The topic of today's discussion is none other than the 1996 collaboration by Squaresoft, Omiya Soft, and Cobra Team. Front Mission: Gun Hazard is part of the oh-so-underrepresented subgenre known as the mecha shootemup. At first glance, its giant robots firing upon other giant robots, but there is more, much more to them than that. Think back to classic anime series such as Patlabor. Labors are large bipedal machines that weigh several tons. Their ability to walk and perform tasks are the result of a hundred thousand moving parts. Piloting a hefty tank that could trip over a car or collapse a building by brushing against it requires immense skill. Special Vehicles Division 2 knows that the instant they haul their Patlabors out of the garage, some shit is about to go down that could cost all of them their jobs. The cool robots suddenly become a lot less cool when one wrong step could result in a dozen lawsuits; not to mention the mental anguish that'd haunt the pilot for the rest of their days.
Of course, collateral damage and civilian casualties often go ignored in the war-ravaged world of Front Mission. Nevertheless, walking panzers aka wanzers are still considerably heavy weapons that rely on fusion-powered propulsion systems just to get around. Their size also makes them easy targets for the opposition's weaponry. Jumping, dashing, holding up a shield; all of these actions are noticeably delayed. In short, piloting a Wanzer is a far more involved process than putting one foot in front of the other and firing a large gun. Creating a mecha game that takes all of these factors into account requires an exceptionally talented dev-team. Square went with one of the best.
Gun Hazard follows the story of Albert Grabner: rebel, mercenary, hero. A coup d'etat in his homeland of Bergen leads the young pilot to assist the deposed president's escape. Not long afterwards, his talents are recognized by Richard, who offers him mercenary work. It's the best opportunity Albert has of taking Bergen back from the tyrant who seized it... provided he lives that long. Before going any further, I should establish how progression works in this game. All across the world, there are nations embroiled in conflicts that require a mercenary's assistance in resolve. Each nation contains several areas. These are where the story and action scenes play out. For convenience, areas are color-coded on the map. Red indicates an unresolved skirmish. Blue areas are either safe places to converse with NPCs or optional battles. If it's green, then it's a shop. Head there for new equipment, ammunition, or wanzer-repairing fuel. Breaking it down further; you complete missions and upgrade your stuff until the credits roll.
It's a little hard to believe that the developer best-known for Culdcept would harbor mecha game geniuses, I assure you that's exactly the case. Before the formation of Omiya Soft, programmers Hideo Suzuki and Yukihiro Higuchi worked on Assault Suits Valken, or what we know in the west as Cybernator. This 1992 game is a brilliant realization of 2D mecha action, an inspiration to many an indie developer (most notably ASTRO PORT). What makes it work so well is... something that I'll have to save for a future review. Originally, I had planned to cover Cybernator first and then Front Mission: Gun Hazard. Instead, I played through the latter twice in less than a year, which is quite the event for my "Has a stack of unfinished RPGs that rivals the Tower of Babel" ass! Point is, there's a noticeable and effective learning curve to both games that elevates them far beyond their peers. A shooter where the mecha controls as effortlessly as Bill Rizer or Lance Bean is pretty cool, but also not at all what I'm looking for.
In most other games, jumping is the go-to method for evading danger. That's not the case here, at least not usually. Like I said before, wanzers are large targets. One that's airborne is sacrificing both their superior ground maneuverability and projectile-deflecting shield. That said, there's still plenty of use-cases for jumping as well as the limited-flight capabilities provided by the Vernier system. It just demands a greater degree of player involvement. Your level of agency is far greater than the enemy's, especially when they give up basic functionality (like walking) for absurd weaponry. Learning the when and where of jumping as well as hovering is very satisfying. There's a great degree of control in steering a massive tank through the air and raining hellfire on everything below. It also significantly affects dealings with the few enemies that are capable of flight. Aiming in their general direction and pressing the fire button works... to an extent, but the real magic is in adaptation. I could've said that eventually you'll become one with the machine and effortlessly glide through the battlefield, but I still haven't mastered the controls myself. Somehow, two full playthroughs of a meaty Action-RPG aren't enough.
I highly recommend trying several different loadouts. Also, take the time to work with partners who'll join at various points in the story. Their specialized talents don't (usually) make-or-break a playthrough but take care of them and they'll serve you well. The level of difficulty tends to be pretty lax, unless you decide to skip every optional encounter, thus drastically limiting the funding necessary to keep Albert armed and healthy. In any case, experiment as often as possible. Take advantage of the wide variety of encounters. Get creative with the means to dismantle them.
| Albert will have to leave his wanzer to complete some missions. |
I suppose the one aspect that doesn't quite land 100% is the endgame. By this point, the best weapons are limited to Napalm Shot and Spark Shot. The final dungeon is a series of elevators, and the opposition mostly consists of spherical drones. I'd almost call it an interactive epilogue if the final boss didn't do immense damage with every attack. Still, it is my sincere belief that this is an earned ending. Much like the rest of the game, it creates an interesting scenario that isn't seen anywhere else. Also, given enough time, I think I could recognize the value in not having a gigantic final dungeon with seemingly endless hallways and mid-bosses. Front Mission: Gun Hazard knew exactly when to end, and that means a lot.
