R-TYPE:Command

By: Paul Hebert

Wednesday May 28, 2008

Icon Star Full.gifIcon Star Full.gifIcon Star Half.gifIcon Star None.gif

Rating

Everyone

Genre

strategy

Publisher

Atlus

External Links

R-Type, in it's original form, is a side scrolling arcade game that was created in 1987. Set in the 22nd century, the player commanded an “Arrowhead” fighter against the Evil Bydo Empire. R-Type:Command, more properly named R-Type:Tactics in Japan, takes the classic story and attempts to bring it to the PSP as a tactical game. Yes, I was confused as well. Still, I have seen stranger concepts.

R-Type sports 2D graphics layered on-top of a 3D background. While not the most impressive graphics this year, they get the job done and still maintain a feel for the original R-Type game styles. In addition, rendered cutscenes will play between attacks in an attempt to give the game a more theatrical feel to it. Unfortunately, the load times are horrendous, compounded only by the lack of variety and sophistication presented in the cutscenes themselves. Thankfully you can limit, or remove the cutscenes appearances, which improves the overall performance of the game.

Like all tactical campaigns, R-Type Command is based on a grid like map where the player places their armies upon the board and then makes their way across to the enemy forces, killing and gathering supplies on the way. Supplies are especially important, as they allow you to develop new and more powerful fighters. Keeping with the tradition of the original games, the board is set up on a side view instead of the more traditional top down view. There are roughly 30 missions, each with a straight forward objective, ranging from short ten-minute bouts to hour long struggles for position. However, while each location is unique in look, each level is designed nearly identical, and quickly begins to feel repetitive.

Several options are available per turn, but generally come down to moving your units the available spaces and attacking anything within range. Players are also given a large supply of units to chose from, nearly 100 in total, and each unit has their own special abilities and bonuses. For instance, Carriers can move units across the board, repairing and refueling your fighters as they move.

And speaking of fuel, one unique aspect is the inclusion of a fuel level for all your vehicles. Run out of fuel and your unit becomes dead in space. This adds a new element to the positioning of your forces, and helps to make game play more interesting. In addition to their own abilities, fighters can be linked to Force Units, providing them with even more powerful attacks. There’s almost something humbling in seeing your fighter take out an enemy carrier with one force shot.

Gameplay is intuitive, which is lucky since there is no tutorial system set up to ease players in. A multiplayer mode also exists, allowing players to battle against each other with their own unique armadas. A movie and art gallery exist in the game, as incentive for players to find replay value in the game. While usually a good idea, these bonus won't draw anyone but the die hard completionists to play through this title more than once. R-Type: Command plays more like a board game than a true tactical game, and while enjoyable, proves to be just as confusing now as it was before I started playing. I would gladly recommend this title to anyone who likes slow-paced, methodical games, similar to chess. But if your looking for fast-paced, action shooters, than don't let the name fool you. This isn't the R-Type you used to know.

 
Apple iTunes
Direct2Drive
Contest Alley
Netflix, Inc.
Championcatalog.com

Random Reviews