Plot and Setting: Ring of Red takes place after WW2. In which after Germany and Italy are defeated like normal. Japan does not surrender and US never used the Atom Bomb on Japan. Instead the US went through with Operation Downfall because while the US had the A-bomb the plans were stolen by the Soviets and they never used the A-bomb on Japan too force their surrender. Both sides suffered heavy loses with Japan being captured and split into 3 parts (as previously stated). In the 1950s the Japan War (much the Korean War) toke place with North Japan invading South Japan.. For 3 years fighting toke place as South Japan eventually held off and pushed back North Japan thanks too having Western allies. Peace was forced on North and South due too a stalemate and the US and Soviets. After the war a RACINE treaty was signed by the US, Soviets, North and South Japan and other countries which basically means a "No-fly-zone" over all of Japan. Due too Japans terrain (and the no fly zone) AFWs (Armored Fighting Walkers) are developed. With the US and other democratic state aiding South Japan, China and Soviets aiding North Japan and Germany helped out both sides with development. However even with the RACINE treaty in place, Nuclear weapons can still be developed by either side if they so choose too develop them. And they can deploy them on ballistic missiles and AFWs.
As a history buff, i most certainly enjoy the plot of this game. It is one of the great "what if" scenarios of our time. Konami decided too take on the challenge and i 'd say they did one hell of a job in doing so. At least in terms of plot and setting.
Character and AFW overview
Masami Von Weizengger
Age: 22
Born: 1942
South Japanese
Masami is the son of a German father and Japanese mother. He prefers too be called "Wei" or just his last name. And gets rather upset if you call him Masami. He is Streifen team leader and is rank of Captain. Masami fits the rather typical main protagonist archetype. He comes across as a bit of a hard ass but underneath it all he cares about his team and their success. As the game progresses he understands the value of friendship and bonds. During missions other characters have the chances too talk too him. You can either answer "yes" or "no" too their questions. If Masami is destroyed during any mission, you lose the game.
AFW: Byakko/ Hyakko (gained after mission 12)
Masami pilots a medium range AFWs. Everything is the same on them except how they look and who made them (Byakko was made in South Japan, while Hyakko was made in West Germany). His AFWs are made for medium range fighting, they can handle up close and long range fighting but not as well as medium range. Each has a fighting arm for Close Combat situations. Keep him at medium range majority of the time.
Ryoko Minakawa
Age: 20
Born: 1946
South Japanese
Born in North Japan. She and her mother fled the north too go south. During that time her mother went missing. She eventually became a test pilot for South Japan. During the course of the game Ryoko past is slowly revealed too everyone. Ryoko comes across as cold and aloof. And at time during the game she comes across as obsessed with finding a certain enemy AFW. Ryoko is a good person though and strikes up a friendship with Masami and too a point everyone else on the Streifen team. At a few points in the game, if Ryoko is destroyed you lose the game.
AFW: Suiko
Like Masami, Ryoko pilots a medium range AFW. However that is where similarities end. Her main gun is smaller then those on Masamis AFWs but is better suited for short range combat. Suiko is also better suited for Close Combat situations with its combat arm. Keep her away from long range fights if possible. If in a long range fight, either run or take out enemy troops. Suiko is sneaky good at taking out enemy troops. Suiko was built with a combination effort between South Japan and West Germany.
Ryoko is part of what i like
too call "the trio." Which i will detail later in this review.
Kenichi Kinasato
Age: 32
Born: 1932
South Japanese
Kinasato fought the Japanese Wars and rose too 2nd Lieutenant and decorated with honours. In his spare time he write in his journals about various things happening in the world. He also has nerves of steel and ice water in his veins. Nothing gets him upset or off his game. He is straight forward and too the point.
AFW: Kuki
Kinasato uses a light AFW. Kuki doesn't have the firepower or Armour too deal with combat like Masami and Ryoko can. However Kuki can has great mobility and can dodge enemy attacks with a special ability. However should Kukis legs be damaged or destroyed, it is a sitting duck. Kuki has a 20mm gun for it main and only weapon. Kuki is great for dealing with enemy troops and enemy AFWs that are near destruction. You can also use Kuki as bait for luring enemy AFWs into range of other friendly AFWs. Kuki is borderline useless at long range fighting, medium range you can get away with it by targeting ground troops.
