
The Tactical RPG classic returns! FRONT MISSION 3: Remake is the third chapter in the iconic series beloved by fans worldwide.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Aug 20 → 7.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Step into the role of Kazuki and Ryogo as tensions rise across volatile military zones. With the fate of the region hanging in the balance, command towering Wanzers and lead your squad through intense, turn-based battles.
FRONT MISSION 3: Remake is a tactical RPG set in a future where nations and corporations compete for dominance in a world shaped by powerful mechs called Wanzers. The game follows two diverging storylines based on an early choice made by the protagonist, Kazuki Takemura. Both narratives focus on a global conspiracy involving secret weapons, corporate greed, and nationalistic agendas.
The game begins with Kazuki and his best friend Ryogo unwittingly becoming embroiled in a military conflict after a routine delivery to a military base. Depending on the player's choice, Kazuki either joins up with his sister Alisa, or with an operative investigating a covert weapon project M.I.D.A.S., Emma Klamsky.
In both routes, themes of loyalty, family, and the ethics of technology are explored as Kazuki and his team fight to uncover the truth and prevent catastrophic consequences.
• Two different engaging storylines – dive into two immersive storylines defined by your choices in the game, each offering unique perspectives and challenges.
• Improved graphics and animations – enjoy remade visuals and smoother animations suited to modern needs.
• Reorchestrated music – immerse yourself in a new approach to a classic soundtrack.
• Wanzers’ camo customization - personalize your Wanzers with new customizable camouflage options for a unique battlefield look.
• New Quick Combat mode – jump straight into the action with the fast-paced battle mode.
Genres
Sums Steam only; PlayStation, GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99 | 507reviews | 71% | — | $427K |
| $17.49−50% | 637ratings | 82% | — | not modelled | |
Engagement
Reviews
Themes across 143 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
完全不是雷霆任務3.這已經是不同遊戲.跟坨屎一樣.音效機體畫面沒有一個跟原本相似.製作這個重製版的公司跟開發團隊都該去死一死 This is absolutely not *Front Mission 3*; it’s a completely different game—and a steaming pile of ♥♥♥♥ at that. The sound effects, mechs, and visuals bear no resemblance to the original. The company and development team behind this remake deserve to drop dead.
Enorm schlecht und faul gemachtes "Remake" (was eher an ein Remastered erinnert) sowie ein grundsätzlich enorm nerviges RNG Spiel mit Schwachsinnsmechaniken...von Taktik kann man hier nicht groß sprechen, da immer das RNG entscheidet ob es beschissen, gerade so ok oder (unfassbar selten) mal gut wird. Dazu noch die übliche, uralte "Erzählweise" der (absolut dümmlichen) Story, wo man stundenlang das ganze Blabla wegdrücken muss und die absolut, selbst für damalige Zeit, unfassbar schlechte Menüführung. Trefferwahrscheinlichkeiten, welche in Prozent angezeigt werden sind wohl auch eher Geschichten aus dem Paulanergarten, als ansatzweise valide. Pro: - das Spiel hat Mech's Kontra: - Spiel kann nicht aus Standardmenü beendet werden - keine Maussteuerung in den Missionen selbst - Gegner machen mehr Schaden als die Waffe von Ihnen anzeigt (selbst macht man das natürlich nicht) - Waffen oder Schilde von erbeuteten Mech's erhält man nicht - Trefferwahrscheinlichkeiten sagen nichts aus (man kann auch problemlos 3x hintereinander mit 92% Trefferwahrscheinlichkeit daneben schießen) - Menüführung - RNG bestimmt, ab dem Moment wo man "Attack" drückt, ALLES - es ist egal wie taktisch ihr euch vorher plaziert habt, welche Waffe ihr ausgewählt habt, wie hoch oder niedrig die Trefferwahrscheinlichkeit ist, usw. Wenn das RNG nicht will das ihr trefft, trefft ihr auch nicht. - Stun Mechanik nervt, da auch nur RNG > da guckt mich ein Gegner schief an und mein Mech ist gestunt, ich baller mit 4 Schüssen in einem Turn den Piloten und den Mech fast komplett weg und kein Stun oder Eject sondern erhalte noch einen Konter der mich dann stunt...wow - Kämpfe sind letztlich, durch den RNG Faktor, langweilig und repetitiv - die meisten Waffen sind, mMn, langfristig nutzlos, da der gemachte Schaden im Verhältnis zur benötigten Distanz zum Gegner und den möglichen Battle Skills völlig abstinkt, wenn man Melee, Missiles und Sniper (und deren Battle Skills) dagegen vergleicht - KI Einsatz für das Spiel (z.B. Texturen) mit letztlich trotzdem schlechten Ergebnissen - Platinmedaillen für Missionen VS beknacktes Weapon Level System Tja, ich hätte es einfach in nostalgischer Erinnerung behalten sollen anstatt mir diesen Mist hier anzutun...und die Frage, ob ich das Front Mission 2 Remake noch holen soll, hat sich hiermit nun auch erledigt!
