|
||||||||
![]() |
|
|
|
|
Imagine living on a post-apocalyptic Earth ruled by an elusive race of aliens who abduct humans away from society on their 30th birthdays. Where do these Arelians take the 30 year olds, what do they do to them, and how can they be stopped? All the answers can be found in Namco and Codo Game's sci-fi strategy/tactical GBA title Rebelstar: Tactical Command. Rebelstar is chock-full of gun-toting insects, hulking green thugs, cute (but evil) gray aliens, and an entire cast of Capcom knock-offs that are sure to either keep your mind numb for hours or hook you into a world sci-fi warfare, depending on your love for the genre and your attention span. visuals Character-wise, the TBS genre isn't known for giving each combatant a sense of individuality on the battlefield, and Rebelstar is no exception. All playable characters and enemies look practically identical. However, it was a nice surprise to see character sprites change when different weapons were equipped, such as grenades or stun guns. After completing a mission in the single player mode, the gamer is rewarded with a plot advancement via a dialogue between sliding 2D panels of animé-styled characters. These panels are static and occasionally flip to different emotional expressions depending on the conversation. While the characters themselves aren't very deep or original, they're easy to like and their visual design makes them endearing. In between the action and story, Rebelstar's menu interfaces are standard. Blue screens of text overlay nicely drawn backdrops of alien bases or armory rooms, and nothing is so intrusive so as to get in the way of playing the game. audio gameplay On the battlefield the gamer is given an average of five playable characters to control. Each charater has a set amount of AP (action points) that can be used to move, attack, change weapons or turn around. During each mission the squad is equipped, deployed and directed to achieve an objective correlating to the chapter, such as destroying all enemies in a given area, destroying certain objects in the environment, and even some light stealth to save other characters. Squad members gain experience points, AP, health and defense with each successful kill, and the experience points can be allocated to whatever area the gamer wants to level up for a particular character. While there was an obvious attempt to provide mission variety, most of them turn out to be the same kill or be killed situation. The player's squad can be quickly eliminated, which makes it difficult to focus on a chapter's primary objective until all enemies are cleared around the perimeter. One reason characters are so easily eliminated is because no one character can heal himself; rather a different, specialized character has to carry out the action once nearby. Rebelstar boasts "true line of sight in 8 directions," yet it seems this claim is only true for the characters in the game and not the player. Because of the three-quarters overhead view, an enemy alien and human could be facing each other, but if the alien is standing next to the wall of a building, it's possible only the wall and human character will be visible on screen, with an alien hidden between the two. The game character may see the enemy, but wihout any indication that the character is in immediate danger. This design flaw caused many a good guy to needlessly fall in battle. Another issue with Rebelstar is its loading times. Loading battles, saving a game, taking a turn, or even looking at a character's range of movement took so much cumulative time to load that an hour can pass before finishing a mission--and that's using only 20 of the allotted 40 turns. Further, those 40 turns are just the player's, who must also sit through each enemy turn as well. Even story progression is hindered when the loading of a mission will completely interrupt a conversation between characters. That being said, if you haven't the time for story mode, Namco has included a skirmish mode. This mode allows for a single player to battle the computer with no commitment to a story or saving. This quick-play mode is quite useful for an TBS fan on the bus or at a wedding. multiplayer overall
|
|
|||||||||||||||||||
|
||