John Caster
Age: 31
Born: 1933
American
Like Kinasato, John fought in the Japanese Wars for the UN. Was forced too the leave the Marines because he was found too be guilty of insubordination but was given a chance again by being a test pilot for GMI as well as an observer. John has a quick fuse and is easy too piss off. Even over the smallest things. However is has a good sense of duty and is loyal too his friends and mission.
AFW: Little John
LJ was made and built in the good ole US of A. It is basically a big gun with 4 legs. Being a 4 leg AFW it is slow and unwieldy. But LJ carries around a 15.5mm gun. When set up, LJ will blow away other AFWs with ease. LJ is home at long range fighting, can get away with medium range fighting. At short range LJ is at a big disadvantage. LJ can not repeat CAN NOT fight in close combat. LJ is also pretty tough and can take a beating and keep dishing out damage. But can be overwhelm because it is so slow.
John is the 2nd part of "the trio."
Jun Hasabe
Age: 15
Born: 1949
North Japanese
Jun is a street refugee. He became an orphan after his parents where killed when he was young. Things went worse for him when his siblings died from malnourished. Jun became so enraged he joined the anti-communist group "Karma." Jun also looks like a girl and gets mad when people view him as such. Jun has a lot of heart for someone so young. He gives everything he has when fighting. A small boy full of big words but can back up those words with actions.
AFW: Nue
Like LJ, Nue was made in the USA. However Nue is a light AFW like Kinasatos Kuki. However Nue is armed with a bigger main gun (37mml). However even with the bigger gun Nue lacks the firepower of other AFWs. However it is still highly mobile like Kuki is. However like Kuki Nue is still a short range fighter and great at killing enemy troops. Same basic things apply too Nue and Kuki.
Ayana Kirino
Age: 18
Born: 1946
Soviet by birth, North Japanese by adoption.
Ayana is originally from the Soviet Union. Her parents were killed when she was small and fled as refugee. Ippie Kirino found her and adopted her. Ayana eagerly join Karma too repay Ippie for his kindness and taking care of her. Ayana is the most pleasant of everyone in the game. She always care about every ones well being. She is my favourite character in the game.
AFW: Ohbu
Ohbu is another 4 leg AFW, much like LJ. However Ohbu carries a smaller gun (150mml ART) but is faster reloading when LJ. Everything is pretty much the same between LJ and Ohbu being 4 leg AFWs. Ohbu was made in West Germany
Ayana is the 3rd and final
part of "the trio."
Ippei Kirino
Age: 70
Born: 1894
North Japanese
Former AFW pilot for the Japanese Imperial Army and North Japanese Army. Was known as the "Witch Hound" for his skill and fighting style. Was given many honours for fighting in the Japanese Wars and WW2. Now heads up the anti- North Japanese government group "Karma." He has won international support and won support from West Germany, South Japan and the US. Those countries gave them their AFWs in secret. Ippie is a hardened AFW pilot but with his wealth of experience helps Masami out later in the game. Though he does not mind people worrying about him, all he cares about is pushing forward. With or without him.
AFW: Kamui
Kamui is a Anti-AFW. Meaning it is a brawler. Up close and personal. Kamui has a very small main gun (47mml) and in a fire fight it is very difficult too get high enough accuracy too hit an AFW even at short range. Kamui is a Close Combat specialist. Punch them in the face. Do not be afraid with Kamui or "Witch Hound" in your control. Kamui is a AFW made from scrap parts and customised by Ippie himself
Emilio Panini
Age: 24
Born: 1940
Italian
Emilio is a former Army AFW company member of an Italian group of mountain fighters called Alpini. He left went into hiding for whatever reason. He felt humiliated over Italy's defeat in WW2. He was often teased that Italian people weren't brave. He got too prove his point when Masamis unit rescued him from Morioka prison. He happily joins Masamis team afterword. Like a typical Italian Emilio is a ladies main and flirts with Ryoko and Ayana. Each however turns him down rather easily and quickly. He even hits on Jun... until he finds out Jun is a boy and not a girl. However Emilio cares about his mission and comrades.
AFW: Tempesta (Italian for "Storm.")
Like Kamui, Tempesta is a Anti-AFW. However Tempesta is better suited for firefights then Kamui. But like Kamui anything other then short range things get difficult. Tempesta is also a very new model AFW, perhaps more modern then Hyakko and Suiko. Tempesta was made in West Germany
John, Ayana and Ryoko
"The Trio": These 3 characters, when with proper ground troops are
just about unstoppable. Ryoko can get in close while John and Ayana can cover
her. When at higher Experience levels all 3 are great at medium range combat.
