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I know Advance Wars. I've played Advance Wars. Advance Wars is one
of my favourite DS games. And you, sir, are no Advance Wars. Comparisons
between Field Commander and Advance Wars: Dual Strike are inevitable
and appropriate. That is because Field Commander is essentially
a clone of Advance
Wars, with a few things changed to make it more appealing to
an older audience. The game revolves around a series of missions
involving land, sea and air combat battles between opposing forces,
tied into a secret plot, with you as the freshly graduated commander
placed at the centre of the action. You are given a set of success
and failure criteria and set up on a map with various units at your
disposal. How you proceed is up to you. What sounds like a compelling
start for a game falls flat, however, and you are left with a decent
game that pales in comparison to the 'original' upon which it is
based.
The
initial presentation of Field Commander is impressive - you have
a top-down view of the battlefield and everything is realistically
represented; from the vehicles' trailing exhaust fumes to the helicopters
with rotating blades, this looks pretty good at first glance, and
the explosions and battles add even more realism. However, that
initial impression is short-lived, because none of it works very
well in battle. The graphics for the different vehicles are not
very distinct and it is very easy to lose units against some types
of terrain. As you play, what looked nice initially becomes bland
and frustrating. Indeed, it is very telling that planning is best
done in the overview map, which closely resembles the view provided
in Advance Wars. The battle animations attempt realism, but suffer
from the same unimpressive qualities, with only the satisfying explosions
standing out. The sounds are fairly well done, with good sound effects,
and the voiced dialogue is generally very well done, while the soundtrack
is decent, but nothing memorable.
More
problematic than the blandness of the graphics is how this impacts
the gameplay. While, at its core, Field Commander is a satisfying
turn-based strategy game, while playing it you feel you are constantly
waiting for something to happen. There are occasional slowdowns
and freezes as the game loads something from disk and the battle
animations are slow to start and slower to finish, while lacking
the drama of battles from Advance Wars. Graphics and animation issues
aside, the strategy elements are solid and the battles are fun to
plan and execute. You can check enemy units for strength and range
before making a move and spend any amount of time assessing the
battlefield from any angle. It is clear what units are strong in
which situations and you need to use solid tactics to achieve your
goals. The game is somewhat forgiving of minor errors, but you will
get pummelled if you make major gaffes, which is fine, because you
can simply replay the mission.
The
most interesting feature of Field Commander is the wireless multiplayer.
While there are local multiplayer modes available - Hot Swap allows
two people to battle on the same PSP and Ad-Hoc uses the local wireless
to allow live battles between players within range - the real thrill
is the ability to play over the Internet. There are two major game
modes - live play and transmission mode. Live play is the same as
playing locally, but transmission mode is similar to the older play
by email mode of some strategy games. Unfortunately, while the potential
is great, there are a number of minor annoyances that plague both
modes. Live mode does nothing to punish those who drop the connection
at the first sign of possible defeat, destroying an hour or more
of intense battle just to avoid the loss, and while transmission
mode should be the picture of quick turns, the number of steps required
to connect and log into a game each time makes it inconvenient,
and the fact that you cannot see what your opponent did on their
turn - only the aftermath - diminishes the learning process that
usually goes along with this type of game. There are also the problems
from the single player campaign, including bland graphics that make
it hard to differentiate units, slow and weak animations, and an
overall lack of flair and style.
Strategy
games like Field Commander are excellent for teaching critical thinking,
planning and analytical skills. In each scenario you need to consider
the relative strength of the units, the potential terrain advantages
and obstacles, the movement ranges and long-term required approach
for victory. But this is yet another area where Field Commander
falls short - other games grade your performance, so you can go
back and improve your strategy, but here it is simply win or lose,
no matter how well you plan and execute your campaign. You can still
work at better strategic planning, but the game gives little feedback
on whether a campaign that took longer and used more resources but
suffered fewer casualties is better than a fast attack with higher
casualties. For all of the attempts to copy the excellent Advance
Wars, the game fails to capture what has made that series great.
In the end, Field Commander is merely an adequate turn-based strategy
game for PSP users without access to the far superior Advance Wars
on DS or GBA.
Reviewed by Michael Anderson for AceGamez (All Rights Reserved).
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