Of course, the wanzers alone arent enough to make Front Mission 3 worth playing. Something else does that job deep, addictive RPG/Strategy game play. If you loved Final Fantasy Tactics, you know what Im talking about. This Square masterpiece (maybe well see the rest of the Front Mission games in America one day) leans closer to the strategy side than the RPG. Theres no world map to explore Front Mission 3 is a series of wanzer battles with story scenes and resource management sandwiched between. Characters dont have "stats" in the classic sense. Instead, they have weapon skills that grow as they deal damage with their wanzers. They also learn battle skills, special attacks that can, and often, do make the difference between quick, easy victory and long, messy wanzer combat. But besides these abilities, one pilot is as good as the next. The most important thing in combat is the power of the wanzer. I love using that word. Wanzer!
The battle system in Front Mission 3 is easy to pick up, but nighimpossible to master. You command a squad of wanzers (up to four) in lethal combat across detailed and imaginative 3D battlemaps. Every pilot has a stock of action points (AP) used up in every movement, attack, and counterattack. The key to victory is learning when to spend AP and when to save them, as well as learning how to make effective attacks without getting your arms blown off by counterattacks. And yes, you can get your arms blown off. Wanzers take damage by hit location, and different parts have their own "health." If, say, an enemy keeps hitting your legs, your wanzer wont explode when your legs break down. Instead, your legs will stop working and you wont be able to move more than one space. Lose an arm, and all weapons on that arm are history. But your losses wont be permanent. Parts and weapons automatically regenerate at the end of combateven destroyed wanzers, which appear to selfdetonate when they go down, magically reappear after you win. While that keeps the game from becoming a never ending for afterbattle repairs, it also takes away from the realism of Front Mission 3.
That isnt the only lapse in atmosphere, either. While a weapons line of fire can be blocked by obstacles or terrain, it cant be blocked by another wanzer. Whenever one wanzer attacks another, all other units vanish from existence, returning only when all shots have been exchanged. Not only does this take away from the realism of Front Mission 3, it also gums up possible strategies. For example, early on in the game I tried to save an ailing ally by putting my wanzer between it and the enemy. When the bad guys ran up and started firing their machine guns, my wanzer couldnt block the shots and my ally got toasted.
Also, while battle skills are the essence of Front Mission 3 combat, theyre activated at random, not on command. Nothings worse than waiting for a battle skill to finally work and then take down an injured opponent, or have one activated at the wrong time and blow away an enemy who was about to surrender. If an opponent surrenders or you force him to eject (also random), you can claim his wanzer to sell or chop up for spare parts. You can even purposely have your pilots eject, send them over to abandoned enemy equipment, and have them steal such goodies during the heat of battle. Very cool, but if it werent completely random, itd be a lot more entertaining.
Of course, I wouldnt have noticed these problems if the rest of Front Mission 3 werent so darn entertaining and addictive. Youll have to put a lot of thought into your strategies if you want to succeed with the best rankings; youll also have to spend a lot of time preparing before battle. You can construct your wanzers Armored Corestyle, name them, and even pick the paint job. Battle skills are hidden in different wanzer parts, so if you want to learn all of the special moves, youll have to try out different configurations in combat or spend time in the "Network" battle simulator. And that may as well be another game altogether.
The Network is a virtual Internet that your characters can use to send and receive email, access websites, buy wanzer parts, and even hack into enemy mainframes. As you fight, youll get access to new websites, discover new passwords, and download a host of software tools. It all adds up to an intricate web of puzzles and subquests that you can spend hours tinkering with and exploring . . . as if there wasnt enough to do in Front Mission 3 already. Get this on one CD, Squaresoft has squeezed in about 150 hours of battles and storyline, split into two separate scenarios that occasionally overlap but have their own enemies, allies, and stories. And all of this is held together by one brilliant plot of political corruption, shifting allies, and forays into the philosophy of human conflict.
Front Mission 3 is intricate, entertaining, and addictive. If you liked FFT, rent it. If you like strategy games or giant robots, rent it and make sure you have the cash on hand to buy . . . Wanzer!
GRADE: A
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