Tuesday 6 February 2007

Front Mission 3

Playstation

1999

Square

Tactical RPG’s have never been a huge mainstay in the west. They’re perceived as being big, cumbersome and impossibly difficult to get into, thanks to their far more complex battle system than those seen in the majority of Japanese RPG’s. To be honest, I would tend to side with the genre’s detractors. I like my games to either have a plot or no plot at all, and I don’t like the plot to be bogged down with tedious turned based battles instead of exploration and shorter encounters. Front Mission 3 is a strategy RPG by numbers in this respect. It hasn’t really passed beyond the formula in its earlier Super Famicom prequels and a multitude of games like it, like Fire Emblem or Buhamut Lagoon. You watch a bit of story, upgrade your robots, have a bit of a scrap, and repeat over and over until you see the ending credits. There’s a nice little option where you can choose which person to side with early on in the plot, which completely changes your alignment and who you fight with, but even though the scenarios are fairly different, it’s still the same old same old. I doubt you would play it through twice.

So Front Mission 3 is a mech game, plain and simple. If you like big robots, you’ll salivate over the customisation options present here. And as turn based strategy games go, it is pretty engrossing. You’ll spend hours piecing together your perfect Wanzer (the unfortunate contraction of ‘walking panzer’), before lovingly deploying it in battle. You learn from your mistakes, and you begin to learn how to use terrain in your favour, using crates for cover and shooting from the top of slopes for added accuracy. It’s a bit like a table top strategy game in this respect, but slightly less nerdy. Only slightly mind.

The thing that will put many people off is the graphics, which re a mixed bag at best. The engine used for displaying your Wanzers special moves is detailed but grainy, but the overhead sections are sub SNES standard. Obviously it’s all about the gameplay, but let’s be frank: a bit of eye candy would have smoothed things over nicely. Bland and grimy visions of the future are all well and good, but it isn’t too hot to look at. It’s only the super lush FMV that occasionally pops in to remind us how Square can still drop our jaws that stops it from scoring lower.

Front Mission 3 does have a strong pint however: its story. Now, the central characters are frankly awful, clichéd cardboard cut outs. Then you have the sexy blonde Russian spy, the cool dude etc. It’s all very videogame characters 101. However, there is a huge cast of supporting characters, including enemies, which you get to know very well throughout the game. Some of the characters are humorous, some are tragic, and some are just plain evil, but you find and pick out your favourites. Perhaps it was intentional that the central protagonist is so bland; his own lack of personality allows you to project your own on his, allowing you to sit back and enjoy the ride. However, the very best thing about Front Mission 3 is its intricate mythology, that can be accessed through an in game ‘internet’ system. Here there are about a hundred websites for you to browse, many of them pretty big, and packed with masses of information about Earth in the 2112. Unlike a lot of sci-fi, Front Mission is surprisingly pessimistic about life over a century in the future: aside from the bipedal robots, technology is fairly similar to that which we use today, but there have been major political developments, including the emergence of new nations. Such is the level of detail that has gone into the back story, it is easy to become completely engrossed in the world, especially when it’s themes of nuclear disarmament are so contemporary.

So if you like strategy RPG’s, I can’t recommend it highly enough, but if you’re still a bit unsure, I suggest you come for the big, convoluted story, and stay for the big, fighting robots. It’s the Japanese way.

Graphics: 5

Gameplay: 6

Music: 4

Experience: 7


Total: 22/40

SM Choukyoushi Hitomi

Super Famicom

Unknown

Unknown

Not all games released for the Super Famicom, or any other system for that matter, were officially recognised by the manufacturers. Some games, in fact were made, sold and played completely without Captain N’s knowledge. So here we have an anonymous game that might have been coded and released any time since the birth of the Super Famicom to when I first discovered it about a year ago. SM is a game of almost no redeeming features at all, and yet it deserves to be examined simply as a curio, a matter of interest, a strange artefact with no clue as to its origins. As such, SM is absolutely fascinating, nauseating, and very weird indeed. The game is a pornographic text based adventure. After flashing a pixelated photo of an actual woman onto the screen, a story is told in blocky Japanese writing, with badly drawn anime style images appearing above the dialogue. The rest of the screen is black. There is no music. Every so often, you get to choose from two or three different options, that sees the doe eyed school girl generally being tortured by your hand. While it never descends into full on unmasked penetration, it does get very close at times. After a bit of trial and error you end up with your ‘reward’, some pictures of an actual semi naked woman. Then some credits, and the game loops back to the start.

Obviously an illegal pirate, the ROM image for this strange little game can be found floating around on the internet. To be honest, I can’t shed much light on its origin or meanings, other than it has two sequels. Have a scout around for information, you might get lucky. While from reading its description you might think that it wasn’t worth playing, I can only urge you to track down the ROM right now. I can guarantee you won’t enjoy it, but it has to be experienced. Its unpolished state gives the game a very scary edge. Taken out of Nintendo’s comfortable jurisdiction, you feel anything could happen next. I felt myself wondering at several times what I might find on the ROM if I kept on playing and guessing the ‘right’ decisions. Imagine picking up this game at a car boot sale. It has no label to speak of, other than a white sticker with the words ‘SM CHOUKYUSHI HITOMI’ written on it in faded biro. You take it home and stick it into your import converter and are greeted with the title screen.

Now that’s scary.

Graphics: 3

Gameplay: 0

Music: 0

Experience: 6


Total: 9/40