Strategy
games as we knew them once are dying, I think.
For years, as far back as a time when computer
games were written on paper tape (HUNT THE WUMPUS~!),
wargames and their ilk have held to a formula
inspired by tabletop games: turn-based action
on a grid-like battlefield. The principle distinction
encountered in strategy videogames seemed to
be whether that grid consisted of squares or
little hexagons.
That's
what strategy games were, and if you wanted
a strategy game, that was what you got. And
to be sure, there were folks out there who liked
them - Romance of the Three Kingdoms and so
forth always had a place in the markets of the
eight- and sixteen-bit eras, although they certainly
weren't anything resembling blockbusters.
All
of a sudden, though, just a few short years
ago, strategy games encountered a legitimate
boom. I suppose Dune 2 and Warcraft can lay
claim to the lion's share of the credit. I maintain
that they were both just knocking off Herzog
Zwei, but Herzog, despite the fact that it seems
to have been the first real-time strategy game,
was never anything more than a cult hit. Westwood
and Blizzard brought real-time strategy to the
masses, and in doing so, I believe they sounded
the death knell of turn-based, grid-locked strategy
games. Flash forward to the present, and even
Koei, a company that's built itself around traditional
strategy since the earliest days of console
videogames, is leaping into the future with
Kessen's blend of strategy and cinema.
While
turn-based strategy takes its bows and prepares
to leave the stage, though, it's certainly providing
some fine games for us to remember it by. Witness,
for example, Square's Front Mission 3, a blend
of turn-based action, real-time 3D, a cinematic
plot, and (drum roll please...) giant robots.
Yes, Square calls them "wanzers" or
something like that, but right-thinking folk
will obviously shun that sort of silliness -
these are giant robots, and fine specimens indeed.
Given that the universe is conspiring against
me in order to stop Super Robot Wars from ever
being translated into English (and yet we get
Macross VF-X 2? There is no Bob...), I'd say
that this is probably the next-best thing.
Front
Mission has a relatively long history, dating
back to the Super Famicom. Like its three predecessors,
Front Mission 3 (yes, it's the fourth in the
series) takes place in a realistic, near-future
world filled with Clancy-esque political and
military intrigue. Kazuki Takemura begins the
story as a civilian mecha test pilot, working
on a new model for the Japanese Self-Defense
Forces, but as fate would have it, he stumbles
on a plot to move Japan a few steps beyond simple
self-defense. Eventually, the cast becomes embroiled
in a potential war with the US - or is that
really what's going on?
Front
Mission 3 offers two different stories, or rather
two sides of the same one - depending on certain
decisions you make as you play through the game,
you'll move down two different paths.
The plot (either branch of it) is advanced through
cutscenes that bookend every mission, as well
as the occasional bit of CG (which is naturally
lovely - this is Square, after all). Throughout
the story, as you travel about Japan and the
rest of the world, the game generally uses the
real names of places and organizations, which
I appreciate. Very few gamers will know where
Yokosuka is, but I do, and I can't help but
enjoy something that lets me show off my knowledge
of trivia. It also kicks up the game's realism
a notch or two, making it feel less like science
fiction and more like a contemporary military
thriller.
Be
advised, however, that Front Mission 3 is still
a strategy game. The story is just there to
break up the battle sequences - like Final Fantasy
Tactics, the core of the game is combat. Indeed,
FM3's combat system will probably remind latter-day
Square fans of FF Tactics more than anything
else. There are no titanic summon animations,
the sprites aren't quite as cute, and it's strictly
turn-based (with none of Tactics' adoption of
the FF active time system), but the rotatable
3D battlefield and grid range system should
be pretty familiar. There are other touches
from elsewhere around the Square map, though.
As in SaGa Frontier, your characters can develop
special attacks, which you learn and execute
by chance during the course of ordinary battles.
The damage allocation system, meanwhile, is
the same that's been a staple of mech games
for years. Each combatant has different hit-point
values for a variety of locations, which take
damage randomly or selectively depending on
what sort of weapon impacts them. To eliminate
an enemy completely, you'll need to destroy
their main body, but you can more easily cripple
them by targeting their legs or arms. That may
save you trouble in the long run, since enemies
will often surrender if you destroy their ability
to move or fight back.
Different
weapons will target different body parts, or
simply fire a random spray at all areas of the
enemy. That's one of the many issues you'll
have to deal with when it comes time to outfit
your squad of mecha. Between certain battles,
you'll head for the hangar and the ever-present
giant-robot-weapons-items-and-armor emporium
(man, why isn't there one of those here in LA?),
where you can refit and re-equip your team as
suits your level experience and style of combat.
There's a vast variety of weapons, armor, parts,
and other items, and the unusually appearance-conscious
(e.g. me) can customize the names and colors
of their robots.
Looks,
after all, do matter, even in a strategy game.
Luckily, there's no need to make excuses for
FM3's graphical presentation - as strategy games
go, it looks quite good.
Well,
wait, was that an excuse? Oh, forget it.
Anyway,
even if it's painted in very "military"
tones (lots of grays and browns, a la Metal
Gear Solid), Front Mission 3's real-time 3D
graphics certainly get the job done, and when
it takes the occasional step into the fresh
air, some of the outdoor battlefields look quite
pretty. The mechs, of course, are mechs, and
stomp around in classic fashion. I would have
hoped for a little more authority and weight
to their presentation - as it is, the models'
low polygon count makes them look a little weedy
- but we can only expect so much from the PlayStation.
Anyway, if all I want is mecha action, I'll
play Armored Core 2 in a couple of months. Front
Mission 3 does its robots well enough, and does
a fine job with the world and people outside
them. The character design occasionally reminds
me of Chrono Cross, which isn't necessarily
a good thing, but in general the portraits are
quite nice. The gem among them is Emma, who
has a Reiji Matsumoto sort of look that I'll
always be a sucker for.
I,
of course, am quite fond of this game, even
in its unfinished format (the translation has
some awfully sticky moments here and there).
I like the story, I like the characters, I enjoy
turn-based strategy when I'm in the mood for
it, and in case you didn't already know, I dearly
love giant robots. This certainly isn't a game
for everyone, though - if the pace of classic
strategy is too slow for you, which is a common
sentiment these days, you'll be bored to tears.
But if you've no objections to the genre, this
is typically fine Square craftsmanship, and
an excellent addition to their ever-growing
American lineup.
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