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    mesofunny's Front Mission (DS)

    [February 9, 2008 02:27:56 AM]
    GAMEPLAY
    The units I had at my disposal were very customizable. New legs, arms, weapons, and more could be bought from a store with the money I earned. My squad gained experience and leveled up from destroying enemies, increasing their skill with weapon types, dodge chance, etc. There was an arena in the towns that I could enter and bet money on. It was with this that I figured out how to gain as much money as I wanted early on in the game. All a did was pick an opponent I could beat a lot and win a decent amount of money and in 15 min. I had so much money I bought all the best stuff for my units and had plenty left over.
    The story line isn’t the greatest, it just ties the missions together as best it can. There’s some evil, super-powerful guy who “killed” the love of your life and you want to get revenge. There’s not much else. The other characters in your squad have even less background. They have some personality, but it’s not enough to make me care about them. There one other thing that’s been bugging me about this game. The characters look like they were taken from a French fashion magazine. They’re all really pale, long and skinny, and they have this pompous, aloof look on their faces. Not the kind of people I think of fighting in a war.

    DESIGN
    The fact that I could kind-of cheat and get a lot of money quick and easy was a big flaw in the game. The value of the money to me in terms of effort needed to get it was near nothing and I could have got much more satisfaction from the money rewards of the missions and from buying new gear for my units. They should have put a limit as to how much money I could earn in the arena or something like that, in order to prevent this.
    I didn’t like the four life bar system very much with little control over which bar damage went to. It just decreases the skill of combat and increases randomness. I would have preferred one life bar or more control over the what bar is damaged.
    At the start of the game I thought I would specialize each of my units by giving them certain parts and weapons for a certain job, like long range attacks or close combat, damage absorbing units, but the game doesn’t provide parts that allow for much specializing. Usually, there is just a certain part that is the “best “ part of its type and there isn’t any reason not to get it. This led to all my units having the same gear. That’s just boring. They should have made parts that were meant for a fast, agile unit, and parts for a slow tough unit, and so on. At least then there would be some variation in my units.
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    [February 9, 2008 02:26:34 AM]
    SUMMARY
    Front Mission is a Turn-based strategy game, like Advance Wars or Final Fantasy Tactics, in which the player moves their units around on a map that is a grid of squares and attacks enemy units. The protagonist, Royd Clive, was a in the army but left after he lost his fiancée in the war going on with some other country, but gets his chance for revenge when he is offered to lead a group of mercenaries against the enemy nation. By the way, this war is fought with giant humanoid robots, like Armored Core. The game consists of a two campaigns( one on either side of the war), and the player’s team of mercs does a series of missions for cash and, most of the time, payback.

    GAMEPLAY
    The combat system was pretty simple, but different to what I am used to in a couple ways. The attack types were split into three categories: melee, short and long. Melee and short attacks required that I be right next to my enemy to use, and long range attacks have ranges that vary from weapon to weapon. Also, melee and short weapons allowed the defending unit to counter attack the attacking unit with their own weapons. Some weapons had a certain number of times they fired when I attacked. The more times the weapon fired, the less damage that weapon did per shot, on average. This wouldn’t matter that much except that each unit (excluding a very few) had four life bars: the legs together, each arm, and the torso.
    When damage is dealt to a unit, it is dealt randomly to one of the life bars. So a weapon that fires more would have its damage spread out among the four life bars generally. When the legs life bar was brought to zero, that unit could only move half the distance it had before. When the one of the arms’ life bars was taken down, weapons on that arm could not be used. Finally, when the torso’s life bar was depleted, the unit exploded, making it the most important life bar.
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    Status

    mesofunny's Front Mission (DS)

    Current Status: Playing

    GameLog started on: Friday 8 February, 2008

    Opinion
    mesofunny's opinion and rating for this game

    Not the best I've played, but its not bad, and I like giant robots.

    Rating (out of 5):starstarstarstar

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