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Front Mission 5: Scars of the War

Front Mission 5: Scars of the War
Cover art
Developer(s) Square Enix
Publisher(s) Square Enix
Director(s) Shintaro Tamai
Producer(s) Toshiro Tsuchida
Artist(s) Yusuke Naora
Composer(s) Hidenori Iwasaki
Series Front Mission
Platform(s) PlayStation 2
Release
  • JP: December 29, 2005
Genre(s) Tactical role-playing game
Mode(s) Single-player
Review scores
Publication Score
Famitsu 32 out of 40
Hyper 10/7 out of 10, 85%
Consoles+ 85%
Dengeki PlayStation 90/85/80/80 out of 100, 84%
GameBrink 8.8 out of 10, 88%
Joypad 9 out of 10, 90%
OteraGame 8 out of 10, 80%
Award
Publication Award
"Import RPG of the Year" (RPGFan, "Games of 2006")

Front Mission 5: Scars of the War (フロントミッション フィフス 〜スカーズ・オブ・ザ・ウォー〜, Furonto Misshon Fifusu 〜Sukāzu obu za Uō〜?) is a tactical role-playing game developed and published by Square Enix, released in Japan on December 29, 2005. Front Mission 5: Scars of the War is the sixth main entry and ninth entry overall in the Front Mission series. Like other Front Mission titles, Front Mission 5: Scars of the War is part of a serialized storyline that follows the stories of various characters and their struggles involving mecha known as wanzers.

A complete English translation for the original Front Mission 5: Scars of the War version was released as fan-made patch on December 29, 2009 by the group Front Mission: Series Translation Project.

Front Mission 5: Scars of the War borrows much of the core gameplay mechanics found in Front Mission 2, as well as a plethora of features from other Front Mission entries. The game progresses in a linear manner: watch cut-scene events, complete missions, set up their wanzers during intermissions, and sortie for the next mission. Military bases and supply camps act as intermission points where the player can organize and set up their units for the upcoming mission.

Missions in Scars of the War are traditional tactical RPG fare, ranging from destroying all enemy targets to protecting a certain allied target. There are a number of returning features from Front Mission 2 that are used for mission play, namely Action Points (AP) and Links. Action Points (AP) is a feature that dictates how much actions can be done with each unit. Actions such as moving and attacking require a certain amount of AP to use. At the end of a full turn, which is one Player Phase and Enemy Phase, a set amount of AP is replenished. A unit's AP amount and recharge value depends on its pilot's proficiency levels; the higher it is, the greater the amount of AP that can be used and replenished.


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