
To achieve this the game hand-picks key elements from Valken’s side-scrolling action then sprinkles in a touch of the first Front Mission’s RPG-ness, although Gun Hazard shies away from a lot of the conventional stat-heavy aspects of the genre, leaving much of the expected “role playing game” baggage that comes with the label at the door.

Front mission gun hazard box series#
In spite of this clear line through from one to the other it’s important not to try and look at Gun Hazard as being a direct sequel to either Front Mission or Valken, but to view it more as a complimentary alternative take on what 16-bit mech (or “wanzers”, as this series likes to call them) themed gaming can be from a fresh point of view. A quick comparison of the staff credits reveals why the two games look and feel so eerily similar: The majority of Valken’s staff took up equally key positions in Gun Hazard’s development team, so if a large turret in the later game looks suspiciously close to a large turret in the earlier one then there’s a very strong chance there’s nothing more underhanded going on than them being pixelled by the exact same person. Squaresoft’s 1996 Super Famicom game Front Mission: Gun Hazard is no different, moving far away from the SRPG stylings of series-starter Front Mission and stomping over to the mech-action territory so expertly wielded by Masaya’s team almost four years earlier in Assault Suits Valken.

Personally I can’t help but applaud the unpredictable creativity these well-meaning but slightly wonky sequels wield so freely: They come in so early they’re not weighed down by any long-held fan expectations or a pressing need to stick to an established and successful formula, and you can’t help but feel the developers thought any good idea – no matter how far away it was from whatever worked so well before – had got to at least be worth a try.

At the very least you sometimes need to see with your own eyes what doesn’t work just so you can truly appreciate what does (AKA: “What it feels like to play Resident Evil 0“). Whether you think these games should have… well, that’s another matter. Final Fantasy did it, and people still go on about hitting themselves in the face to this very day. Fire Emblem did it – and got a remake out of it. Zelda did it, even if Nintendo try to pretend they didn’t. It’s not all that unusual for those important first sequels in an older series to go off in strange and unexpected directions, unceremoniously dumping previously unshakeable core rules while simultaneously shifting their focus towards something else entirely without even considering what such a huge change would feel like to those who enjoyed the original outing: Castlevania did it and it was indeed a horrible night to have a curse. about as much as the GRL weapon.Looking for something in particular? Search for: Click here to be taken to a random article! Archives Archives These can actually do decent damage to a Panzer.

Comments Your main means of attack as a human. Maybe killing other humans, but it will take FOREVER to kill a Panzer with one of these. Comments It's only use really, is opening boxes.
Front mission gun hazard box upgrade#
Comments Since all HAVs have the same jetpack, with unlimited fuel, the only reason to upgrade is for the HP boost you get with better models.
