Front Mission 3 - PLAYSTATION
by Chi Kong Li
Publisher: Square EA
Article
Discussion Forum
First
Impressions:
In
the last decade, paperback novels, celluloid film and broadcast
television in the United States have seen a major upsurge in material
vaguely classified by media critics as "techno-thrillers."
This was largely due to the writings of one man, Tom Clancy. Reputed
as a former insurance broker turned author, Clancy pen several novels
with an absorbent amount of detail and in-depth knowledge of military
hardware and their political underpinnings. These novels, which
include The Hunt for Red October
and Clear and Present Danger,
struck a chord with a generation of readers and became so popular
that film adaptations and television projects soon followed. Computer
games also followed suite and saw similar rises (mostly from Tom
Clancy's own software house Red Storm Entertainment) in the genre.
Even the more traditionally adolescent targeted console market has
seen more "techno-thrillers," and this is no more apparent
then in Squaresoft's release of Front
Mission 3 (FM3) on the PlayStation.
Graphics:
I
found that despite Squaresoft's valiant efforts in trying to squeeze
every last bit of life out of PlayStation's rendering capabilities,
the graphical presentation in FM3
was still inconsistent and rather lacking. Some prerendered CG
(computer generated) cut-scenes littered through out and hand-drawn
portrait artwork used during dialogue were fine, but the 3D visuals
rendered in real-time during story sequences and combat were a
whole other story. Severe amounts of clipping could be spotted
everywhere. Low polygon-count models of humans were unbelievably
ugly and animated with stiffness and chopiness. Perhaps the worst
thing about the graphics was the severe crookedness of straight
textures in the environments (a problem commonly found in older
3D graphics processors that don't have any perspective correction
feature). I ordinarily wouldn't make such a small technical quibble
is it happened on rare occasions (like in Metal Gear Solid), but in FM3, I noticed the crookedness on many
occasions and it got to be a painful eye sore.
Sound/Music:
Squaresoft
is renown for having elaborate and epic sounding orchestra pieces
that elevate the level of artistry in videogames. FM3 is no different and a follows in that fine tradition. The major
difference is that rather then hearing more magical and mystical
scores found in their popular role-playing games (RPGs), the music
is decisively and appropriately of a military nature. I will say
that after prolong play, the music does tend to get a little repetitive,
but this is to be expected considering FM3
is such a lengthy game.
Gameplay:
FM3,
at its core, is a turn-based strategy game where tactics and control
are concerned only as far as a squad of four soldiers rather then
an army of thousands. What has always been a trademark of the
Front Mission series
(parts 1 and 2 were never localized for the North American market)
is that all the soldiers under a player's command pilot Japanese
anime-styled combat robots known as Wanzers (pronounced Van-ser).
Aside from all the anime appeal, what really sets this particular
title apart is the imaginatively complex story elements (which
unfold linearly in typical console RPG fashion in-between battles)
and the way they are executed with very Clancy-esque twists and
turns. Not only are there two different storylines (which play
out depending on a seemingly harmless decision a player makes
at the beginning of the game), but much of the details are fleshed
out in the game's Network feature (a self-contained Internet complete
with pseudo email, mock Web sites and hacker warez!). No matter
how the story unfolds, government cover-ups, military espionage
and conspiracies of global proportions are all abound, and the
lives of seemingly ordinary characters are put to the test in
extraordinary circumstances.
In that regard, FM3
is a game with high aspirations to which it lives up to, but barely.
What makes it such a close call is a few things. First, the actual
characterizations of all the protagonists in the story fall short.
FM3 paints an incredibly
vivid and believable vision of a future where nations are wrought
with internal as well as external conflicts (most of this is conveyed
through the mock Web sites and reiterated in the dialogue). Alliances
with foreign countries often appear paper-thin, perceived threats
of war seem to loom over every government action and rival political
parties are just itching for coup-de-tat at a moment's notice
(is this the future or present?). The histories and motivations
of individual characters are interesting and believable enough
as well. It's just a shame that the speech and mannerisms of each
character isn't always a fitting match for the engrossing backdrop.
Rather then getting a cast of emotionally charged characters and
dialogue that reeks of wore-torn bitterness and paranoia, we get
a script that's sometimes about as deep and preachy as some of
Steven Segal's recent straight-to-video schlock. It's as though
the person responsible for the back-end plotting and character
profiles isn't the same person who wrote the screenplay and script.
The game's worst offender has to be the lead protagonist, Kazuki
Takemura, who comes off immature -- not by design, but because
he is so poorly written. His misguided attempt at locating his
sister on a military base, and the way he opposes military forces
in doing so, early on the game is so ridiculous and improbable,
that it nearly ruins the credibility of the remainder of the game.
