Front Mission (video game)
A port of the game developed by Square Enix Co., Ltd. was released for the PlayStation in Japan on October 23, 2003, titled . It included new content and offered a new USN scenario to play through. The PlayStation version was then ported to the Nintendo DS with more additional content and was released in Japan on March 22, 2007. Only the Nintendo DS port, renamed as "Front Mission", was released in North America on October 23, 2007. This release marked the third time that a "Front Mission" title was localized and published outside Japan. It was  released as a PSOne Classic in Japan on November 12, 2008. A remake of "Front Mission" has been announced for Nintendo Switch and is set to release sometime in 2022. Gameplay. Game progression in "Front Mission" proceeds in a linear manner: watch cut-scene events, complete missions, set up wanzers during intermissions, and sortie for the next mission. The player travels to locations on a point-and-click world map. As the player progresses through the plot, new locations are revealed on the world map. Towns and cities act as intermission points where the player can organize and set up  their units for the upcoming mission. Battle zones are where the missions take place, though they become inaccessible upon the completion of a mission. In "Front Mission", players use playable units called "wanzers", a term for mecha derived from the German word "Wanderpanzer", or "walking tank". A wanzer differs from the typical combat unit in that it has four modular parts: body, left arm, right arm, and legs. Each part has a specific function and its own health bar. The legs parts enable movement and evasion, the arm parts are necessary to use hand and shoulder weapons, and the body  part maintains the wanzer's operability. In the event the body is destroyed, the wanzer is removed from play completely. Destruction of arm and leg parts does not remove the wanzer from play, but it severely cripples its performance. While the player fights mostly wanzers, vehicles and aircraft, mobile weapon platforms are also featured. These enemy units generally have only one part, the body, and are much stronger than wanzers themselves. In the customization aspect of "Front Mission", wanzers can be customized with a variety of parts, computers, auxiliary backpacks, and weapons. The player has full control over customizing their  wanzers and can do so as long as its total weight value does not exceed its given power output. To field a wanzer in battle, it must have a complete frame of parts: body, left arm, right arm, and legs. Parts with built-in weapons in the body or arm sections can also be equipped on a wanzer. Computers improve the accuracy of the weapons equipped on the wanzer. Auxiliary backpacks and weapons are not mandatory equipment to use wanzers, but are crucial in order to progress through the games. Auxiliary backpacks serve to give a wanzer special features during  combat; they allow a wanzer to carry support items such as ammunition reloads and increase the power output of the unit, allowing it to carry heavier gear. There are four classes of weapons: melee weapons, short-range weapons, long-range weapons, and support fire weapons. Melee weapons are weapons used at melee range and have a tendency to strike the body part of its target. Tonfas and rods are examples of melee weapons. Short-range weapons are weapons used at close range and deal damage to all parts of a target. Machine guns and shotguns are examples of short-range  weapons. Long-range weapons are weapons that have long firing ranges and are ideal for avoiding counterattacks. Bazookas are examples of long-range weapons. Support fire weapons are indirect fire weapons; they can never be counterattacked, but have limited ammunition supply and minimum firing ranges. Missile launchers are examples of support fire weapons. Lastly, shields can be equipped on wanzers to absorb some of the damage taken from incoming attacks. "Front Mission" has other notable features incorporated into the game. The Arena is a unique feature in which the player can fight AI-controlled enemy combatants to earn monetary rewards . Likewise, "Front Mission" sports a briefing feature that details basic information about the composition of enemy forces for the upcoming mission. Missions in "Front Mission" are traditional tactical RPG fare, ranging from destroying all enemy targets or protecting a particular allied target. Story. Set in 2090, the story of "Front Mission" takes place on Huffman Island, a fictional Pacific Ocean island roughly the size of Oahu, created by volcanic activity south of Mexico's west coast in 1995. In 2002, the land mass was classified as an island, and was ceded to United Nations control. However, in 2020, the United  States of the New Continent (USN), a unification of North American and South American countries, made a bid for control of the island after withdrawing from the United Nations. The Oceania Cooperative Union (OCU), an alliance of the nations of South Asia, South East Asia and Australia that was created in 2025, dispute this claim when the two superpowers colonized the island in 2065. The tensions heat up and eventually lead to the 1st Huffman Conflict in 2070, with Huffman Island being divided into two halves at the end of the war. An uneasy peace is maintained until the Huffman  Crisis in 2086, when a series of skirmishes across the island causes chaos. Tensions flare up and end in war when the OCU is blamed for inciting the Larcus Incident on June 3, 2090. Plot. The plot of "Front Mission" revolves around OCU captain Lloyd Clive. An OCU reconnaissance platoon led by Lloyd is assigned to investigate a USN munitions plant in the Larcus District, located on eastern Huffman Island. Upon reaching the premises, the platoon is ambushed by USN wanzers led by an officer named Driscoll. He quickly ambushes Karen Meure, Lloyd's fiancée, and destroys her wanzer. As  the two forces engage in battle, Driscoll detonates explosives inside the plant and escapes. The USN accuses the OCU of the attack, later known as the Larcus Incident, but the OCU insists that the incident was a set-up. Both sides soon declare war, setting off the 2nd Huffman Conflict. The OCU pins the blame of the incident on Lloyd's platoon, discharging them from the military indefinitely. One year later, OCU colonel Guri B. Olson seeks him out at a wanzer fighting arena in the town of Barinden. Dangling the prospect of killing the person responsible for Karen's  death, he manages to recruit Clive to the "Canyon Crows" mercenary outfit. With the Canyon Crows, Lloyd is assigned to help the OCU military reverse its fortunes and win the war. In the Nintendo DS version and the PlayStation remake "Front Mission First", the player can also play a second scenario revolving around USN officer Kevin Greenfield. Months before the Larcus