Upon
booting the game, the player will be asked a set of cryptic questions,
in Japanese no less, on how they want their "cavalier" to
be equipped. Will you choose either the Varmonch and Lutheran Shield,
or even the Minenwerfer? Bear in mind though, that if you choose poorly
Lord Zolt's forces will make you pay dearly for your lack of foresight.
After all, the realm's destiny lies at your heavily armored Cavalier's
feet. To clarify, Frame Gride is a slightly different take on the
mecha genre of gaming.
Anyone familiar with the mecha genre in general will realise that
it has many niches and subsets within it. One of these is the "fantasy"
aspect. Frame Gride is set in the mythical land of Rood where Emperor
Regilio has recently passed away, without denoting who shall inherit
the realm. Lord Margrave Zolt has other plans, though, and they
don't involve love and kindness.
Thankfully, you have appeared on the scene, and Archbishop Melange
thinks you've got the right stuff to overthrow a zealous dictator
such as Lord Zolt. You are knighted and awarded your "Cavalier"
accordingly. Your mission: defeat Zolt and bring peace to the troubled
realm of Rood.
The pseudo-medieval setting aside, Frame Gride is a rather eclectic
title. The uninitiated may make comparisons to From Software's other
mechanical franchise, Armored Core, but these would be woefully
inaccurate. Indeed, both games involve giant robots and both games
have the player controlling them via a third person perspective,
but the focus for each game is drastically different.
Frame Gride's emphasis is squarely focused on two player versus.
It was one of the first online capable games in Japan for the Dreamcast
and the entire, offline, game is based around arena-esque encounters
with enemy Cavalier mecha. Melee combat is also considerably more
developed compared to Armored Core. In essence, Frame Gride is more
of an arcade battler than a sit-down "mission" game. So
whilst the two games may visually appear very similar, they play
considerably differently to one another.
One similarity both games share is that of having an extensive
library of parts for the player to choose from. That being said,
Frame Gride's implementation of its parts library is rather special.
To explain, upon the destruction of an enemy jewels will be produced.
These jewels can then be physically combined with other jewels to
create parts. Acquisition of different jewels allows the player
to deck out their mechanical Cavalier with ever more surreal and
outrageous weaponry. Not to mention that some jewels are painfully
rare, making the acquisition of certain parts a nigh on obsessive
experience.
Following on from this, jewels not only create parts for your Cavalier
but they also manufacture "Squires". The latter is probably
one of the most interesting aspects of the game. Squires come in
many shapes and sizes and with varying abilities and shortcomings.
They operate under their own power, but their deployment and usage
is still very much a tactical one. Woe betide any opponent that
ignores a Squire. They are a force to be reckoned with and whilst
not capable of winning a battle outright, judicious usage of their
abilities may turn the tide considerably in your favour.
Aside from all these weapons and Squires, jewels can also be used
to create Liberate stones. These add certain functionalities to
your Cavalier. An interesting development, though, is that of having
elemental Liberate stones. Equipping a Fire elemental will mean
that you will do good damage but open to attack from an opposing
element, such as Water. Not to mention that you will be less mobile
compared to a Cavalier with a Wind elemental equipped. This adds
an interesting dimension to versus combat.
Graphically, Frame Gride is also rather impressive, especially
for a Dreamcast game. Admittedly, it has no real bearing on the
gameplay, but many of the environments and weapon effects are incredibly
sumptuous and give a certain sense of fantastical immersion, to
the point that the medieval mecha feel almost tangible.
For all its many good points, though, Frame Gride is still somewhat
lacking. The controls are particularly clumsy for one. This is partly
due to the fact that the game fails to choose whether the lock-on
system or free-look has priority; neither system is fully offered
to the player. This means that the controls are made overtly ambiguous
and make tracking an enemy unnecessarily hard in most instances.
This is a crying shame, after all the melee, mid and long range
combat is particularly solid, but getting to that and simply taking
aim on a foe takes considerable and unnecessary effort.
The controls are not all that is lacking either. The game itself
is still rather bland and doesn't offer much in the way of opponent
diversity. Not to mention that the game would have benefited from
being something other than a beefed up arena. More interactivity
with the environment and world setting would have grounded the game
a lot more. Admittedly, the back-story helps to add some context
and the implementation of the Cavliers is handled in a novel way,
but it simply isn't enough. After all, you are fighting other knights
who obviously have kingdoms, yet you dont see much in the
way of their subjects, and it makes Rood feel rather lifeless. Considering
how much potential this setting had and how much effort obviously
went into the initial back-story, it is a pity that it wasn't maximised
to the fullest.
This is not to say that Frame Gride is a bad game, but is most
certainly an opportunity lost on the part of From Software and very
much of a title that could have offered a whole lot more. Even so,
as a combat game it is worth a look, regardless of whether you want
to pilot vast mechanical knight or not. |