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There’s no question that this mech-based RPG has some cool elements, but its glacial pacing grates on nerves heavily
This is one of those sequels that you play where you almost have to pause for a moment with a sense of deja vu. Perhaps on its original release there was far more that was clearly appealing about the Front Mission titles, and I’d guess that the storyline and mech-based battles would have been the draw. The thing is, no matter how cool it may be to outfit your team’s mechs and battle it out there’s no getting away from the problem this sequel shares with its predecessor, and that’s a convergence of extremely slow battles mixed with far too much randomness involved in your success and/or failure. The biggest problem is that while you’re able to choose your weapon to attack with, you're unable to attempt any sort of targeting, making the game’s limb system a bit odd and frustrating. Sure, it’s cool when you blow off an enemy arm (or both), disabling them to a degree while you try to pound them down… but when I know even the original MechWarrior games allowed for more refined targeting it’s a major oversight to not have it here, especially given that this was a sequel. The thing is, if you have nostalgia for the original, or simply don’t mind the plodding pace, there’s a pretty unique overall vibe going here, but if you were hoping for any modern sensibilities they’re very much nowhere to be seen.
Justin Nation, Score:Fair [6.3]