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Mobile Suit Gundam: Zeonic Front is the second such licensed title to appear on the PS2, yet, it differs significantly from the action-oriented Mobile Suit Gundam: Journey to Jaburo. The gameplay places a heavy emphasis on squad-based tactical assaults that force you to give careful consideration to the battle's parameters before embarking on a given mission. Set in the year 0079, players take control of Zeonic forces as they launch an assault upon the Earth Federation.
Prior to the commencement of any mission, players are presented with an overhead map detailing key objectives and vital information pertinent to the impending assault. You're also given the opportunity to select the pilots, mobile suits, and equipment that will make up the three squads under your command. The player has the ability to control a unit of his choosing during the 3D real-time engagements, but proper use of waypoints and timely issuing of commands is necessary to ensure the desired result is achieved during battle. Radar, Sonar, and Thermal surveillance allow you to keep track of enemy units, though each has inherent strengths and weaknesses. Sonar for example has the greatest range of the three, but is only able to detect moving units.
Each of the four units available — the Zaku, Zaku II, Gouf, and Dom — has a number of weapons available in addition to any equipment that you may have bestowed upon it prior to the launch of the mission. Shoulder-mounted bazookas and machine guns are the weapons of choice for distant combat, while axes and energy swords are used at close range. Support equipment includes gadgets such as cloaking devices, air support, grenades, decoys, and sensor boosters.
Cameo appearances from many of the series' most beloved units abound, including Amuro Ray and the Guncannon, to name but two. A host of unlockable secrets, ranging from hidden missions to new options can be unearthed after multiple play-throughs. ~ Gavin Frankle, All Game Guide