Kazuki's continued quest to rescue his sister (when he doesn't
even know if she's in danger) turns into an all-out obsession
and gets to be laughable as his single-mindedness in locating
her comically disrupts the dialogue in the most inopportune times
and seems nonsensical amidst all the international crisis. In
all fairness, Kazuki represents an extreme on the negative side,
and there are some other characters that are worthy of praise,
like Jose Astrada. His motivations and dialogue, which stem from
him indirectly, causing the death of his wife and child during
a military operation is not only powerful, but also consistent
throughout one of the game's scenarios.
Another thing that hurt FM3
is peculiarities in the gameplay. FM3 is no different from most
turn-based strategy games in that players spend a great deal of
time making preparations by outfitting soldiers with weapons and
equipment and then proceeding to a gridded battlefield where chess-like
decisions determine the outcome of a battle. For FM3,
planning and preparation is comprised of scavenging, buying, selling,
building and configuring your own Wanzers to personal preference.
On paper, that all sounds great, but I wasn't so enthused by the
final execution. It was extremely difficult to tell the strengths
and weaknesses of one Wanzer model to the next (unlike the Mechwarrior
series which separates mechs into classes) because displaying
and navigating information and stats windows proved to be too
obtuse and difficult when it came to making such comparisons.
Of course it didn't help that despite having dozens and dozens
of different Wanzers, most models were indistinct and fell largely
into two categories, powerful ones that could haul heavy artillery
or mobile ones that were better suited for assault weapons and
hand-to-hand combat (something that would have saved me much time
and headache if I had realized it earlier).
My other gripe in the gameplay department deals with actual battle
system. Most strategy games interject a high degree of realism
in simulating battlefield conditions and situations. This high
degree of realism usually makes the game more difficult to approach,
but the end results are ultimately far more depth and satisfaction
than other styles of play. FM3
doesn't quite adhere to that philosophy in a number of ways, and
I think the game is lesser because of it. First of all, computer
AI (artificial intelligence) doesn't behave realistically and
isn't even tactically smart. Enemies will remain virtually stagnate
until player-controlled characters reach within their parameters.
Groups of enemy Wanzers rarely function as team and do not capitalize
on tactical advantages like overwhelming the player with greater
numbers. Even more out of whack are the Battle Skills. Along with
gaining experience points in battle, characters are often magically
endowed with many different special abilities and attacks known
as Battle Skills. What's completely uncharacteristic of strategy
games is that these Battle Skills randomly activate under certain
situations. So rather then give players the opportunity to plan
their tactical use -- the very essence of what a strategy game
is all about -- the whole Battle Skill issue is left to what is
essentially potluck.
Enjoyment:
Early
on, I wanted to dislike FM3 for its weak strategy elements and poor characterizations. But
after prolonged play, I accepted the battle system for what it
was and really started to enjoy the game for its more positive
qualities. It was at that point that the storyline really started
to grab me and I really became involved with the customizations
of my Wanzers. I had many mixed reactions to various parts of
the game, but on the whole I was rather captivated by FM3 and the experience that it offered.
Multiplayer:
N/A
Overall
Impression:
With
all the negative comments that I've lobbied against FM3, readers may find it strange that I
still gave the game a rather positive rating. There's no mistake
because I usually have the most vocal about games that fall just
shy of greatness. FM3 may have many faults, but there are
many positives as well. I found the Network feature to be a very
unique approach and provided much needed diversity from a genre
that is almost always plagued with repetitiveness. The final integration
of the Network to the actual gameplay isn't as tight as I would
have liked, but it still deserves recognition for being so comprehensive
and convincing. Also, despite my complaints against the idiosyncrasies
of the characters and the unrealistic battle system, I was still
impressed with the story elements overall (especially the dual
scenarios that feature surprisingly different missions, characters
and plot direction), and I was never bored with the combat aspect
of the game. I devoted more time to FM3
then any other game in recent months (over 60 hours, beating one
of the two scenarios entirely), and it's accurate to say that
it captivated my attention. FM3 probably won't go down as one of all-time
greats, but it's certainly earns its stripes as a techno-thriller.
Marketing
Efforts Towards Women:
The
CD case brandishes a Wanzer on the cover and the promotional descriptions
play up the war theme and strategy elements in the game. Still
there is a large ensemble cast in FM3 and while the hero of the game is a male, each of the two main
storylines still focus on a female character very prominently.
None of the female roles fall under any typical sexist stereotypes
and there is support cast of many diverse female roles that range
from adoringly cute, arrogantly snobbish to decisively authoritative.
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