![]() Review By: Jared Black |
Developer: | BEC |
| Publisher: | Namco Bandai | |
| Genre: | Action | |
| ESRB: | Teen | |
| # Of Players: | 1 | |
| Online Play: | No | |
| Accessories: | HDTV (480p, 720p, 1080i) | |
| Buy Now: | ![]() |
Action games starring giant robots are definitely one type of game that can really benefit from the power that this new generation of console hardware provides. After all, lumbering over buildings and mashing puny tanks is really a visceral experience above all else, and to properly convey that one needs big explosions, fast action, and all the bells and whistles (although Steel Battalion probably took it a bit too far) that make it feel like you’re really piloting a mech. Unfortunately Mobile Suit Gundam: Crossfire fails to deliver that sensation on almost all counts, wasting several interesting twists on the standard mech game in the process.
The setup for the game is that the Zeon forces have invaded Earth, and are drawing close to totally destroying our planet. Over half the population has already been wiped out in the span of nine of the twelve months in the One Year War, and things look bleak for the Earth Federation. It’s here that the player enters the fray, either joining the invading Zeon forces or helping to mount a counterattack as a member of the Earth Federation.
Regardless of which side you choose to fight on, the game advances in turn-based fashion, with one turn equaling a day. This is a welcome departure from most combat action games, as the player’s progress isn’t necessarily tied into simply completing every mission in linear fashion. As the timeline progresses the player builds up an army of mech and pilots, which must be juggled in order to maximize the player’s ability to fight in each mission. Winning missions nets the player money, which can be used to reorder additional mechs and pilots to help fight the good fight.
This adds a layer of strategy, as ordering supplies or repairing equipment takes time. For example, after an intense battle the player may have several mechs in need of repairs. These repairs can take several days however depending on the severity of the damage, which can result in missed missions (or entering into battle with a weakened force) if there isn’t an ample supply of capable backups ready to step in and fight alongside the player. In reality there’s little danger of completely missing a mission, as the campaign is setup so it’s pretty easy to manage as long as you can do basic math and count your days properly, but it’s still nice that the potential is there to keep you on your toes.
Unfortunately, all of these missions don’t mean a lot in the grand scheme of things, because there’s no real overarching plot to tie it all together. Sure, you’re told that your actions have helped to secure a region or defend an important HQ, but there’s never an indication as to why it was so important to achieve that objective in the first place. I mean, you’re fighting for the entire planet, so who cares about some jungle in the middle of nowhere?
Another good idea implemented in the game (although MechWarrior did it years ago) is the use of damage targeting specific parts of a mech’s body. Each major area has its own health meter, and when damaged enough simply stops functioning properly. For example, if an enemy blows off your mech’s head, you can continue to fight but lose your radar. If an arm is destroyed, the gun attached to it is no longer useable. In several instances I finished off a mission while running around head-less, with only one arm swinging away at my enemies in a desperate (and comedic) fight for survival.
Situations like these would be thrilling, if not for the fact that the majority of combat is dull and frustrating. Virtually all mechs in the game move slowly in what I can only assume is a misguided attempt at being “realistic,” which means a slow pace to combat. Mechs turn slowly, run slowly, and even melee fight slowly as they take time to switch weapons and setup each attack. This would still be somewhat playable; if not for the fact that everything else in the game only works against it to make it worse. As a result, the already slow pace is even slower and duller than it would otherwise be.
Posted: 2006-11-25 13:23:12 PST





