|
Back in the day, many a Gundam game had the player pilot the RX-78-2, and consequently
steer the neurotic Amuro Rey, through a treacherous future of civil war and political
intrigue. This stuff sold, by the bucket load. They were generally pretty abysmal
games, however. Thankfully, somebody at Bandai decided to correct matters.
This epiphany in Gundam gaming came in the form of Gundam Gaiden (aka The
Blue Destiny). There were a total of three games released for the Sega
Saturn that enabled the player to control a bog standard Federation GM
mobile suit. A far cry from the uber-powerful eponymous Gundam. In short, the
player was a grunt, and had to work their way through a series of particularly
tough campaigns. Each game was merely a chapter in the overall plot
as well, and also saw the player being awarded with progressively more powerful
mobile suits as they progressed. The Gundam Gaiden trilogy of games is very
much respected by many a mecha gamer, so you can imagine the fervour when Bandai
announced a successor for this superb series of games on the (then) new Dreamcast
console.
Despite the obvious graphical improvements, the biggest modification to the
series was how you could directly control the actions of your wingmen. Admittedly
the games focus was predominantly action based, but the real time tactics
element added a whole new dimension to the, already very solid, gameplay.
At the beginning of the One Year War, the Archduchy of Zeon instigated Operation
British, of which the main focus was dropping a space colony on the Federation
headquarters at Jaburo, in South America. They missed. Instead, after courageous
fighting on the part of the space-based Federation forces, the colony was redirected
to a more neutral target. Well, when I say neutral I mean Sydney,
Australia. In short, Australia took a beating and Sydney was cleanly wiped off
the face of the Earth.
Very shortly after Operation British, most of the Earths
surface was occupied by the Zeon forces. Being a spaced-based faction, they
didnt have the raw materials to continue a drawn out conflict. Australia
was also very much pillaged during this period.
Cue Operation Odessa. The Federation forces decided to fight back
and push the Zeon forces back into space. You, the player, take the helm of
the White Dingo mobile suit platoon, and your objective is to destroy the Zeon
presence in Australia.
Set over nine rather diverse missions, you spearhead the White Dingo team of
mobile suits. This team consists of yourself, Pierce Rayer, two wingmen - Leung
Lee-Fai and Maximilian Berger - and the Minovsky hover tank Oasis,
piloted by Anita Julianne. The latter adds field reports and acts as a reconnaissance
craft. More importantly you can control the actions of each team member quite
comprehensively, but more of this later.
Combat is viewed via a claustrophobic cockpit view and is split into distanced
and melee combat accordingly. Distanced combat revolves around your main and
sub weapon. The main weapon can be changed from machine guns, to bazookas and
even beam weapons (though admittedly later in the game). The sub weapons, though,
are normally inbuilt features of each Mobile Suit, as in either head mounted
Vulcan cannons or long range artillery guns affixed upon the Mobile Suits
backs. Both weapon types can also be used in a sniper scope mode,
which can be incredibly useful on some of the later missions.
Melee combat is activated once the player gets within close enough range of
their opponent. Attacks can be easily blocked, but the close combat system is
pretty basic and not all that useful, especially against more nimble foes.
The real meat of the game, however, is how you tactically deploy your teammates.
Each of your subordinates can be precisely controlled, from which path they
follow, to the manner they engage the enemy. Both Fang 2 and Fang
3 (you are Fang 1) can attack an enemy at three ranges: Short,
Middle and Long. This means you can deploy your men to keep an enemy busy by
having them engage in short range combat whilst you pick them off with your
main weapon in sniper scope mode. Admittedly this is only a simple example scenario,
but the options the system offers are particularly numerous - even to the extent
that certain enemies can only be dispatched through judicious usage of your
wingmen. Naturally, the hover tank can also be controlled, but its actions are
very much scripted (so as to tie in with the narrative); therefore it doesnt
offer much to the tactical platter.
The narrative is also worth noting, mainly because of the impressive way it
is melded with the overall One Year War timeline. To the extent that events
in the game clarify proceedings that occur over four years hence (namely the
African campaign in Gundam 0083 Stardust Memory). This attention
to narrative detail is to be applauded and very much evidence that Bandai know
the franchise well. It is also worth mentioning that the voice acting for the
American release is surprisingly solid, and very much an unexpected bonus (especially
considering the standard of American voice acting in most of the Gundam anime).
The controls for the game are more than adequate too, but some may find the
intitial learning phase somewhat cumbersome. Once mastered, however, the controls
serve the player well.
Whilst the game is engaging, it is rather short. The Sega Saturns Gundam
Gaiden trilogy got away with this by having three games (rather than the Dreamcasts
one). Admittedly the Japanese release also had a Premium Disc shipped
at a later date (the player went up against the White Bases Gundam, Guncannon
and Guntank) and was very much a welcome addition, but the game would have done
well with a few more missions and a versus mode. Considering the amount of tactical
depth available, the lack of such an option feels very much like a lost opportunity.
Regardless of whether you might enjoy Gundam or not, Rise from the Ashes
is probably one of the most solid examples in the mecha gaming pantheon and
yet another impressive title in the Dreamcasts esteemed software library.
|