Media

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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Polish, Traditional Chinese, Portuguese - Portugal
| $34.99 |
| 17ratings |
| 78% |
| — |
| not modelled |
| $34.99 | — | — | — | not modelled |
| $34.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 143 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is so dysfunctional I'm insulted someone even took the time to make it. I say 'someone' but I suspect it was actually made by a team of trained chimpanzees that went to their local crack den to learn 'computer'. The control interface for PC is one of the most heinous things I've ever been subjected to, the mouse doesn't do anything - sometimes. Some menus allow you to mouse through, but the dialogue HAS to be spacebarred. Alright then, it's one of those ♥♥♥♥♥♥ PC ports the Japanese are so famous for. That's fine, I'll use my controller. Brother, it didn't get any better. Not only did it feel like crap trying to navigate anything with the controller, but the inputs are disturbing beyond human comprehension. Put aside the odd clunkiness of a controller trpg from over 20 years ago, I play old games, I don't mind that. The horror is how RANDOM and INCONSISTENT the inputs are. Often times the confirm button would double press, but only sometimes in certain submenus. Trying to navigate the web interface? You can press A/X to confirm. Sometimes. What happens other times is that A/X will open a text box, but you have to press B/O to scroll the text, despite the previous text box working fine with A/X. Sometimes B/O will take you back, other times you have to press back/select. RANDOMLY! Using the left stick stacks the sounds like a machine gun, and if you dare to tap the right stick then everything is now displayed as PC keys. I would go so far as to argue that if you TRIED to simulate the mind shattering effects of coming face-to-face with Shub Niggurath by messing with the player's controls, you could not achieve such a demented, non-functional control scheme. Also, have you ever been softlocked for trying to play a game? I don't mean goofing around and throwing the quest item into a pit of lava, I mean have you ever tried to navigate a menu and the game decides that you've had enough happiness from the barely functional network interface and refuses to let you exit? Because I have, twice, and I can tell you it's not a good time. When I'm not wrestling with the eldritch demons that have manifested in this game's user experience, I'm apparently in the casino trying to jerk off RNGesus under the roulette table, because the game itself suffers from brutal randomness. The first few missions I actually enjoyed, I thought the game was balanced on a razors edge. Every combat encounter had me barely squeak through and I felt accomplished having managed to beat the overwhelming odds. And then my characters started attacking multiple times per turn. And they would glow and do all these crazy effects. And the game asked me to slot their abilities into the computer? But as best I could tell they weren't abilities you had any control over, they just happen (say it with me now) randomly! And then sometimes mechs would get stunned. Not based on weapon type or hit location, just because they felt like it. And why does my character have a question mark next to him? Holy hell he just got flung out of the mech! But.. why? Did I mess up something? You see, despite the tutorial assuming you're such a troglodyte that the very concept of navigating menus has to be explained, the various skills, abilities, and status effects are NEVER given any mention. I still don't understand how the hell those special skill abilities happen, aside from the fact they seem to be tied to which mech parts you have equipped. Anyhow, that illusion of perfect balance was shattered just like my rectum in mission 3 or 4, when a bunch of helicopters showed up and the game said "nah, you lose these." The choppers proceeded to roleplay Neo and give all my mechs shiny new 12.7mm piercings. I considered quitting right then and there. The mission seemed impossible, the enemy just had WAY too much