You are rewarded whether you want to aim for the newest thing or keep using your old one. Another key element is that your subweapons gains level too, making them more useful over time by unlocking more abilities. The balance between parts are good, you don't have to buy the best equipment all the time, because most equipment fills a specific role. As a RPG, your results screen at the end of each level allows you to gain experience and receive money to have more parts. It looks great, plays great, has designs by Yoshitaka Amano, and plenty of customization going around. Taking up the mythos of Front Mission and its customizable mechs called wanzers, the game plays similarly to Assault Suit Valken in which you shoot enemies in a 2D map with your walking tank. Before being a RPG, Gun Hazard is mostly a side-scroller. It is *great*īut before that, let's talk about the game. I cannot think of a more glorious send-off to the system from Square at a musical level. They had mastered the capabilities of the SNES, all of that one year prior the release of Final Fantasy VII. Not just a regular RPG soundtrack, but one rooted in the industrial music genre. Nobuo Uematsu, Yasunori Mitsuda, Junya Nakano and Masashi Hamauzu teamed up in 1996 to make a soundtrack. Now imagine the best composers working at Square banding up in 1996 to create a soundtrack, this sounds exciting right ? That's because it is. Gun Hazard has released fairly late in the SNES' lifespan, in 1996.
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