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»Rebelstar Tactical Command
"Fear."
When I was a child, I was fascinated by
television shows that depicted aliens, UFOs, and abductions in the
middle of the night. Part of that fascination was the fear that it
could happen to me. Sure, there have been some decidedly stupid shows
regarding aliens (*cough*Alien Autopsy*cough*), but as a ten year old,
the thought of extra terrestrial contact had me up late at night,
watching far more television than was healthy for my adolescent mind.
While
I have left my belief in alien abductions at the wayside, it still
influences me today: my literary genre of choice is science fiction,
which teems with life on other planets. I also seem particularly
inclined to play games that involve fantastical things rather than the
mundane; I would much rather pick up and pay a clopy of Tie Fighter
rather than GTA.
My background ‘involvement’ with UFOs and
aliens had me particularly interested in playing Rebelstar: Tactical
Command. Knowing that it had everything to do with my childhood passion
had me frothing at the mouth for Namco’s tactical offering. When I
received it, I tore into it and quickly powered through the first seven
levels, which consist of ‘basic training’. At this point, the story
seemed a tad reminiscent of Chris Carter’s X-Files. The Arelians, a
race of telepathic aliens who look remarkably like the typical gray,
bulbous-headed, large-eyed movie renditions (think Roger from American
Dad), have invaded Earth, and are governing it. For the most part, the
Arelians take a back seat and allow the human populace to continue on
with their everyday lives. The two major exceptions are that everyone
has a chip implanted in their head at birth (think tracking chip), and
that every adult is abducted on their thirtieth birthday and never
heard from again.
Like any good science-fiction story, there
is a Resistance. Some people reject their chips, other have them
surgically removed. All of these people join the rebels. They fight the
Empire…I mean, the Arelians, in hopes of driving them off the planet in
time for afternoon tea.
The game begins with Jorel, who shares
a name with Superman’s dad, starting off as a new recruit in basic
training. We quickly find out what Jorel and the other members of the
resistance are capable of. While anyone can learn any skill, each
person has a direction in which the game ushers them. Some of these
include Medic, Sniper, Command, etc. I personally found it easier to
assign roles to each of my grunts so as to make them more effective in
the long run. Multi-tasking is possible, although it really cuts down
on the effectiveness.
Addressing each and every facet of
Rebelstar’s gameplay would take an epic length poem. There are pages
and pages of material that I could cover concerning the intricacies of
combat found in the game. Cover and partial cover can be taken behind
flora, sandbags, and walls, which can in turns be destroyed. Yes,
terrain is destructible in this game, especially if it is near an
exploding barrel.
Accuracy and damage is predictably reliant
on the level of a particular skill, and range is taken into account
when firing at a distance. The primary improvement I would have made is
the inclusion of an accuracy percentile based on how far away an enemy
is. I want to know if I can hit that Zorn half way across the screen.
Instead, Namco included a percentile with an unknown basis that is
viewable before you fire your weapon. This does not take into account
cover or distance, although if it is 100% or higher, it will hit if
within range. This is a thinking man’s strategy game: easy at some
points, but damn hard in others. You will see this in the Abduction
level.
One complaint that may come to light is the
pace of the game. Granted that it is a strategy game, you’ll find
yourself doing an inordinate amount of waiting. Transferring between
characters can take a while. Even though it is somewhat expedited by
hitting the ‘L’ button, cycling through upwards of ten characters can
take quite a while. If you are patient, this should not even be an
issue. However, do note that you will not be playing at speeds even
comparable to Advance Wars or Final Fantasy Tactics Advance.
Rebelstar is not particularly very graphically
imaginative. All of the sprites look the same. The only way I could
differentiate without highlighting them was by the weapons they were
holding. Unique sprites on this magnitude are possible. It was
accomplished in Final Fantasy Tactics Advance. I see no reason to
explain why it was not done here.
The graphics during the
‘cutscenes’ were not particularly spectacular either. While I do
realize the limitations put on the developer by the GBA’s processor and
cart size, I found myself thinking that Namco could have done better
with the drawings during the cutscenes. Some games will have several
different portraits of varying facial expressions; Rebelstar has a
single one for each character. With that said, the graphics in this
game are not a hindrance whatsoever to gameplay. Here, we see a classic
example of function before fashion.
The sound is something else
entirely. While there are only really a few tracks on the cart, they
are great pieces that accentuate the mood of the game perfectly. Put
yourself in the shoes of what may as well be the Rebel Alliance, a
ragtag bunch of people banding together to bring down a much larger,
more technically advanced superpower. How would you feel? Light
hearted? Bzzt! Try again. How about, ‘Crud, we’re gonna die!’? The
music adds of a bit of gravity to the atmosphere of near despair and
flickering hope found throughout the game.
The sound effects are
of a slightly lesser quality than the music. In all honesty, they very
nearly remind me of the weapon noises my friends and I used to make
when playing with our toy guns. I can almost hear each character saying
‘Crack!’ at the sound of a rifle going off, or a ‘Peee-yoooooo!’ for a
laser weapon. Like the graphics, the sound effects are not terrible,
they are functional.
Rebelstar gives us a rather different, if
not roundabout, method of allowing us to enjoy the game once again.
There are several avenues we could take. First off, there are
twenty-five levels in the single player campaign. Once you finish the
last one, The Sand Pit becomes unlocked, but as of this writing, it has
yet to be completed. From what I’ve read, this was an easter egg
included in the game as a reward to those who finish it, though it
seems unfinished because it doesn’t seem to be beatable.
The
Sand Pit level is just the tip of the iceberg. There is also a skirmish
mode in which two players share the GBA whilst fighting through any
level of the game. The kicker? You can choose any side you bloody well
please, as well as arm them any way you like. Choices include the
Rebels, Zorn, Freylar, and the Arelians. Good times were had by all.
In
addition to the two player skirmish, a single player can play through
any map in the game at any point. Want to play a favorite level earlier
in the game? No problem. Load up skirmish. Want to practice for later
on? Again, no problemo! Simply load up skirmish. It’s all good. The
obvious downside is that if you do this before you begin the campaign
it will spoil the levels for you.
Mankind has often looked to
the stars for navigational purposes, inspiration, and wonder. With the
possibility of species like the Arelians out there, now we have a new
reason to turn our collective gazes to the stars: fear.
Article by: getahl
Posted on: Dec. 3rd, 2005 |
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Review Recap |
| Gameplay |
| Spectacular gameplay despite the minor irritation of slow-down. Be patient and you'll be rewarded. |
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Graphics |
| A little on the meh side. Not spectacular, but not bad by any stretch of the imagination. |
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Sound |
| Good music, okay sound effects. |
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Replay Value |
| Very cool, although I think the Sand Pit should have been made beatable. Also gives the player the ability to spoil the campaign. |
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