Skip to main content

PlayStation Basement #30 - Vanguard Bandits

This review was originally published on the Console Purist Facebook group on March 23rd, 2019. It has been edited slightly for formatting and to add a slight bit of information.


It’s spring but still cold here in Pittsburgh on this Saturday. Anyway, welcome back to PlayStation Basement! Every Saturday I am here reviewing an odd or obscure game for the original PlayStation. Though I formerly used a rating out of nine to review the game, I am now just using a Good, Bad, or Neutral.



Today begins a short trilogy of unrelated mech games in celebration of the 40th anniversary of Mobile Suit Gundam which began on April 7th, 1979. Our first game is an RPG developed by S-NEO, founded by former employees of Fire Pro Wrestling developers Human Entertainment. The parent company, Human, also published the game in Japan in 1998 where it was called Epica Stella. Working Designs, the otaku publishers of games that otherwise would have never left Japan (Lunar: Eternal Blue, RayStorm, Arc the Lad Collection, Popful Mail), brought Epica Stella to North America as Vanguard Bandits in April of 2000. It is a tactical RPG about a continent drawn into war between the Kingdom of Pharastia and the Junaris Empire. You control a boy named Bastion whose decisions in leading his group of friends in battles between ancient mechanical armored suits known as ATACs will determine the fate of the continent.



The cover art depicts a powerful ATAC standing in a blank field with some others behind it. While it is well-drawn and has some cool holographic foil effects, the mechanical armors are basically posing for the camera in a plain setting, which I am not fond of. Something that's really odd about the American cover is the shrunken ESRB logo. When I got my copy, I actually worried that it was a fake, but the cover just seems to be like that. The backcover has the familiar layout of a Working Designs game with many images of the game. The Japanese cover has a stylized depiction of the title on a stone slab with the same ATAC carved into the slab. This looks a bit better compositionally, and I like the textural quality and color choices.


Graphically, Vanguard Bandits looks pretty good. There is a decent variety of maps and different looking units. The 2D sprites on the field look decent enough, while the 3D battle sprites are well animated. The colors used in the 3D battles are especially vibrant. The characters have designs that look like they could have come from an anime contemporary with the game, which fits the tone of the story well. The opening cutscene uses the portrait designs to nice effect in an animated sequence. Mostly though, as a tactical RPG, Vanguard Bandits isn’t going to wow graphics hounds, but the aesthetics all fit together into a successful whole.



The sound design is similar. The songs played in Vanguard Bandits are pretty good, perhaps not the most memorable of all time, but they do have some nice compositions and quality. Unfortunately, there are not many tracks to hear, so you’ll hear a few over and over. The standouts are the vocal opening themes. A less stellar vocal aspect is the voice acting in the game, which happened only once in my playthrough. It was pretty subpar, equivalent to low-budget anime OVA dubs from around the same time. I find them stuck in my head often. The sound effects, though, are good, especially the sharp slash of the ATACs’ weapons clashing with enemies in battle. There are many battles to wade through, so I’m glad everything isn’t a pain to listen to.


If you are familiar with games like Arc the Lad, Final Fantasy Tactics, Disgaea, or Fire Emblem, you know what to expect with Vanguard Bandits. The player controls a squad of characters, one-by-one, moving them across a map and using AP to make attacks on enemies or using support skills to enhance statistics of allies. Units are rated in BAS (health), POW (attack power), DEX (accuracy), AGL (dodging ability), DEF (damage reduction), and WEP (weapon strength). Upon gaining enough experience by attack or dispatching enemies, the player is given three points to add to any of these ability scores. Raising scores to certain levels grants new attacks beyond the simple Thrust and Slash. Abilities gained depend on what stone (a power source) is equipped to the ATAC the character is piloting. Facing, emotions, terrain types, range, and the nearness of allies also all come into play in Vanguard Bandits.


When a character is struck by an enemy that can take a number of defensive actions from attacking back, defending, dodging, or countering, but these all cost a number of AP and even FP. FP rates how strained an ATAC is; if it reaches 100, the ATAC is stunned while the gauge goes down, leaving it devastatingly open to enemy attacks. It’s a bad place to be.

