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Sneak Preview
by Egan Loo
Last month, UNiT Inc. invited EX into its offices for a sneak preview and
hands-on session of MACROSS DIGITAL MISSION VF-X. The version
previewed and played was 95% complete, which was further down the line
than the demo previewed at the PlayStation Expo the previous month. Only a
final text editing needing to be completed before the master CD-ROM was
sent to Sony for approval.
The Story

The scenario is quintessentially MACROSS,
or at least MACROSS redux: The
year is 2047 AD, approximately two years after the Protodeviln War in
which the United Nations discovered the Spiritia-enhancing potential of
music. In this light, the popular five-member idol group Milky Dolls (yes,
Milky Dolls) comes to a colony planet to perform a concert -- only to be
captured by a fleet of Zentradi. Your mission is to fight through this
massive armada of
ships, pods, and fighters to save the idol singers. This game has the
music and the mecha we have come to expect in Macross -- only the love
triangle is conspicuously missing. (But a 3-D shooter is the wrong genre
for that.)
The
player is first treated with an exquisitely animated opening sequence
storyboarded by Kawamori Shouji and accompanied by Fire Bomber's "Fly Away."
The game itself is divided into nine missions, beginning with one in which
you pilot a VF-1 Valkyrie against a VF-4 Lightning III as training and
culminating with a final protracted duel with the de rigueur "boss" -- a
transforming Zentradi fighter. Survive the battle with this
never before seen mecha, and you will be at the front seat of a concert by
the Milky Dolls with a song written and composed by Iijima Mari, the
original Lynn Minmay voice.
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The Gameplay

UNiT seems to have taken their cues from the frustrations players had with
MOBILE SUIT GUNDAM, another 3-D mecha
PlayStation game released by Bandai.
(Neither this GUNDAM game nor its successor
MOBILE SUIT GUNDAM was
developed by UNiT.) Even in the space missions, the gameplay of VF-X is
smoother and less disorienting than the wildly gyroscopic maneuvers in
the PlayStation GUNDAM games.
The
field of vision is broader in VF-X's variable fighter cockpit view
than in GUNDAM'S mobile suit cockpit view (but the
GUNDAM games' cockpits were deliberately made
so claustrophobic to be
faithful to the anime). Naturally, the home television's two-dimensional
screen will never be able to compete with the panoramic visibility
afforded by a "real" variable fighter's bubble canopy and multiple
monitors, but UNiT took steps to accommodate this discrepancy. In
the previous versions, a directional threat indicator arrow indicated if the
nearest enemy was off screen in external or cockpit view. But toggling from
cockpit to external resulted in loss of the radar screen. The latest
version now sports the radar screen in both the
external and cockpit view, as well as a larger threat indicator. No one is
going to confuse this game with a true simulator, but as a "realistic" 3-D
shooter game, this game accommodates the player without removing the
challenges.
The Options

The variable fighters at the player's disposal are:
- the original and easy to fly VF-1X Plus Valkyrie
- the space-optimized VF-4G Lightning III
- the overall balanced VF-11B Thunderbolt
- the heavily armored yet stealthy VF-17D Nightmare
- the highly maneuverable VF-19A Excalibur
- the heavily armed and armored VF-22 Sturmvogel II
The choice of variable fighter is limited to one in the first mission, but
as you steadily advances through the missions, the fighter options
increase until you are allowed to choose the VF-19A and VF-22. The player
can also adjust difficulty from easy (unlimited ammunition and missiles)
up to hard (the variable fighter's capacity to mete out -- and take in --
damage is more in line with the enemy's abilities). Although this
game fully supports the two-handed Sony analog joystick, it can still be
played with the conventional control pad. Indeed, the top ace at UNiT was
as comfortable with the control pad as with analog joystick.
The Graphics

The graphics have improved significantly, but not dramatically, from those
of the versions previewed last year before the half-year delay. To
accomplish this though, UNiT seemed to have made compromises. The
number of buildings in the new version's city missions have increased to
the point that the game conjures flashbacks of favorite city battle scenes
from the various MACROSS anime. However, the buildings do not emerge from
the vanishing points and then grow in visual size as one approaches.
Rather, they sort of pop up about two-thirds of the way from the horizon
and then grow in size. This would be less disconcerting if a fog effect
was implemented effectively but, frankly the player is too busy trying to
survive to notice these discrepancies most of the time. The image of the
fighter itself is slightly smaller in the external view to accommodate the
addition of the radar screen.
Some
of the graphics were rather less impressive than others. The promised
"Itano Circus" display of corkscrewing missile plumes never quite
achieved the visual spectacle of the animated versions, although the effect
is more impressive in actual gameplay than in these screen shots (wait
until you see a barrage of missiles loop around buildings to track an
enemy pod). Compared to the opening and ending animations, the insert
animation sequences between missions underwhelm with their talking-heads
images of the various Milky Dolls' faces. All in all, though, the frame
rate is smooth and the pervasive sense that you truly are piloting a
variable fighter is astonishing.
The
final verdict? For the unabashed MACROSS enthusiast, here is an
unqualified recommendation. For everyone else, rest assured that this
game's playability and sheer fun factor advances beyond the PlayStation
GUNDAM games and offers one of the better
executed game adaptations of
an anime series yet.
MACROSS DIGITAL MISSION VF-X
Sony PlayStation compatible CD-ROM game
Single-player 3-D shooting game
Compatible with analog joystick and memory card (2 blocks)
SLPS-00386
Developer: UNiT Inc.
Released by Bandai Visual
1997, end of February (rescheduled)
¥6800
Copyright © 1997 Big West/Bandai Visual
STAFF:
Production: UNiT [Victory Zone]
Executive Director: Kawamori Shouji (Studio Nue) [Macross, Macross Plus,
Escaflowne]
Digital Animation Director: Itano Ichiroh [Macross, Macross Plus, Macross
7]
Mechanical Design: Kawamori Shouji (Studio Nue) [Macross]/Miyatake
Kazutaka [Yamato, Macross, Dunbine]
Basic Character Design: Mikimoto Haruhiko [Macross, Aim for the Top!,
Macross 7]
Ending Theme Lyrics/Composition: Iijima Mari (Macross: Do You Remember
Love, Macross Flash Back 2012)
Animation Character Design: Katsura Ken-ichiroh (Macross 7)
Graphic Design: Sayama Yoshinori (Macross Plus)
Game Design & Director: Yamaguchi Hiroshi (Macross: Do You Remember Love,
Evangelion, Bounty Sword)
CAST:
Ai Tsuwabugi: Tomo Sakurai
Reatrice: Kikuko Inoue
Molly: Kotono Mitsuishi
Violetta: Yuka Imai
Fredia: Noriko Namiki
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