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We talk a lot about cameras in videogames - and so we should. Your
point of view and your ability to see enemies from various angles
is crucial in all games. When it doesn't work well - when it gets
stuck, disorients or suffers from epileptic fits - it can ruin everything.
So, I guess you know what's coming next; the camera in Warhammer
40,000: Squad Command spoils what would otherwise be a solid and
enjoyable turn-based strategy game.
For
the uninitiated, Warhammer 40k is a tabletop fantasy game which
sees grown men painting little model marines and rolling dice at
each other. It can usually be seen on Sundays and one evening during
the week at your local Games Workshop - the red and black store
with Lord of the Rings posters in the window and nu-metal blasting
out the speakers. There's been a slew of videogames licensed from
Warhammer 40k, including the excellent PC real-time strategy Dawn
of War. Sadly, those hoping for a similarly superb handheld
game will be sorely disappointed.
Squad
Command sees you controlling six Ultramarines, a chapter of the
mega-religious Space Marines, as you battle against the evil forces
of the Chaos Space Marines across blood-soaked, war-ravaged worlds.
Don't worry, I'm not being light on the story detail, because there
is none. Bar a few words of context told through impressive CGI
cut scenes, there's no real story to the fifteen missions - it's
simply them against you and the winner takes all. This will probably
be more of a problem for Warhammer enthusiasts, who would have loved
a detailed back story to enjoy; for the rest of you, it's all about
how the game plays.
Squad
Command works like a typical turn-based game. Each marine has a
set number of action points used to move, aim and fire weapons.
Once you've spent all your action points for all your marines, your
turn ends and the Chaos Marines take their shot. This repeats until
you've killed everyone or completed set objectives. The further
you move the more AP you use, while the better your aim the more
AP you use and the more powerful the weapon, the more AP is needed
to fire it. So, for example, if you want to use your basic bolter
rifle on an enemy who's not far away, you only need to spend four
AP. However, if you want to use a rocket launcher on a few enemies
who are mid-distance away, you need to spend at least 12 AP.
It
all sounds good so far then - and it is - until the dreaded camera
is taken into account. The battles, which tend to last between twenty
and thirty minutes, would be perfectly enjoyable if it wasn't for
the limited camera. You have a static, top-down, isometric view
of the battlefield, which is a big problem. Despite being able to
move it very slightly with the PSP's analogue nub, your field of
view prevents you from seeing everything you want to, leaving you
with the d-pad to control everything else. You directly go to the
nub to play and find out that you have to use the d-pad, which is
disappointing. You'll constantly find that you can't see your enemy
properly because they're positioned behind a pillar or a barrel
or some other form of cover. Although the game turns scenery transparent
when it obscures your view in this way, and has small red squares
at the edge of the screen to show you the general direction of visible
enemies, it's not enough to prevent the annoying situation of being
attacked by an enemy Chaos Marine you would have spotted if you
had the ability to spin the camera 360 degrees.
These
camera issues are doubly disappointing because the game has some
outstanding features. The battlefield environments are fully destructible
- barrels, walls, crates, everything can be blown up - and it feels
pretty satisfying to do so, especially when you launch a rocket
into the face of a Chaos Marine who thinks he's well covered and
you see tonnes of damage numbers appear on screen. The graphics
too are impressive for a PSP game; the marines are well detailed
and, as mentioned, the CGI cut scenes look great. I would have liked
more Space Marine chapters to choose from however; it gets a bit
boring having to look at the same blue Ultramarines fighting the
same black Chaos Marines every battle. The game could have done
with a couple of alternative races, too - perhaps the Orcs or the
Eldar. Despite being able to choose from a selection of twenty weapons
before you begin a battle - and they do genuinely have unique uses,
like the sniper rifle for accurate long distance shots and the shotgun
for a close range powerful spread - they're not cool enough to keep
you interested for long. The close quarters chainsaw attack is particularly
unsatisfying and the game doesn't have a hint of gore anywhere.
Still, those destructible environments are amazing; it's great to
make almost anything fall to the ground.
The
game is much better in multiplayer than against the AI; you can
play wirelessly against up to seven other players and game sharing
makes it possible to experience multiplayer locally with only one
copy of the game. Here there is more variety - you can choose between
small, medium and large maps, between ice, industrial and desert
environments and between three different chapters of the Space Marines
and the Chaos Space Marines (there's no difference between the forces
whatsoever apart from looks though). Playing multiplayer is actually
decent fun, much more so than against the computer in the campaign.
If you have Squad Command and want to face me then add me to your
friends - my name is JFAN13. Because the game's campaign is short
and, to be honest, not amazing, Squad Command's multiplayer offering
will be what keeps you coming back.
If
it wasn't for the frustrating, limited camera view, Warhammer 40,000:
Squad Command would have been a must-have PSP purchase for all.
As it is, it's recommended for Warhammer fans and turn-based strategy
gamers alike, with a warning that you'll have to put up with the
camera to really enjoy yourself.
Reviewed by James Fanciullo for AceGamez (All Rights Reserved).
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