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WANZER PROFILE: ZENITH

fme_zenith.jpgThe Zenith LXXI-HB is the latest model in JADEMETAL-Lyman's signature series. Widely used throughout the OCU, The LXXI-HB lives up to the Zenith name by offering a well-balanced, all-terrain performance, making it a pilot's popular choice. In fact, the Zenith series has been so successful that JADEMETAL-Lyman has so far failed to establish other wanzer lines. When production of the series was temporarily suspended, the manufacturer's net income loss was so significant that it was forced to resume its development of the venerable Zenith.

The "H" in designator indicates that the model uses a hydrogen fuel cell engine, while the "B" indicates that its manufacture is military-grade.

Wanzers: A Brief History

For many years, man had labored in research labs to improve machine designs, ultimately attempting to bring them closer to human beings in form. Robotic science was a rapidly-growing field in the late 20th and early 21st centuries, but a consistent problem was their mobility and the fact that they moved in a rather ungainly fashion.

However, in the year 2020, the same year as the formation of the United Continental States (U.C.S.), Dr. Landolt and Schnecke Corp. invented and perfected a new actuator. This was a significant accomplishment, as it would enable the creation of machines "that can move like human beings." They continued their research, and in 2025, they completed the first of these machines, called the "wanderwagen" (from the German wander, to walk and wagen, car or carriage), and abbreviated as WAW.

The following year, impressed by Schnecke Corp.'s results, U.C.S. arms maker Diable Avionics joined with the company to further develop WAW technology. In 2027, tests are completed on a WAW designed to deal with the detonation and removal of land mines. While it was a successful project with great potential, the U.C.S. military conceded that the technology is still far too expensive for practical use.

To help lower development costs, Schnecke Corp. and Diable proposed a standardized platform for WAW technology. Released worldwide in 2029, the MULS (Multi Unit Link System) is a joint effort by Schnecke Corp., Diable, the European Community's (E.C.) Sender Corporation, and the Oceana Cooperative Union's (O.C.U.). Jademetal Corporation. It represented a worldwide collaboration involving many of the major world powers. That same year, the first mass-produced WAW, codenamed 'Cicada,' is completed. The U.C.S. army purchased 97 of these machines, and the E.C.'s German army ordered 15.

Meanwhile, political strife in Africa led to the beginning of the African Conflict in 2034. Squadrons of O.C.U. WAWs were deployed to the battlefield in Africa. This is the first time the technology had been used in a combat situation; they proved very effective. Research and development began focusing on making WAWs more suitable for military operations.

It took several years, but in 2040, Schnecke Corp. and Diable released a new WAW standard tailored for military applications. Considerably cheaper and more powerful than before, the new MULS-P machines soon became a large part of militaries around the world. To distinguish them from normal WAWs, those made for military use were dubbed "wanderpanzers" (from the German for "walking armor"), or "wanzers" for short. And thus the wanzer as a weapon of war is born.

From this point forward, the wanzer became a standard piece of wartime machinery, appearing often in international skirmishes. When the First Huffman Conflict began in 2070, squads of wanzers were deployed to fight in the battles.

And as the wanzer continued to prove its worth on the battlefield, research and development continued at a brisk pace, to further advances in wanzer technology and build better, more powerful models. In the current political climate, it is best, after all, to always be prepared for an attack.

Developer Talk: Brian Smith, Senior Level Designer

  • Posted on
  • November 06, 2009
  • in
  • Dev Talk

Hi, this is Brian Smith, Senior Level Designer on Front Mission Evolved. I still remember when I stumbled upon Front Mission 3 the first time. As a huge fan of tactical RPGs, and a rabid mech game player, it quickly became one of my favorite games. Being part of the next chapter of Front Mission has been a wonderful experience, and it's an opportunity that I take very seriously. We've been working hard to create fast-paced missions that preserve the deep tactics that FM is known for, and I wanted to give a quick glimpse at that process.

Square is known for their world class storytelling, and FME will be no exception. To that end, the first step of the level design was to break up the early story they provided into playable segments. This phase was especially exciting for me, as it involved a lot of collaboration between Square and our team about both the story and the gameplay designs. After finalizing the overall designs of the levels, the next big step was to create something that we see in action. Thanks to a strong early prototype we already had a player Wanzer up and running, and we quickly moved to get simple level block-outs playable in the game. Around that same time the customization system came online and this is where we really started seeing just how many options the player had available to them. At this point I saw the spark of that classic Front Mission experience come to life in the levels. Even in the rough block-outs, every encounter started playing out differently depending what tactics you chose, and spirited arguments about the best load-outs could be heard through the office.

The game has come so far since then, even though it feels like that was all just days ago. Now, as we move towards completion we are finalizing and polishing every fight in the game. Luckily our enemies are as varied as the player's options, and there are countless interesting combinations available to us. I don't want to give away too much here so let's take the most basic example of an enemy sniper in a raised position. If the player has long range weapons of their own, it becomes a sniping battle. However if the player has short range weapons, it becomes a dance of using cover to close in on the sniper without being hit. Both tactics are a lot of fun, and it's very satisfying to use your custom load-out to tackle these challenges. In the end every fight should reward the player for playing in their own way, and not just for finding the one pre-defined solution.

Front Mission Evolved has been a challenge, and we still have a lot to do, but I hope in the end you all have as much fun playing FME as I've had working on it.

HEAVY ASSAULT AND SNIPER

All wanzers are not the same; each has specific strengths and unique roles in combat. Check out these two videos, the first of a heavy assault wanzer, and the second of a sniper, to see just how different they can be.


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