damage. I decided to give it one more try, and absolutely smashed all the opponents since this time around, the game decided that the two mechs I had to deal with, actually, I didn't have to deal with them, they're gonna be stunned for 4 turns. And those helicopters that dodged the 89% hit chance missile 3 times in a row last attempt? Haha, helicopters can't dodge, dummy. In fact, they're such easy targets that my missile mech decided to fire at them multiple times in one turn, as if to gaslight me that I didn't just get an intestinal restructuring 20 seconds ago. Basically, the game is a walk in the park and scraping your balls on broken glass at the same time, and that's just not my vibe. I didn't even mention the stupid story. Maybe it gets less dumb later on, but our main characters seemed a little to eager to commit treason for a foreign intelligence agent. And then they're somehow surprised that the entire nation is trying to hunt them down. Because I'm an absolute child, I decided to call my main character Jimmy ♥♥♥♥♥♥♥♥. Yes, I'm sure you like Ghostbusters too. But I was shocked at how well he lived up to the name. Every time Jimmy opened his stupid ♥♥♥♥♥♥♥ mouth to say some inane ♥♥♥♥♥♥♥♥ I just nodded and said to myself: "yeah, this guy really has no ♥♥♥♥". So to compensate, they made his best friend have two ♥♥♥♥♥ - one on his groin, and the other replacing any semblance of interesting dialogue. His entire character is an annoying anime trope repeated to the point where the 'joke' is no longer funny. Imagine someone with brain damage tried to write a pg-13 "Johnny Bravo but he's Japanese" fanfiction, and you get a good sense of "Two-♥♥♥♥" Ryogo. And dear ♥♥♥♥♥♥♥ lord, Emma. Look, her plan for infiltrating a top secret Japanese military base hiding a WMD was to go to a bar and ask two random JAPANESE CITIZENS if they wanted to go check it out, like they're going to that new sushi restaurant down the block. Bad characterization in a mech game MIGHT be okay, but the mechs themselves are just as uncharismatic as our protagonists. Barely any customization options are given, and it's just not that fun to customize them. I beat the mission in Australia with the cargo convoy, and then the game decided to softlock AGAIN while browsing the FBI database, and I just decided I was done. I've long been interested in giving Front Mission a spin, and I likely will still emulate the originals to give them a fair shot, but I would sooner snort a line of arsenic than give Front Mission 3: Remake another chance. It might be a free weekend, but I feel that the "developers" of this travesty owe me compensation.
i can't login to the game, can you explain to me the problem ???
Выглядит н как ремейк, а как ремастер низкого качества. Купил чисто понастольгировать. Если вы не играли в неё на PS1, то не вижу смысла брать на столько небрежно сделанный продукт.
FRONT MISSION 3: Remake is a faithful remake of a PS1 cult classic. I played it during its free weekend and had a great time. The graphical, audio, and quality-of-life improvements are well implemented and come together to deliver a smooth experience that elevates the original game's gameplay. Gameplay itself is quick and engaging. Mech customisation opens up quite quickly, and it won't take long before you're mixing parts together to balance synergies while your pilots learn new skills. As other reviewers have commented, getting stunned is a more common occurrence than in the original and definitely one of the game's more "feel bad" moments. That said, this kind of RNG is typical of the TRPG genre, so if you have experience with it, you'll be used it to working around it and mitigating its effects. To that end, the game lets you freely save and load during combat, meaning that even if things do go poorly, you can quickly try again with a minimum of time wasted. It's also especially helpful if you want to complete every mission with the highest ranking. Overall, Front Mission 3: Remake gave me a great first impression. It's been decades since I played the original, but I look forward to reliving that experience with all the polish that the developers' have worked so hard on.
