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Curse
those snoopy journalists. If only they'd have kept their nose out
of my business and put some distance between themselves and the
battle I was engaged in - they'd still be one news van up and I'd
still have enough money to requisition that tank I desperately need.
Now I have to send my squad of soldiers and jeeps through a town
crawling with snipers and tanks, and all with no support. Thanks
for making my job harder.
But
that's their job, isn't it? To report to the world the mistakes
I make fighting in wars that nobody really wants. Dead civilians,
burnt-out aid convoys, blown up news trucks… as soon as these images
are broadcast around the world that's my funding kissed goodbye.
I suppose it's fortunate for me that the media of Joint Task Force
are nowhere near as dedicated as the media of the real world, or
I'd have been screwed the moment my feet touched the ground.
There's
one great idea in Joint Task Force, but it's an idea that just doesn't
seem to go anywhere. The game, putting you in command of the aforementioned
JTF, a version of the UN who aren't afraid to get their hands dirty,
tricks you into believing that the media can ultimately make or
break your missions as they follow you to some of the world's most
volatile hotspots. Do well and they report on your success through
occasional news updates, do badly and they report on your mistakes,
subsequently affecting how you later proceed.
There
are no resources to gather in JTF, money is instead gained from
completing primary or optional objectives, and with such cash rewards
being rather limited, every bit counts. Trouble arises when you
plough through missions with disregard for the people you are there
to protect - kill innocent bystanders and as soon as the media gets
wind of it, they plaster your handy work all over the nightly news,
effectively forcing your superiors to impose strict punishments,
usually in the form of very hefty fines.
While
the game attempts to drive home that nothing you do is safe from
the watchful gaze of the media, it's a feature that just never plays
as prominent a role as was obviously intended. Sure, they jump all
over you the second you machine gun down groups of civilians and
blow up medical trucks (which are surprisingly easy to avoid unless
you go out to do them purposefully) but demolishing a small suburb
with air strikes? Nothing. We're supposed to feel like every move
we make is one that could potentially land us in trouble, forcing
us to think about our actions before we proceed. It doesn't - it's
just a nice idea that too often goes unnoticed. With that said,
I am beginning to wonder whether having your actions scrutinised
in such a way would have been such a good idea for a game that loves
war so much anyway.
There's
a degree of realism throughout, from the lovingly recreated tanks
and helicopters to the hassle of flying in heavy logistical armour.
You often begin each level with the bare minimum of forces, a few
soldiers and if you're lucky maybe a jeep or APC. As with most RTS
games, heroes also play an important role, here especially so, as
they are the only ones with the ability to expand your forces. Reinforcements
can be purchased by heroes in the form of air strikes, helicopters,
troops or small vehicles, but the realism means that rather than
simply appearing on the map, these units have to be flown in by
helicopter, forcing you to scour out any anti-aircraft weaponry
before all that money you spend gets shot down in hail of fire.
Heavier weapons such as tanks and artillery have to be specially
flown in by plane and are only accessible once you've found and
captured the level's local airport.
More
often than not, thanks to the trouble of capturing airports and
the huge costs involved with buying heavy weapons, you're forced
to focus on your smaller forces. The lone soldiers of JTF are a
hardier bunch than in most strategy games, having the ability to
upgrade their secondary weapons with anything from C4 explosives
to anti-tank weapons. They also gain experience points as they progress,
but rather than just making them faster and more agile, the experience
can eventually turn them into brand new hero characters, with new
abilities.
This
is great, except that actually getting soldiers to gather the experience
they need to become new hero characters is extremely difficult.
All of the units you command are fragile; soldiers can be pulverised
with a few well placed shots from an enemy APC or tank, making mad
dashes across maps as perilous as if you where sending them directly
into an enemy base surrounded by machine gun nests and minefields.
Worse still is that your main heroes, the mission critical ones
who accompany you throughout much of the game, are just as vulnerable.
