is a collection of video games and related media produced by Square, now Square Enix. The series was created by Toshiro Tsuchida and developed by G-Craft, a studio that was later absorbed by Square and existed within Square Enix as Product Development Division-6. Since the release of the original Front Mission in 1995, the series has gone on to encompass several media, including film, manga, novels, radio dramas, mobile phone applications, and toys. While the series is primarily rooted in the turn-based tactical role-playing genre, it has also ventured into other genres such as side-scrolling shooter, real-time strategy (RTS), massive multiplayer online (MMO), and third-person shooter through its spin-offs. The Front Mission video games have achieved moderate success, selling over 3 million units worldwide since the release of Front Mission 5: Scars of the War. The main selling point of Front Mission is its storytelling approach. Taking place during the 21st and 22nd centuries, the series revolves around military conflicts and political tension between powerful supranational unions and their member states. Although the Front Mission video games use self-contained, standalone stories, these tie into a greater overarching storyline that encompasses the entire series. In combination with the stories from its other media, the series possesses a level of storytelling depth and continuity comparable to a serial drama. Another major draw of Front Mission is its use of giant mecha called "wanzers" (from the German word Wanderpanzer, or walking tanks) in battle. Development Development of the first Front Mission started with discussions between software developers Square and G-Craft. Square had never had another developer make a game for them and planning proceeded slowly, but an agreement between the two was finished in the Fall of 1993. Game producer and writer Toshiro Tsuchida presented a proposal for a game called “100 Mission” to Square through his own development company, Solid, on G-Crafts behalf. When Square producer Shinji Hashimoto first saw the first version of the game proposal, he thought it was “too radical” and usually such proposals would not be approved. Square was not enthusiastic, repeatedly telling Tsuchida “no robots”, and being told by Square that game development couldn't just be driven by a creators passion anymore. Tsuchida also had difficulty explaining how much of a role robots would have in the proposed game, and so he obtained some development hardware to create a prototype of the title. Square was the only