One big issue I had with Vanguard Bandits is that the game mechanics are not really explained in the game and barely explained in the manual. This was before the age of tutorials that we’ve had for the past decade, but there is a severe lack of clarity. The game does not explain equipment (this can be figured out after a few missions), learning abilities, character emotions (these affect abilities in battle and are vaguely described in the manual), or the effects of passive abilities. This made the game hard to grasp, and I don’t see any benefit of it really. It’s fun to have some mysteries, but I shouldn’t have to look up a guide to find out that Chivalry makes your character deal more damage when facing an enemy’s front.


The story itself is well-told. Working Designs did some nice work with the dialogue for a game that otherwise uses stock characters such as the old veteran, the cocky prince, and the nervous traitor. Some of the dialogue is dated, sometimes in a manner that is a bit offensive. When it does work, though, the translation of Vanguard Bandits keeps the story fresh and youthful for American audiences. Even though it often felt like I may have seen these scenes before, I was happy to see how everything would turn out and excited to play more each day.


Vanguard Bandits is something familiar but different enough for fans of anime and tactical RPGs. The mech combat feels a bit simple at first, but new abilities and more characters turn things around after a bit of time. The story is well told, but I wish that the mechanics could have also been explained somewhere. I was able to complete the game after around 26 hours (an estimate, as there is no in-game timer), though reviews online range the completion time from 5 to around 18. Since the story can change based on your actions in the game, there may be a shorter scenario than the one I completed that gave a happy ending. The game keeps track of which missions you complete in your course of 20 out of the 65 total and also which ATACs you have seen. It’s kind of interesting, but I’m not playing this again any time soon. Maybe you will.

Vanguard Bandits receives a Good.

Follow EfreetEater on Facebook

Comments

Popular posts from this blog

The Convention Dimension: 3 Rivers Comicon

DISCLAIMER: I received a press pass to attend this event. The opinions here are still mine. Also, please consider reading this brief article about my various illnesses and such over the last several months. This article is very late, but things have been difficult. Originally, I had also planned to publish these pfotos to Instagram, again, in a more timely manner. Here we are though! At the beginning of June, I attended 3 Rivers Comicon at the David L. Lawrence Convention Center in downtown Pittsburgh. I was surprised to see this event at the convention center, as I couldn't recall seeing it advertised in years past (I later heard that it was held at the Century III and Waterfront Malls in previous years). American comic book stuff is really not a huge thing on my radar, so it's not a surprise that I missed out on the earlier events. My friend Tyler wanted to check out this convention, so I decided to check it out as well. Anyway, 3 Rivers Comicon is held by local chain New Di...

PlayStation Basement #35 - Spin Jam

This review was originally published on the  Console Purist  Facebook group on April 27th, 2019. It’s Saturday, and that means it’s time for PlayStation Basement! PlayStation Basement is a weekly review of an odd or obscure game for the original PlayStation. Games are rated Good, Bad, or Neutral. Now, let’s go! Today, I’m thinking about brightly colored Easter eggs and also flowers. My partner and I are planning to do some gardening today, so here is a game about flowers and bright colors. It’s Spin Jam , a puzzle game developed by Empire Interactive and published by Take-Two Interactive. It was released in Europe and North America in the year 2000. Spin Jam is about matching brightly colored balls to launch other balls into matching petals. That might sound pretty weird, and that’s why it’s a perfect match for the PlayStation Basement. The cover art is basically the same in both regions. Spin Jam shows Lemondrop and some bubbles flying about in a swirl of...

Tekko Together

EDIT: This article was originally published on June 30th, 2022 but has been updated on July 8th. I was not initially happy with everything. Unfortunately, due to being extremely busy and not feeling well, and now having developed COVID in the last few days, I am only now getting everything together. My apologies! Tekko (formerly Tekkoshocon) is Pittsburgh's anime convention since 2003. In the almost 20 years of existence, Tekko has grown from just a few hundred people in a hotel to over 10,000 attendees inhabiting the David L. Lawrence Convention Center for four days! Despite this growth, Tekko has fallen on some hard times recently, and, should you choose to accept this mission, requires the assistance of the community. COVID has done a number on several conventions, and Tekko is no different. Convention Center regulations have caused what historically been a spring convention to occur in the summer. Now also the DLLCC is requiring significantly more payment upfront, causing Tekko...