Finished
Front Mission 4
The good:
- Proven formula: pimp up your rides / pilots for 2 hours, annihilate everything in 20 minutes of the mission.
- Proper balance between number of parts / weapons and their variety (less but more varied parts). I'm looking at you, FM2!
- "Combat Skills" system makes more sense than in FM3 (influenced by pilots' EXP, not wanzer parts).
- Even more RPG elements than before (you can and should create different, specialized units). Has its problems due to pilots (their skills) being pre-set for a certain role (see below).
- Weather / day cycle influences gameplay (accuracy / evade).
- New gameplay options (EMP & support backpacks) are nice, if not really that useful.
- City combat is as irritating as IRL: fighting enemies in narrow streets with some fags sniping you from above can be really rage-inducing.
- Characters are a loveable bunch of professionals (Durandal) and dumbfucks (Darril & Co.). Too bad that writing declines in later parts.
- Links system is a fucking GREAT idea (and AFAIK it just expands one of skills from FM3, where nearby ranged units could provide supporting fire for the attacker). With proper usage, one unit can attack up to 4 times per your turn (and another 4 times during enemy turn). Great for healers, who can spend their "Act" command on healing and then keep attacking during linked attacks. Much better / less broken than Scout Rush from Valkyria Chronicles - depends on AP and unit positioning, which should be the core of TB game system.
The bad:
- GUI is cumbersome (you can't buy spare items, have to buy&equip them, then un-equip and re-equip later; same with wanzer parts - both things possible in FM3). Felt weird as fuck (it's the 4th game in series, FFS) until I've read that FM4 was created by a new developing team. Enix pls.
- Game feels rushed / underdeveloped (weak AI, weird enemy links - for example 3 linked enemies, each one in different corner of the map, which makes 0 sense).
- Some tutorials are fucking irritating (launch unexpectedly, can't be skipped, require you to kill the enemy).
- Game system relies WAY too much on two (and only) hidden "stats": accuracy end evasion (both are level-dependant). Enjoy missing ~50% attacks against certain types of enemies (DAT Russian supportfags) -> makes one-shot weapons (rifles and melee weapons) useless.
- Melee weapons got nerfed even more when compared to FM3 (still relevant due to some powerful skills) not to mention FM2 (they owned the game).
- Leveling system is weird: you can unlock certain "sets" of different skills by spending EXP, or just buy a packet of skills (attack / defense / more AP) for cash.
- Pilots having pre-set roles turned out to be a bad idea, since some of them (melee + EMP, missile + support backpack = too heavy) are much less useful than others (brawlers, healers, missilers). Thank god you can change these roles by buying your pilots different packets of skills, but that costs a lot of money.
- Not enough variety in mission objectives (kill all enemies 99% of the time) - massive decline compared to FM2 and FM3
- Characters / writing get bland in the middle of the game. Both pick up later, but not much.
- No interesting skills in later part of the game (your fags learned everything useful already).
- Almost no useful skills for artillery (missile / mortar / rocket). Feels weird as fuck, since brawlers have shitload of skills. Decline compared to FM3 (body/arm smash FTW!).
The ugly:
- Repair backpaks are so powerful, that using 1-2 of them becomes mandatory.
- I've waited for both teams to finally unite, which didn't happened.
- Some simulator battles are much more interesting / difficult than most of regular ones. Others are just bland.
- No internet (minigame). What is it, 1996?
tl;dr
Weaker Front Mission game, but still one of the best japtactical games.