Didn't know Aya Brea was in front mission?Whoever upscaled the beautiful Jun Suemi portraits didn't really capture the feel. It's also just some of my favorite character art for a game:
Captures the 90s fashion zeitgeist quite well too.
This looks amazing. Did Suemi do anything else? Square's art direction was godly in the 90s.Whoever upscaled the beautiful Jun Suemi portraits didn't really capture the feel. It's also just some of my favorite character art for a game:
Captures the 90s fashion zeitgeist quite well too.
Aesthetic looks great. Lots of blues and whites, with some dark color trim to contrast.Whoever upscaled the beautiful Jun Suemi portraits didn't really capture the feel. It's also just some of my favorite character art for a game:
Captures the 90s fashion zeitgeist quite well too.
Plenty. He did in-game (and cover, and manual) art for Hybrid Front on the Mega Drive and Sword World 2 on the Super Famicom. He also did the covers for the PlayStation Wizardry remakes and Falcom's Brandish games, among many others.Did Suemi do anything else
Second game coming June 12th.
I'm more concerned whether or not the script is censored compared to the original and DS port, as IIRC there were complains of that issue. Regarding the gameplay, the first game was the easiest and most primitive of the pentalogy: there's no difference between short ranged weapons IIRC, so you're better off specializing your dudes rather than have multiple weapons that add too much weight. Thus, a Wanzer with one or two machineguns (or a shotgun plus a machinegun/melee weapon combo), another with a rocket launcher, one more with a grenade launcher (the only other "proper" rangedw eapon, but very innacurate), etc.Problems? Too many wanzer parts, no ranged attacks except missiles, some interface quirks (can't quickly switch between wanzers in the "setup" menu, which is possible in later games - you have to go back couple menu leves every time you want to switch a wanzer), but that's exactly how it was in the original game AFAIR.
The low poly PS1 look they had in 2/3 is peak aesthetics, especially on urban maps. Also does the really cool thing of not having full scene transitions for battles, camera just swings in close and the sprites are replaced by models until the engagement ends.I unironically prefer the sprites over FM1Remake look
Might only apply to 3, which I'm playing currently. Started and dropped 2 due to the incomplete translation insertion a few months back.Unless my memory fails me the second one had loading screens between every attack animation (they at least had the wisdom to let you turn off attack animations because of this) so they didn't "just swing in."
There were some growing pains in the transition from SNES to PS1 for the series. They ironed them out by the third game.Might only apply to 3
I've decided to give FM1 Switch remake a try, and I'm liking it very much. An ultra-rare bird nowadays: a remake which doesn't alter the gameplay in any way but only adds newtrash graphics and new interface. I've played FM1 Snes long time ago, but from what I've remembered, the remake doesn't change anything gameplay-wise. I'm also using FAQ for the NDS remake to check if I missed something, and so far things like secret missions and recruiting optional characters work 1:1 the same in the Switch version.
So it looks like most things the remake is being panned for come from the fact, that it's a faithful remake of an old Snes game.
Graphics may have this cheap "made quickly in Unity with some stock assets" feel, while the original had its distinctive look, but at least trash is readable. And gameplay is solid.
Problems? Too many wanzer parts, no ranged attacks except missiles, some interface quirks (can't quickly switch between wanzers in the "setup" menu, which is possible in later games - you have to go back couple menu leves every time you want to switch a wanzer), but that's exactly how it was in the original game AFAIR.
Pimping my ride:
Works flawlessly on Ryu (OpenGL backend):
*Edit: detailed versions' comparison: