Front Mission

released on Feb 24, 1995

Front Mission is the first main entry and the first entry overall in the Front Mission series. Front Mission is part of a serialized storyline that follows the stories of various characters and their struggles involving mecha known as wanzers.


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Very impressive story for its time and some of the most fun i've ever had customizing units in an rpg even though my effort didn't really surmount to much past the first 10 missions because the game became incredibly easy for no reason. It feels a little contradictory praising a game for it's customization when 3 quarters of it are incredibly easy after giving just a little thought to it's systems, but honestly that's the what makes these games so fun.

Most importantly, hands down some of Amano's best artwork lie in this game. This is fucking beautiful I'm curious to see if front mission's wanzer designs was inspired the magitek armor in ff6 or vice versa. They're both beautiful works and i'm happy to see that his art is used a lot in the game and not just condemned to a life as concept art like in final fantasy.

My favorite part about the game is how most of the characters in the game are flawed, not in a bad writing sense but in terms of morality. Even though the script leaves a lot to be desired and characters generally don't have a lot to say, i like how they all have multiple angles to them. I’m interested to see how they handled that aspect in the DS remake

Closing thoughts all im gonna say is you guys hated on ff2s stat shit when this game does the same shit but slightly better only because theres less stats to worry about over all shit aint even that bad

Front Mission seemed kind of daunting at first to me, as I’ve never really played anything like it with the customizable mechs. What really intrigued me about playing Front Mission was the talent of Amano and Shimomura behind it. There’s digitized portraits of Amano’s character designs in-game, and his timeless art is the kind of stuff I’ll never get sick of looking at. It started to make more sense as I played it, and honestly, it wasn't as confusing as I had thought.

Front Mission is a strategy RPG where you customize mecha for your units to use in battle. When changing the equipment for your mechs though, they didn’t take the easy route with spritework. There are different battle sprites, field sprites, and giant sprites in the setup menu that all change depending on the pieces of equipment you pick. There’s a ton of equipment too, with there being body armor, legs, guns, and even backpacks too, so to see this much work put into something like this is astounding. It really helps sell the game's whole gimmick of building mechs and really makes some builds feel unique. Might I add that you can even paint the mechs different colors for free? This actually helped a ton because I usually have a hard time differentiating troops in these games, so I knew who was who with the allocated colors.

Much of the time will be spent sitting in the menu and customizing your mechs. Admittedly, buying parts is slow, but it’s fun thinking about which builds to go for. There’s a weight limit for mechs, so you kind of need to balance out your builds and not have too much stuff on them as you mix and match a variety of parts from shops, which all raise certain stats. Another aspect of the builds is your character stats. There’s some sort of hidden leveling system for weapon proficiency, so you’ll usually want to stick to one type of weapon for each character. You have the “Fight” stat, which is for gauntlets; the “Short” stat for 1 tile range weaponry; and “Long” for missiles and other long range guns. Certain equipment will work better for short-range or long-range people, so that’s why there’s a lot to think about in the parts shop.

The combat revolves around this body part system, where each mech has separate health bars for their leg parts, both individual hands and the body. Destroying the legs will lower their tile movement; destroying either hand will make whatever weapon the mech is equipped with unusable; and destroying their body will immobilize them completely. You also can’t control what parts you shoot unless someone has a skill that lets them, so it kind of makes a lot of battles very RNG-reliant. I also really like the combat animations. It’s pretty satisfying seeing your mech fire off a multi-hit machine gun as the game lags with the debris flying everywhere…

Front Mission has some awkward balancing as well. The start of the game provides you with some pretty unremarkable equipment, and leveling up units is tricky since they don’t do very much damage. This made the game very hard at the beginning, and I was getting my ass kicked at a certain skill check. At around a third through the game, the characters start to get stronger, unlock their skills, and eventually become some of the most broken units in RPG history (probably). This means you don’t even have to be strategizing anymore. There is benefit at the start of the game from having a balanced team, but in the latter half, the short-range units are so busted that it doesn’t even matter if you have any other differently classed units. Hell, I’m sure you could solo most maps with just one of them!

Overall, I enjoyed my time with Front Mission. The story is very ahead of its time and probably my favorite aspect of the game, which is rare for me since I’m more of a gameplay-oriented person. It’s a pretty easy game and not that hard to get into, despite how complicated it may seem. If all still goes south, there’s an arena you can grind at in case you get stuck too.

Game Review - originally written by (wraith)

People in the scene go wild over many of the things in Japan. J-Pop. Giant Mechas. Strategy RPGs. Well, Front Mission takes two of those three things (guess which ones), and swirls them together. The combination of giant robots with huge-ass guns fighting in a turn-based strategy environment should satisfy the inner fan-boy in all of us. The graphics are beautiful, and the gameplay is excellent SRPG fare. So maybe you'll like it more than Spinner 8 did. Probably.

A fine albeit simplistic tactics game. Unfortunately the itemization is boring, and the gameplay loop strongly encourages upgrading after almost every mission to make the following missions easier. This makes shop menuing a chore and missions not challenging. The writing leaves a lot to be desired, but still forms a solid foundation for later titles. I can only recommend for diehard fans that want the full Front Mission history.

The gameplay is just too slow for me to enjoy this. Seems really cool though