Page Two
Where I think this (and Rogue Squadron for that matter) fall flat is
that players cannot engineer their
own levels. This single elusive quality seems to be vital in such a small
game, but it is not a common one to find.
Into all this Lucasarts have attempted to inject a story line, something
about the "epic" (i.e. predictable) tale of "Brenn
and Dellis Tantor-who are troopers in the Imperial ground forces. As the
story unfolds, we witness the brothers' struggle to remain loyal to the
Galactic Empire amid Imperial atrocities against the Rebellion. Before
the game is played out, Brenn and Dellis will experience missions that
will test their loyalty" Oh, I wonder what is going to happen,
you don't think that the Brothers Brenn and Dellis will join the rebellion
do you? :-)
The one card that Force Commander has to play above Command and Conquer
is that you don't have
to go around mining bloody minerals, or collecting gas out of the developer's
backside. Still to limit what the player can do Lucasarts have introduced
the "innovative" (i.e. bog standard) "Command Point
System".
The simple version is this, achieve objectives such as capturing bases,
destroying units etc, you get points that you can spend on forces, you
spend too much and you loose points. Pretty simple eh?
Another card that Force Commander wields is that of the "dynamic"
floating camera, so that the player
gets a free field of vision. You can pan, roam or stare at your own unit's
backside all day. It is your choice.
Still, despite what I have said Force Commander looks like a pretty
nifty game and one that I am BOUND to add to my collection. If you have
any opinions I would love to hear them.
P.S. If any of my mates are reading this, I have 2 networked computers
and when I get the game, I will play Imperial and win :-)
 
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