Freedom Force

From Before I Play
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  • The game is surprisingly pretty tough, especially if you are looking to do the optional objectives. Save often and in a couple different slots.
  • Early on, it's almost always worth it to turbo charge Minutemans basic attack to do a one hit knock out rather than soak up counter attacks and bullets from other thugs.
  • In addition, early on, if you think there is even a chance of going up against thugs with guns, activate Minutemans active defense. But I don't think you really need to put points into it.
  • With the Steam version you eventually gain access to a hero named Supercollider, who is pretty much the TG Cid of Freedom Force. He's a game breaker, almost.
  • Early on, one mission has an optional objective of not alerting any guards, which amounts to not letting enemies touch guardhouses. It's practically impossible to pull this off, so just let the enemies activate EVERY guardhouses, since the prestige from the enemies spawned by the guardhouses is actually far more than the reward from said objective.
  • Knockback attacks are your friend. If you're fighting on a roof you pretty much can 1 hit guys by knocking them off, most of the time. If you are fighting on the ground you can usually knock someone far enough back that you don't have to worry about them for a few seconds, allowing you to mop up.
  • Power up man bots inherent powers until he gets flying or he's pretty much useless, as he's slow as molasses.
  • Bullet is, in my opinion, the best character to control actively. He's fast enough to where you shouldn't get hit often and you can support the rest of your team all at once.
  • Use pause and the ability to slow down the game liberally. You're controlling four characters, and none of them are particularly bright.
  • Don't be afraid to sit down and let your energy recharge. With rare exceptions, you have all the time in the world. If you do sit down and recharge, just speed up time for your own sanity.
  • A character with a high Energy attribute and the ability to transfer energy points can be a walking battery for the entire team. Having one character sitting back and passing around energy can be worth it, if it means three characters can go full steam continuously. You get such a character in the main campaign automatically.
  • Flying is generally faster than walking, and makes melee attacks against (and by) that character impossible. However, anyone actually knocked out of the sky will take falling damage.
  • The “Hot Headed” attribute is generally more trouble than it's worth. It makes a character randomly overpower his attack. A character trying to use more energy than they have will stun himself. If the character is flying when he stuns himself, he falls. Stun is automatic if they try to overpower a move which takes a full energy bar.
  • Pay attention to weaknesses and resistances, for both your characters and your enemies! The difference in damage can be HUGE.
  • Speaking of resistances/weaknesses, the ability Genetic Damage is outright game breaking, especially in the first Freedom Force. In fact, it's by far the most powerful move in the first game. You either get a character with Genetic Damage automatically in game play, or have the opportunity to recruit one pre-made. However, it makes every fight incredibly easy, so be aware.
  • Don't completely rely on any one character: this game likes to make some characters unavailable in some missions.
  • Dear Lord, do not irradiate someone you need to interrogate, unless you want to hear “All right, I'll talk!” 50 times in rapid succession.