These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
Anticlimax Boss - Driscoll at the very end of 1st. His Mir Orlen has no ranged attacks, and is immobile. His second stage is exactly the same as the other two times you beat his ass, while you're controlling a unit of virtual demigods at this point. In the original Front Mission version, the Mir Orlen can attack up to a range of 4 squares and up to 3 times in a turn. However, since it doesn't move...
SCION in Evolved starts as one of these. Then it goes One-Winged Angel. It still manages to be less dangerous than it looks.
Jose Estrada in 3. Introduced as a climax boss during the Taal Base missions where he pilots a Jinyo Mk.110, a grunt unit. If you fight him in the Taal Base runway missions, he starts right next to you...and you take him out on the first turn.
Awesome Music: In contrast to 4, which had a forgettable soundtrack, 5 has much improved music. Standouts include: the main theme, "Scars of the War"; the Strike Wyverns theme; and "Deliverance", the battle BGM for the final mission.
Broken Base - The release of Evolved divided the fanbase into two camps. On one hand, some people claim it to be an enjoyable action title, even if it isn't on the same level as its predecessors. On the other, some call it a disgrace to the franchise and that another strategy title should have been made instead. Over in Japan, the reception is simple and universal - while fans have no problems with another genre spin-off (as they have access to Gun Hazard, Alternative, and Online unlike the rest of the world), they point out its numerous design flaws and don't see it as a successor to Gun Hazard, let alone the brilliant Online.
Cliché Storm - Evolved rather ironically degenerates into this.
Complete Monster: Driscoll of the first game is a ruthless commander who makes an enemy of The Hero Clevain by seemingly killing his fiancee in front of him and setting off a massive explosion to frame him for it. When he reappears later, Driscoll attempts to destroy civilian areas to recreate this disaster and reveals he is behind a scheme to make the current battle mechs, The Wanzers, obsolete- by forcing POWs to be forcibly mechanized and trapping their brains as digital computers for warfare. He has already done this to the hero's fiancee Karen with his own mech as well.
Continuity Lock-Out - Every canon video game entry are continuations of unresolved stories from the previous one chronologically. This is because the franchise tells its story like a TV serial: the standalone stories (for newcomers) often interconnect with other ones and tie back to a larger overarching storyline (for fans). Front Mission 2089 leads into 2089-II, 2089-II leads into 1st, 1st leads into 4 and 2, 2 leads into 3, and so on for an 80-20 split between the standalone and on-going stories. Most evident in 5, which is a 50-50 split, but really requires having played all of the previous titles to truly understand. Also very evident in the 70+ characters that show up in at least two or more of the games, some showing up as many as five times (Royd Clive from 1st, Morgan Bernard and Glen Duval from 5, etc.). Oh, and add in the other Front Mission media which only adds to this, and it becomes quite obvious that this is one of those things you REALLY have to get into, or don't even bother trying! This does not apply to Gun Hazard (which takes place in a completely different universe) and Evolved (which is a reboot story-wise).
Ensemble Darkhorse - Darril Traubel from 4. Besides his game proper, he shows up as a playable character in 1st and 5 (and is recruitable later in 5), and is one of the best pilots in 5; strategy guides rate Darril as being more useful than a counterpart S-Type device pilot. May have something to do with the fact that he's not as goody-two-shoes as other protagonists in the series.
Melee users in 1st can learn Melee Skills like First (gives you a chance to strike first, even if your opponent is using Short weapons), Stun (chance to keep an opponent from being able to do anything), and Double (allows you to strike again with your other arm). Anyone with all three skills can wreck major havoc on the battlefield.
Short-range users in 1st are equally as broken as they can learn Duel (lets you choose which part to attack directly), Speed (adds an extra bullet attack when using multi-hit weapons), and Switch (see Double). Anyone with all three skills can outright demolish an enemy unit, even boss units, from full health to absolutely nothing!
This passes through into 3 as well, where incredibly skilled or lucky wanzer pilots could let off two to as many as six attacks through Skill Chains. There's No Kill Like Over Kill.
And that's not even counting the Hoshun Mk. 112, which packs not only the instant-death skill "Body Smash", but also a particle cannon whose damage type can't be defended against and whose ridiculous AP cost can be mitigated by using one of two "double attack" abilities to have it follow up a cheaper lead-in.
