Revisiting games that evoke a particular era so vividly is always captivating, and Freedom Wars certainly falls into this category. During the heyday of the Nintendo 3DS and PlayStation Vita, Monster Hunter moving to Nintendo’s platform was a significant shift; the franchise had reigned supreme on the PlayStation Portable, and many attempted to claim a piece of that success. Games like God Eater, Toukiden, Lord of Arcana, and others were born during this time, but it was when the Vita found itself without a mainline Monster Hunter game that the competition truly intensified within the genre. Not only did existing franchises thrive, but new ones emerged as well – even Sony entered the fray with an attempt to fill the void left by Monster Hunter. Games such as Soul Sacrifice and Freedom Wars were among those that rose during this period of intense competition.
The reason for passing on this is not just about the game itself, which may not have aged as gracefully as some might hope. Rather, it symbolizes a significant moment in time when numerous developers were experimenting with different approaches to compete with the Monster Hunter series that emerged during that period. Essentially, they were all trying out various concepts to see what would resonate with players and potentially create a monster hit franchise like Capcom’s, which kept them competitive through their early to mid-2010s decline.
In many ways, this era mirrors the ongoing chase for GaaS – Games as a Service – success stories today. However, outside of a few exceptions, this trend has largely fizzled out. Thus, looking back now that the dust has settled, revisiting Freedom Wars offers an intriguing glimpse into what was arguably the most successful attempt to capitalize on Monster Hunter’s popularity.
Alright, let’s take a moment here. One hundred millennia from now, Earth’s resources are pretty much zapped out, and only a fraction of humanity remains, huddled in heavily monitored cities known as Panopticons. The powers that be in these city-states are quick to slap anyone with the slightest whiff of wrongdoing into a lifetime sentence – even being born is considered a heinous crime! So, you’re essentially born a convict, labeled a “Sinner”, with a million-year term. To clear your name and gain freedom, you’ve got to put up a fight to defend the scant resources in your Panopticon, including the Citizens who possess rare skills that are more valuable than gold!
In Freedom Wars, while it is classified as a Hunting Action game, it has more than just monster hunting. Sure, there are massive monsters called Abductors that you’ll encounter in many missions, but the core of the game lies in saving and securing Citizens. These citizens can be held captive by Abductors, or they can become targets during skirmishes with rival factions known as Panopticons, along with their own rogue Sinners. Simply reaching the citizens isn’t sufficient; you must escort them to an RRU (Resource Retrieval Unit) to return them home, regardless of whether you’re dealing with an Abductor or a group of Sinners.
In essence, missions in Freedom Wars tend to be more swiftly paced than those found in Monster Hunter. Instead of focusing solely on defeating an Abductor, the main objective is usually to rescue any captured citizens it holds. The primary goal becomes subduing and confiscating its cargo, with destroying the Abductor being a secondary concern.
One standout aspect of how this game is played is its distinctive feature in Freedom Wars: the ability to simultaneously carry multiple types of weapons – both melee and ranged – along with three kinds of “Thorns.” Thorns serve various functions based on their type, but primarily allow players to attach and hang onto structures, providing a strategic position to attack enemies. They can also be used to grapple onto Abductors, allowing you to aim at their weapons or shields, try to knock them over for a clear shot at the compartments containing your citizens, and more. Each Thorn type also has secondary effects and additional uses that require charging up for special actions. Players can also customize their own wardens – android “Accessories” that accompany you on missions, and can be commanded to perform specific tasks during combat, such as delivering a citizen while you distract the enemies.
Monster Hunter: Rise shares some fast-paced combat similarities with Freedom Wars, but it remains distinct, as only Dimps, the developer behind Sword Art Online: Fatal Bullet, can be compared directly. Despite jests labeling it as “Freedom Wars 2”, it’s clear that they are not identical, especially when contrasted with Freedom Wars’ original IP on PlayStation Vita. The game’s handling of themes is endearing in its straightforwardness; for example, the term “So-Chlo” is a humorous take on sodium chloride (table salt), one of the substances Sinners can use. Players often encounter amusing infractions that extend their sentence, which can be equally frustrating and funny. This charm and the unique appeal of Freedom Wars are likely why it has maintained its fanbase, making the green-light for this remaster understandable.
How does the game compare to its Remastered version, considering the enhancements? The visual aspect of the game appears significantly better compared to the initial version, and the boost in performance and resolution is definitely welcome. However, the most significant advancements might be found in the control system. The Vita had a limited range of input options; even though the default controls for the Remastered are different, they feel less constricting than on Sony’s handheld. Some additional features have been incorporated to aid in building structures; modules have been redesigned, with the main change being that they can now be added and removed from equipment freely, as opposed to being consumed upon use. Furthermore, there’s a new challenging mode available for players who wish to test their skills, which wasn’t part of the original game release.
In summary, there are some minor differences to keep in mind when comparing this release to the original Western Vita versions. To be specific, only the Panopticons from the Japanese version are available for pledge in this game, so if you were expecting the non-Japanese prefecture Panopticons, you’ll be disappointed. However, it’s important to note that this doesn’t significantly affect your overall gaming experience, especially if you never played the game on Vita before.
That being said, it seems like this remaster was primarily developed for Japanese audiences; other players are simply tagging along. It’s not a major concern in the big picture, but I thought it would be helpful to bring up this point.
Essentially, Freedom Wars: Remastered remains largely similar to its PlayStation Vita predecessor, with all its strengths and weaknesses intact. The game maintains its uneven pacing and a story that, while intriguing in theory, may not fully live up to expectations in practice. Despite the thrill of its fast-paced combat, it’s still somewhat restrictive in terms of gameplay options. The scale of missions and locations also hint at its origins as a handheld game from over a decade ago. Nevertheless, even if it serves as a nostalgic time capsule, I’m glad Freedom Wars was preserved for memory. It’s a pleasure to see the remastered version enhance a game that many Vita enthusiasts regarded as the system’s zenith. While I can’t recommend this remaster to those who missed out on the original, I hope we get more glimpses of the Panopticon world in the future.
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The game “Freedom Wars: Remastered” has been released on several platforms: Steam Deck, Desktop, Nintendo Switch, PlayStation 4, and PlayStation 5, allowing players to enjoy it on their preferred device.
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2025-01-08 18:26