Developed by MegaPixel Studio and published by Forever Entertainment, FRONT MISSION 3: Remake revives one of the most celebrated tactical role-playing games with a faithful modernization that respects the original while making it more accessible to modern players. Rather than completely redesigning the experience, the remake enhances its presentation through improved visuals, updated effects, and quality-of-life refinements while preserving the strategic gameplay, branching storyline, and intricate mech customization that defined the classic. It is a title that values careful planning and long-term decision-making, delivering a rewarding experience for players who appreciate methodical strategy over fast-paced action. One of the game's defining strengths is its narrative structure. A single decision made early in the campaign dramatically changes the direction of the story, leading players through two distinct storylines with separate missions, characters, and perspectives on the unfolding political conflict. This branching approach encourages multiple playthroughs because each route provides meaningful differences instead of minor variations. The story combines military drama, international conspiracies, corporate influence, and personal relationships into an engaging science fiction narrative that steadily builds momentum as new revelations emerge. Even years after its original release, the storytelling remains compelling thanks to its mature themes and well-paced progression. Combat continues to be the heart of the experience, offering challenging turn-based battles where positioning, movement, and tactical thinking are essential. Every encounter requires players to carefully consider terrain, weapon ranges, unit placement, and enemy capabilities before committing to an action. The Wanzer combat system remains one of the series' most distinctive mechanics, allowing individual mech body parts to be damaged or destroyed during battle. Crippling an opponent's arms can disable powerful weapons, while destroying their legs severely limits mobility, adding another layer of strategic depth beyond simply defeating enemy units. This system ensures that every attack carries meaningful consequences and encourages creative battlefield tactics. Customization plays an equally important role throughout the campaign. Players can assemble and modify their Wanzers using a wide selection of chassis components, weapons, support equipment, and computer systems that influence combat performance in significant ways. Whether building durable frontline machines, highly mobile assault units, or specialized long-range attackers, the game offers extensive freedom to develop a squad that matches individual playstyles. Unlocking stronger equipment and experimenting with different combinations creates a satisfying sense of progression while rewarding strategic experimentation rather than forcing players into a single optimal setup. Outside of combat, the remake successfully preserves the original's blend of story progression, character interactions, and equipment management. Pilots gradually develop their own strengths while conversations expand upon the personalities, motivations, and relationships that drive the conflict forward. The campaign balances lengthy tactical missions with quieter narrative moments and customization opportunities, creating a rhythm that allows players to invest in both the gameplay systems and the evolving cast. Fans of story-driven strategy games will appreciate how much attention is given to world-building without sacrificing the pacing of the overall adventure. The visual improvements significantly modernize the experience while remaining faithful to the original design. Updated environments, refined character models, enhanced lighting, and smoother battle animations make each encounter more immersive without compromising the clarity needed for tactical decision-making. Explosions, weapon effects, and cinematic sequences have all received noticeable improvements, helping battles feel more impactful. The interface has also been streamlined to make managing equipment and navigating menus more intuitive, reducing unnecessary complexity while preserving the game's strategic depth. Audio presentation further strengthens the remake's atmosphere. The soundtrack combines dramatic orchestral compositions with tense battle themes that complement the military setting, while sound effects give every missile strike, machine gun burst, and melee attack satisfying weight. These audiovisual improvements help create a stronger sense of immersion while maintaining the serious tone that has always defined the Front Mission franchise. The remake is not entirely free from shortcomings. Its deliberate pacing reflects its classic origins, meaning some missions can be lengthy and dialogue-heavy compared to modern tactical RPGs. Players unfamiliar with the series may also encounter a steep learning curve, particularly when mastering customization systems and understanding the importance of battlefield positioning. Certain legacy design choices remain intact, which may feel dated for newcomers seeking a faster or more streamlined experience. However, these aspects are largely part of the game's identity and are unlikely to discourage players who enjoy deep, methodical strategy games. FRONT MISSION 3: Remake succeeds by preserving everything that made the original a standout tactical RPG while introducing enough visual and technical improvements to make it feel at home on modern platforms. Its engaging dual-path narrative, satisfying mech customization, challenging tactical combat, and strong world-building combine to create an experience that remains remarkably enjoyable. Both longtime fans and newcomers looking for a thoughtful, rewarding strategy game will find plenty to appreciate in this carefully crafted remake. Rating: 7/10
Terrible.
Sorry to say, but the PS1 ver. is still better than this [spoiler] Heck even Mecharashi still have 'the thing/feels' than this [/spoiler] - No Button sound - The mecha when attack doesn't have the 'weight' like the original, feels too fast Mostly the sound effect, PS1 have sound in every thing we push Well the graphics is modern, even give us option to use the original soundtrack version is good, but overall still need to be polish
The game looks, feels, and plays amazingly. I have always wanted to revisit this game but lost all my ps1 disk. I am always looking to support developers and the amazing games they make.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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