Ayana and Johns firepower combined with Ryokos short and Close Combat
expertise, make them lethal 3 threesome on the battlefield. Keep them together
when you have everyone unlocked.
Supporting Characters:
Kristof Schreigen
Age: 45
Born: 1919
German (by birth)
West German (by the end of WW2)
Schreigen is a employee of Komitsu Industries AFW division, a South Japanese military adviser entrusted with all of South Japans AFW matters and is Streifen Untis Commander. He was put in charge of Experimental Unti 03 when the Type 3 was stolen from South Japan. He is also an Ex-Nazi officer. Schreigen is your boss, he give orders via radio. However has things go along you may figure out he isn't what he seems too be.
Rodriguez
Age: 40
Born: 1924
German (by birth)
West German (by the end of WW2)
Like Schreigen, Rodriguez is a ex-Nazi officer. He was a former teacher at the Fuij Military. Now he is a South Japanese Army Tactical Instructor. He is also Streifen Unit XO and the Liaison Officer. He reports too Schreigen and relays his orders too the everyone. He was responsible for overseeing the testing of the Units Type 1, Type 2 and Type 3. After the Type 3 was stolen he was merged into Streifen Unit. Rodriguez is loyal too everyone on Streifen Unit. Even when the Unit is thrown into a FUBAR situation at the end of the game.
Matilda
Age: 32
Born: 1932
German (by birth)
West German (by the end of WW2)
Matilda is an employee with Nieblen GmbH. She was sent too South Japan Komitsu Industries for AFW R&D for future AFW development. After the Type 3 incident she is put into Streifen Unit as Logistics and Management officer. Like Rodriguez, Matilda is with on everyone mission.
Maximum Attacks Overview: These are special skills that everyone will earned as they level up via experience points and surviving missions without being destroyed. Word of warning though, when you are out of them in a mission you are out. Period. If you level up someone in a mission they will get one back but they recharge at the end of a mission and are ready for the next mission. Characters get one at level 5 and get the other at level 11.
Accurate Fire: This works 100% of the time and never misses. And causes much more damage then Quick Fire. Masami uses this attack.
Aim Weapon: Targets enemy weapons. Chances of hitting the enemy weapon is based on your accuracy at the time. If it work then great, if not then you'll just cause normal damage. Enemies also have this ability, so be careful. Ayana, Ippei and Jun use this attack.
Bombardment: Want too push back the enemy ground troops? This will do it. May kill some of then as well. Works only at medium range or beyond. John and Ayana uses this attack.
Check Fire: Will target enemy AFW legs. Does always work and the enemy may repair their legs during battle or afterword. Emilio, Ippei and Ryoko use this attack.
Creeping Fire: Better then Bombardment. Hits troops front or behind the enemy AFW. Only John uses this attack.
Dodge Action: One of the better skills in the game. The enemy misses unless they uses a special shell or attack. And it doesn't work when your AFW is wrapped up in wire or legs a damaged or destroyed. These will save yourself in very dangerous situations. Only Kinasato and Jun uses this ability.
Emergency Load: Another great skill. Loads your main gun whenever you want. Save them for situations needing a quick second shot. John and Ayana uses this ability.
Quick Fire: No aiming required, just loads and fires. Chances of hitting are based on your accuracy. Masami and Ryoko uses this attack.
Quick Move: High speed movement for your Anti-AFW people. Be careful though you'll trigger enemy mines and doesn't work if your legs are damaged or destroyed. Ippei and Emilio uses this ability.
Rapid Strike: Much like Rapid Punch but stronger and powerful. Emilio uses this attack
Spray Fire: Right too left spread of bullets. No aiming required. Does great damage and thins enemy troop ranks. Kinasato uses this attack.
Straight Punch: Very effective attack. Destroys enemy weapons when it hits and always hits. Masami uses this attack.
Straight Strike: Stronger then the Punch version. Ippei uses this attack.
Suppressive Fire: Like Spray fire except it traps troops in front of enemy AFWs and they can not retreat. Kinasato uses this attack.
Types of AFWs:
Standard: Has a daft balance of firepower, Armour and mobility.
Light: Lacks Armour but makes up for it in mobility and speed. Used for recon mostly.
