Rebelstar Tactical Command [GBA]

Overall Score

4 stars - Click for rating criteria
Pros:
Tough and deep battles; Action point battle system offers much flexibility; Long, engaging campaign
Cons:
Rather shoddy presentation; Can be intimidating to inexperienced strategists
  • Graphics 2.5 stars - Click for rating criteria
  • Sound 2.5 stars - Click for rating criteria
  • Gameplay 4.5 stars - Click for rating criteria
  • Story 3.5 stars - Click for rating criteria
  • Interface 4 stars - Click for rating criteria
  • Multiplayer 3 stars - Click for rating criteria

The classic X-Com series spawns a great piece of portable strategy.

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By: Alex Pullman

Who would have thought that the Game Boy would prove to be the second home of strategy? Even as audiences slowly shrink for the glut of PC strategy titles, excellent portable titles such as Advance Wars and Final Fantasy Tactics have made Nintendo's handheld the best option for discriminating strategists on the go. Rebelstar Tactical Command, a title descended from the PC classic X-Com: UFO Defense, is the latest release to turn the Game Boy into a commander's system of choice.

Rebelstar 's gameplay is defined by tried-and-true strategy rules. Squads of soldiers rove urban areas. Their enemies are significantly more powerful aliens. Line of sight is strictly enforced, so players with a facility for overcoming fog of war will be on solid ground. Due to the line of sight rules, buildings offer cover, but can be destroyed by some weapons, a nice expansion of the frequently limited environmental interaction found on the Game Boy.

For players used to the simple commands of Advance Wars, Rebelstar could initially prove daunting. Players have a pool of action points which can be spread at will among active squad members. A single soldier can move, fire, then take cover, so long as enough points are available to "purchase" each action. The system offers tremendous flexibility, but with it comes a wealth of decisions that are unnecessary in a simpler system.

Fortunately, the interface is refined to the point where basic movement and exploration is intuitive across the game's grid-based maps. Overlays show options for movement and firing, with color coding to indicate options which leave fewer opportunities for retreat.

There are other factors to consider as well, such as unit facing and skill points, which can be doled out among a variety of attributes. One of the first challenges to a new player is learning how to build squads that can maximize movement and lethal activity. Eventually, more than one squad will be controlled, which leads to tense and detail-thick confrontations. Stealth can also play a role in battle, and unlike most strategy titles, here the cloak and dagger antics are invaluable.

The only unsatisfying aspect of Rebelstar is the visual presentation. Even on the GBA, where cartoonish and simple graphics are frequently advantageous, these icons and sprites are lacking in detail. Perhaps we've been spoiled by Advance Wars (more than likely) but the animations found here seem jerky and the effects overly simplistic. Likewise the sound is ineffective, and the music eventually becomes annoying.

Fortunately, the setbacks of the presentation don't overwhelm the solid, complex gameplay. The AI is challenging and the campaign, with at least 20 hours of gameplay, is one of the best we've found on the platform. In addition to the primary storyline, a skirmish mode is available, in which players can pit any of the game's four races against each other. Two player skirmishes are also an option, though only on a single GBA passed between players.

Even with the limited multiplayer option, strategy fans of every stripe are encouraged to investigate this X-Com offshoot. It's more dense and difficult than most other handheld strategy titles, and the 24 campaign missions provide a variety of surprises and pleasures. RebelStar Tactical Command is tough and satisfying, and a welcome addition to the GBA's strategic arsenal.

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Posted: 27 Sep 2005

Rebelstar Tactical Command
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