Incident, Kevin and his teammates in the "Black Hounds" special forces unit are participating in an operation against a terrorist organization known as "The Star of Freedom". Upon finding out the location of their headquarters in the Andes Mountains , the Black Hounds execute an operation to eliminate the group. A grave mistake on Kevin's part gets him fired from the unit and arrested by USN MPs. In a last-ditch effort to remain in service, Greenfield accepts a post to the USN special weapons research division known as the "Nirvana Institute". He is then deployed to the Nirvana branch on Huffman Island, which is led by Driscoll. After a few operations with the division, the 2nd Huffman Conflict breaks out and Kevin is recalled to active duty. As the new leader of the "Silver Lynx" strike force, he  aids the USN offensive to defeat the OCU and help end the war quickly. Understanding "Front Mission" in its entirety requires playing through both the OCU and USN campaigns. They each have their own unique events and mysteries, the latter of which is fully explained only by playing the other scenario. The two scenarios also have a plot connection when a link between the Larcus Incident and the Nirvana Institute is established. Development. Origin. Development of the first "Front Mission" started with discussions between software developers Square and G-Craft. Square had never had another developer make a game for  them and planning proceeded slowly, but an agreement between the two was finished in the Fall of 1993. Game producer and writer Toshiro Tsuchida presented a proposal for a game called “100 Mission” to Square through his own development company, Solid, on G-Crafts behalf. When Square producer Shinji Hashimoto first saw the first version of the game proposal, he thought it was “too radical” and usually such proposals would not be approved. Square was not enthusiastic, repeatedly telling Tsuchida “no robots”, and being told by Square that game development couldn’t just be driven by a creators passion anymore . Tsuchida also had difficulty explaining how much of a role robots would have in the proposed game, and so he obtained some development hardware to create a prototype of the title. Square was the only publisher at the time willing to consider Tsuchidas’ proposal. They finally agreed to make the game because they thought working in a new genre would be stimulating and it was a title they probably could not do themselves as to that point Square had mostly made fantasy games. Hashimoto insisted that lighter moments be included, such as the characters hanging out and playing cards, in  order to balance the mood of the game which was dark and moody. Development. Square and G-Craft worked together making the title, including aspects like the games graphics and sound. Because the developers wanted an immersive experience and disliked text-heavy introductions in games, they requested and were allowed to omit the usual Squaresoft branding that always appeared when Square games began. Hironobu Sakaguchi, Shinji Hashimoto, and Toshiro Tsuchida all loved robots and did a lot of brainstorming to discover elements that could be in the game. Hashimoto came up with the idea of the colonel Kirkland being in  a fort in Stage 15. Many times Hashimoto would take Tsuchidas’ ideas and expand upon them. There was debate about whether a game for children should have a brain in the opening scene, but decided to include it anyway. Yoshitaka Amano painted an illustration for the game, and it was intended to be used as the front cover of the cartridges packaging, but it was too “imposing” and only a portion was used. The development team even went so far as to make a sample movie of the games intro on a Macintosh for Hashimoto, which impressed upon him how  dedicated and passionate the team was for the game. Sakaguchi loved plastic models, and that led to hiring Kow Yokoyama, who had a reputation for excellent modeling. Yokoyama helped craft models for the wanzer mechs and was able to help design them as though they were real life weapons. Ports. "Front Mission" was ported to the PlayStation on November 23, 2003 with the title "Front Mission First". This port included new content and offered a new USN scenario to play through. "Front Mission First" also included new characters that would later be seen in "Front Mission 4", namely Darril Traubel  and Billy Renges. This port served as the basis for the Nintendo DS port, which was released in Japan on March 22, 2007, and in North America on October 23, 2007. Simply titled "Front Mission", the Nintendo DS version features battle sequences that make use of the console's dual screen setup for an easy view of the action. The port also includes a number of new additions. A number of characters from other "Front Mission" titles were added to the game's storyline, such as Griff Burnam and Glen Duval. New parts and weapons from other "Front Mission" entries  were added. This version also boasted nine secret missions that further expanded the storyline. Music. "Front Mission"'s soundtrack was composed by the joint team of Noriko Matsueda and Yoko Shimomura. Shimomura's work on the soundtrack was requested by Hironobu Sakaguchi, the vice-president of Square, due to the need for a more experienced composer to work on the project along with Matsueda. While Shimomura intended to turn down this request due to her preoccupation with the "Super Mario RPG" soundtrack, she changed her mind after encountering the company president, Tetsuo Mizuno, and being embarrassed to decline the request  in front of him. Shimomura mainly composed the action themes, as well as the opening theme, describing the soundtrack as "passionate" due to their "motivated" work. The score was arranged by Hidenori Iwasaki for the PlayStation and DS remakes. The promotional album, "Front Mission 1st Special BGM Selection", arranged by Isawaki, was released in 2003. Two songs composed by Shimomura from "Front Mission", "Take the Offensive" and "Manifold Irons", were orchestrated for the "Drammatica" album. Release. The original "Front Mission" was a huge success in Japan, selling over 500,000 copies. "Next Generation" reported sales of 530,000 copies. By the end  of 2007, the Nintendo DS version sold 57,153 copies in Japan. Reception. In April 1995, "Famitsu" magazine gave the Super Famicom version of the game first a 9 out of 10 and later an 8 out of 10 in their Reader Cross Review. "Mega Fun" gave the game a Gold for an import game. The Nintendo DS port of "Front Mission" received average reviews from critics. "IGN"'s Mark Bozon commended the games "options", "depth", and "customization" compared to other DS tactics games, but was disappointed at the lack of online play, calling it a pure port. "Nintendo Power" called  the game "a stark, futuristic "Advance Wars" without the happy combatants and vehicle variety."