4-Leg: Lacks speed and mobility. But makes up for it with Armour and firepower.
Anti-AFW: Created too deal with AFWs lack of close combat ability. Brawlers in the most basic sense.
Ground Troops: AFWs are just metal coffins without men and women on the ground providing support.
3 ways too get troops in the game, one way is too have Rodriguez give them too you personally at the end of a mission. The faster you do it, the better chance you'll have of getting better troops. The second way is find them out on a mission. On the battle map there are villages, if you capture a village with troops in them (the village will be marked with either a small or large star. Small star is one troop, large star is two troops acquired.) The final way is too either find them on a mission or eliminate every single enemy on a mission. They do not have special abilities but their stats are much higher then normal. Make them worth getting. However they are only available on Missions 4, 6, 7, 8 and 10-15.
Infantry: These lads and lasses are armed with semi-auto rifles and are for taking out enemy troops. They have special abilities like Co-op, Focus, Rapid Fire and Grenade. They aren't meant for Anti-AFW combat, their rifles aren't powerful enough too pierce AFW Armour.
Shooters: Guys and gals here are Anti-AFW troops. They have rocket launchers. They are very vulnerable against anti-infantry troops. So keep them safe. They can turn the tide of battle if used properly. They have abilities like Homing Shot or Charge fire as well as Grenade.
Supply: The men and women here are for AFW recovery. They help recover your AFWs HP when you use "recovery". They however do have the ability too fight. They are armed with Semi-Auto rifles and grenades that are fired from their rifles (their preferred method of attack but can attack with just their rifle when used with Infantry with the Co-Op ability.) They have the ability too fire Wire and E-Wire which stop AFW movement and can damage legs with the E-Wire.
Mechanic: These folks help increase AFW movement as well as remove mines and wire from your AFW during battle. They are armed with semi-auto rifles and grenades. They lay various mines too protect your AFW in battle.
Medic: Defencive troops. They heal injured troops. They use abilities like WP shot, smoke shot and use gas masks. They also have an ability called "Hyper Morale" Which increases troop defence by 25%. This is a very useful ability. They are armed with semi-auto pistols.
Recon: These troops not only give your AFW increased attack range but when the battle starts they increase your base accuracy for the rest of the battle. They also use what is called "illumination shot" which can only be used at night. Since darkness reduced base accuracy, this lights up the area around the enemy AFW too increase your accuracy.
All troops can carry special ammo shells that increase damage against enemy AFWs or attack ground troops. Make sure you have at least one crew with some type of special shell. Preferably all of them if possible.
Game play overview: Ring of Red has two methods of game play combined into one. The first is turn based. The turn based takes place on a map. The mission area is usually of decent size so there is room too move around. Each move your make takes time, depending on terrain, the length of movement or if you choose 'recovery' option. Battle is in real time. You only have 90 seconds too fight, so make it count. It takes time for you load your main gun too attack, depending on who is your crew for that battle. The other troops are your ground forces for that battle. Their special abilities too take time too get ready so, plan accordingly ahead of time so you know what too do and you aren't rushing about. Missions give you a certain time limit to complete then. Sometimes it is 3 days, some times it is 7 days. Do not rush about but take your time in order not lose anyone. If you do lose anyone in the course of a mission they will return but the troops they have will be lost FOREVER. When it is time too attack you can either attack the enemy AFW or troops. You get a percentage meter appears and slowly raises higher. The higher the percentage, the more likely the attack will hit (except for ground troops it will always hit). If the percentage is high enough, you may either hit the enemies legs or weapon. If you do not then you'll do more damage. There is also a day night cycle. Night time effect accuracy. As does weather conditions.
Graphics: The game is 15-16 years old but the AFWs are modelled very well. Even by today's standards. You can see moving parts on the AFWs. However everything else looks dated. It is one of the early releases on the PS2. So it isn't as polished or anything.
Criticisms: No voice acting. No really there is no voice acting. Just words on the screen. However the translations are poor at best and the grammar is terrible.
Sometimes the game can be very difficult. You'll want too pull hair out at times.
The save system is poor at well. If you save mid-mission and screw up. You have too start the mission over again.
Final Opinion: This game could use a remake. This is an underrated gem on the PS2. It would also make an interesting anime should someone attempt too make it. I would recommend anyone with a PS2 or PS3 get this game if you are into alternate time lines, what if scenarios and RPG elements. Give the game a solid A grade.
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