Front Mission 2, also known in Japan as is a tactical role-playing game for the Sony PlayStation developed by G-Craft and published by Square, and was released in Japan on September 25, 1997. Front Mission 2 is the second main entry and the third entry overall in the Front Mission series. Like other Front Mission titles, Front Mission 2 is part of a serialized storyline that follows the stories of various characters and their struggles involving mecha known as wanzers. The game was well received by critics and fans, and was part of Square Enix's "Ultimate Hits" collection in 2005. A remake for the Nintendo Switch, titled Front Mission 2: Remake, was announced in 2022 and is set to release sometime in 2023. Gameplay Front Mission 2 uses 3D models and a moving camera. Front Mission 2 expands on the mechanics found in Front Mission. The video game progresses in a linear manner: watch cut-scene events, complete missions, set up their wanzers during intermissions, and sortie for the next mission. The player travels to locations on a point-and-click world map. As the player progresses through the plot, new locations are revealed on the world map. Towns and cities act as intermission points where the player can organize and set up their units for the upcoming mission. Battle zones are where the missions take place, though they become inaccessible upon the completion of a mission. A new element of progression in Front Mission 2 involves alternating scenarios between the game's three main characters. After reaching a certain point of the game, control switches over to a different group of characters for the next few missions. Towards the climax, all three scenarios merge for the remainder of Front Mission 2. Front Mission 2 missions are traditional tactical RPG fare, ranging from destroying all enemy targets to protecting a certain allied target. There are a number of new main features that are used for mission play in Front Mission 2. Action Points (AP) is a feature that dictates how much actions can be done with each unit. Actions such as moving and attacking require a certain amount of AP to use. At the end of a full turn, which is one Player Phase and Enemy Phase, a set amount of AP is replenished. A unit's AP amount and recharge value increases as their pilots gain proficiency levels through destroying enemy targets. The Action