

Sometimes, however, enemies will refuse to leave their posts even when aware of the player’s location, and will instead opt to remain where they are until the alert status goes down and they forget about the player, even if the player has not moved, and this makes traps unfeasible in most cases. The lack of a stealth takedown and the sheer impotence of most of the available weapons in contrast to the enemies’ makes head-on confrontation usually impossible, and so the player instead has to scrounge for materials and craft items with which to defeat enemies: Tripwires, mines, and a myriad of lethal and non-lethal throwables.

The stealth aspects of the game are egregiously done, with enemies that seem to randomly switch between being blind and deaf and being inexplicably able to see through walls for miles, and an enemy proximity warning that is absolutely useless. While the idea of having a survival game set in a modern sci-fi setting with the player going up against overwhelming odds seems like a sound concept, Left Alive unfortunately does not manage to execute it very well, to the point that many might go so far as to say that it failed. Enemy troops are often found in large groups and are heavily armed and armoured (with powered suits that make it so that not even headshots can take them out in one hit), and tanks and Wanzers can be found in the streets blockading off areas. The game is survival-oriented, in that the player has a limited inventory and has to scrounge for weapons, ammo and materials with which to craft makeshift weapons such as IED landmines and molotov cocktails. Left Alive puts the player in control of three individuals- A rookie Wanzer pilot, a police officer, and an escaped convict- In the midst of a sudden invasion of the border city of Novo Slava, in which the enemy forces one-sidedly occupied the entire city and began a wholesale slaughter of all of its denizens, military or civilian. As it stands, though, it seems that any hope one might have had in Left Alive may have been misplaced.
#Front mission 2 box art series#
Though initial details left those familiar with the series skeptical, the staff including former Armored Core series producer Nabeshima Toshifumi as director, and art by Shinkawa Youji (Metal Gear Solid series) and Yanase Takayuki (Mobile Suit Gundam 00, Break Blade, Xenoblade X) left many hopeful. Despite this failure, however, Left Alive deviates even further from the series staples: It is, like Evolved, a TPS outsourced to other developers (this time Silicon Studio, which has up till now mostly worked on mobile and handheld games, and Ilinx, known for the Gundam Breaker series), but also shifts the focus from the series’ Wanzer mechs to the individual humans trying to survive a brutal war almost entirely. Left Alive is Square Enix’s first return to the world of Front Mission since 2010’s critically panned Front Mission Evolved, which departed from the series’ roots of being a turn-based strategy game, and turned it into a lackluster third-person shooter, with development being outsourced to the American studio Double Helix Games. This review was written based on the initial Japanese release of the game, and may not reflect changes made to versions released later and/or in other regions.