Overlapping with Gundamjack and Failsafe Failure, in '3'' if the player can successfully force an enemy to eject (or just gets really lucky), the player can have a pilot hop out of their wanzer and into the enemy's vehicle. The computer player doesn't know how to get into any vehicle that a player has ever piloted, resulting in them being reduced to shooting your death machines with their pistols. The player doesn't even need to stay in the new vehicle; he can switch back to his wanzer if he prefers and there's nothing the computer can do about it. If that wasn't enough, you get to keep wanzers you "capture" this way.
Actually, it is possible for the computer to steal your wanzer when doing this. It's just so infrequent and rare you have to be very, very unlucky to have it happen.
The Smash abilities in 3 in general. You can activate them with melee, sniper, or missile shots. They WILL hit the enemy regardless of accuracy. A body smash is a straight up instant kill. An arm smash will ALWAYS destroy the left arm first (and the game never equips weapons on the right arm, only shields), which means you screw over your opponent from doing any significant damage to you afterward, since all they can do is punch you with a Hard Blow.
Genius Bonus - Remember Paul in 1st? The hippie, with the mech named "Rainbow"? Yes, you snorted and laughed at a weapon of war being named after pretty colors. Because you're not too familiar with The Bible. When the Flood is over, God sets his bow in the sky as a promise never to point it at humankind again. That's right. The rainbow is God's own personal planet-killing Wave Motion Gun.
I thought it was a reference to Gravity's Rainbow, the parabola a rocket makes just before it blows your torso out, from Pynchon.
It's Easy, so It Sucks - Another complaint about Evolved is how easy it seems sometimes, with player wanzers being able to regenerate damage in any difficulty, power-ups that heal damage, replenish ammo, or restore energy respawning everywhere, and complaints of non-existent AI, except for the bosses.
The Scrappy - Molly O'Donnell in 1st. Molly rarely does anything in the OCU scenario and when she does, her actions don't really benefit anyone. Rather, the rest of the Canyon Crows get pissed off at her for trying to lure them into a USN ambush shortly after she's recruited.
Stop Helping Me! - Sort of. You'll be saying this to Luven al-Hadi if you spend too much time around him in Gun Hazard. It's also an actual command to order your computer-controlled partner to retreat.
- Thing is, he got to stay around you for a while because you'll be needing him for a certain mission, so he needs the EXP! Good Luck!
Can be invoked in 5 with its line of sight system. If you're standing directly between an enemy and an aggressive ally, get ready for some serious pain.
They Changed It, Now It Sucks - Evolved gets this a lot. Most people who dislike Evolved cite the genre shift as a reason, saying that Front Mission is supposed to be about turn-based strategy. Though this only applies to everyone outside of Japan, considering Evolved is not the first spin-off (Gun Hazard, Alternative, Online) and is definitely not the first TPS spin-off (Online). And none of the spin-offs were released overseas. For Japanese fans, it comes down to one reason - it throws out almost everything that makes Front Mission "Front Mission". Sure, the customization is there and it's fun to blow things up in a wanzer. Unfortunately, that's about it. As for why it's not like really "Front Mission"...
In the story campaign, there's no multiplayer co-op (Gun Hazard does), there are power-ups found everywhere or dropped by enemies(Gun Hazard does this more realistically, like ammo crates in a supply depot and never dropped by enemies), ally units can't be killed (Gun Hazard does), and there's no real depth to the combat (Gun Hazard does). Online multiplayer is heavily unbalanced in many ways, like in the progression system - experienced players have access to top-tier parts that flat-out overpower gear that newbies start with. Throw in how overpowered some weapons are, like Bazookas, and Evolved is a far cry from the well-balanced Online.
As far as the story of Evolved goes, it's a complete disgrace. Aside from outsourcing the game development, art design, and music, Square Enix also "outsourced" the storytelling to Motomu Toriyama. Yes, Motomu Toriyama. Instead of an intricate, mature tale about mankind versus itself, Evolved ironically degenerated into a Cliché Storm as it rehashed every major mecha cliche in existence. As Front Mission was penned by a team of some of Japan's best writers (most being scriptwriters or novelists), it's tragic to see a product with those words churn out something incredibly bad.