I lost count of the amount of times I had to reload or restart a
level because while preoccupied elsewhere in the game my hero, who
I left in what I assumed was relative safety, got killed when an
enemy tank rolled into view and shot him dead before I had chance
to react.
But
as things progress, your reliance on newer, bigger weapons takes
precedent over your smaller weaker forces. This game revels in mass
carnage - things don't just blow up, they explode into a thousand
pieces, sending debris and rubble hurling through the air in spectacularly
over the top fashion. Bodies fly and contort when hit by heavy weapons,
making you feel the force of the units under your command. Then
there are the specialist units - Harrier jump jets that unleash
a barrage of destruction from their deadly payload or missile spewing
artillery. Who cares that they can be used to coerce the town's
local warlord out of hiding? I just want to see the destruction
they can unleash!
The
impressive physics-based graphics do make the action a lot more
digestible and the inclusion of rag-doll physics is also a nice
addition, but with all that additional power comes the occasional
and very disheartening technical problems. Drops in framrate can
get especially bad in larger battles, dragging the action to a crawl.
This may not affect those who actually went out and spent £200 on
one of those new Physics cards, as JTF fully supports them, but
for the rest of us it's a problem that rears its head more times
that it should.
Heavy
units can also be a chore to maintain, their armour just as susceptible
to enemy weapons as soldiers are. Taking a group of tanks from one
end of a map to the other can become a tiresome sequence of manoeuvring,
attacking and re-supplying. Attacks can cripple vehicles enough
that rarely do you get the chance to just soldier on, as doing so
will likely result in the destruction of your forces, and with that
ever looming problem of limited funding preventing you from simply
rolling out tank after tank, you are constantly forced to adapt
to your units' fragility.
The
micromanaging involved with maintaining your forces can become tiresome,
especially when you take into consideration that even supply trucks
need continuous re-supplying and certain units such as attack helicopters
and missile-launching artillery require re-arming after every salvo.
Even when sped up, instances in which you must repair and supply
your forces can drag on unnecessarily.
These
are problems, but problems you can learn to live with - rubbish
AI on the other hand is something that no gamer should be burdened
with, and unfortunately JTF's biggest folly is in the stupidity
of its digitised AI minions. I'll give them some credit; soldiers
do use whichever weapons are appropriate for whichever target they
engage without the need for you to step and tell them. They won't,
however, seek out an enemy unit just off the screen, even after
they've been fired upon. Worse yet is the pathfinding, which makes
mass gatherings of troops and tanks a needlessly difficult task.
Given how narrow some of the roads are that you have to traverse,
it would have been a great help if the tanks you command actually
had the capacity to navigate the rough terrain without it turning
into an epic struggle. The worst bit so far? My entire invasion
plans halted when all of my units decided to cross a bridge at the
same time! The next few minutes were spent reversing each unit and
sending them over one by one - what fun.
Yet
despite the problems it throws at you, JTF is still an accessible
and enjoyable game. Its five campaigns take you to such places as
Somalia, Afghanistan and Iraq, and they're a varied bunch stretching
from deserts and jungles to city streets; it's never a dull game
to explore and with its often varied objectives that can occasionally
just pop up out of nowhere, it never gets repetitive. There are
some commendable aspects of JTF in its attempt to draw on today's
media obsession over current wars and their effectiveness at swinging
public opinion, an idea that just never gets its feet off the ground,
and its added realism does make what are usually very simple tasks
in strategy games considerably more difficult, forcing you to make
do with what you've got rather than simply swarming the enemy until
success. But JTF is also a game riddled with faults - its nice but
system hungry graphics, the more trouble than it's worth AI and
the needless micromanaging of your forces that can slow the game
down.
Joint
Task Force is a decent enough, varied and often fun game that could
and should have been more, but as it stands, while it strived for
more ambitious goals, in the end it's just your typical RTS with
killer looks and some nice, underdeveloped ideas. It's a worthy
addition to the genre, but one that should only be approached by
those who have the patience to see it through to the end.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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