Power DoLLS
Power DoLLS is a near-future tactical strategy game in which colonists on a distant planet fight for independence from Earth, and the main strike force is carried entirely by an all-female unit of combat-mech pilots. The campaign leads the player through a series of missions, from diversionary strikes to open confrontations, and along the way develops a story about rebellion as well as the relationships within a small crew that has to rely on itself.
Combat takes place turn-based on a varied map, where each machine has a limited number of movement and action points. Terrain plays a key role, since hills, forests, and waterways affect both visibility and speed of advance, and it's just as important how you equip a machine before a mission. Weapons, sensors, and load capacity are chosen based on the assignment, and an overloaded mech barely moves. Pilots have their own experience and specializations, so losing a seasoned commander hurts. Missions also often have a goal other than destroying everything: reaching somewhere within a time limit, evacuating civilians, or simply surviving until reinforcements arrive. Because damaged machines have to be repaired between missions and experienced pilots can't be replaced overnight, the player manages the unit over the long term, and winning at any cost doesn't pay off. Careful advancement, reconnaissance, and use of cover prove more reliable here than a frontal assault, which sets the game apart from the faster mecha titles of the time.
On the PC-98, the game was among the most visually striking titles of its era, combining a clear tactical map with large anime-style character illustrations and animated cutscenes. The music is energetic and militaristic, with several distinctive themes that carry through the rest of the series. Power DoLLS went on to receive several sequels and earned a reputation in Japan as an honest mecha strategy game that relies on planning and logistics rather than big numbers. Today it stands out precisely for its emphasis on pre-mission preparation: whoever gets their loadout wrong loses before firing a single shot.
Game 13 of 28 for NEC PC-98