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Excluding Off-topic Review Activity. Loading reviews There are no more reviews that match the filters set above. Review Filters. Enter up to characters to add a description to your widget:. Create widget. Popular user-defined tags for this product:? Sign In Sign in to add your own tags to this product. Numerous pundits applauded the story and battle, however scrutinized the short length and normal multiplayer. In the years since its delivery, it came to be viewed as extraordinary compared to other Star Wars games ever constructed, and picked up a faction following.
Gameplay: The game highlights some ongoing interaction components that take after highlights in other first-individual shooters. The player goes about as crew head of a crew of four world class troops. The squadmate request framework permits the player general strategic power over the three non-player characters NPCs squadmates that balance the four-man commando group. Commando returns! Having fought through hordes of enemies in Commando 2 our hero emerged victorious, ready to fight another day.
In Commando 3 a new enemy has emerged and they are planning to infiltrate Egypt, Normandy and Berlin. Commandos Behind Enemy Lines is first edition in the series of commandos games. In this game the player represents the main role of an officer who has of a group of six Commandos with him.
In order to complete a mission you must complete various objectives. You must ensure that all of your commandos survive at the end of mission. Better reload Gordon!
Barney Calhoun where are you going? What did I say about wandering away from the group? There are combine laser-trip mines all over this level, what would I tell your parents? No Barney! Not over there - aggrh! Sorry Gordon. I'll get out of your way. Squad mechanics are a tricky business, that's for sure.
Even the mightiest of heavyweights like Half-Life 2 in my miserable opinion at least came unstuck more than a few times in its otherwise stellar closing chapters. In fact, it's hard to think of a recent shooter of the mindless fun' variety so not including the SWATs and Flashpoints of this world that manages to come even close to creating the illusion that your squad are real people, or even invented people who can be given an ounce of trust or responsibility.
Republic Commando however, for its several sins, comes closer than any other mindless' squad shooter to creating a believable, cohesive and character-enfused unit for you to order about. At times it may be a basic jaunt, and a game whose Xbox leanings are more than apparent, but in terms of squad dynamics it pretty much pisses all over its peers in the dumbed-down tactics brigade' - most notably Medal Of Honor: Pacific Assault and the mysteriously popular Conflict series.
What's more, it's also a Star Wars game, and a Nu-Star Wars game at that, thereby officially making it the greatest Episode l-lll gaming release ever - an achievement much akin to winning a football match in which the opposing team are all drunk and blind, or are the Milton Keynes Dons.
There are three campaigns: bug-battering on Geonosis; a series of missions that see you dealing with an unhealthy situation in which some juvenile delinquent Trandoshans have found a Republic Assault Ship with the keys in the ignition; and a prolonged stay on the wookiee homeworid of Kashyyyk, fighting against the combined Separatist forces laughing it up alongside some absolutely goliath fuzzballs.
You and your squad have all developed personalities that belie your common genetic heritage -although the key differences still remain in either how much they enjoy killing a little or a lot , along with their favoured means of dispatch for troublemakers, whether through sniping, heavy weapons or general shootage. For reasons unknown, you're the only one with Temeura Morrison's gravelly voice.
Your fellow clones, meanwhile, are known by both serial code and nickname, and it soon becomes apparent that 07 Sev , 40 Fixer and 62 Scorch are pleasant and clever enough to give the game some momentum, even in its lowest ebbs.
Basic as they are, until you work out the squad dynamics Republic Commando never really comes into its own; and unfortunately, the training mission based in the Episode II arena is decidedly skimpy in explaining the exact wheres' and hows' of what's pretty much the game's most important feature. General commands for your squad are delivered via the first four function keys and, unlike in Pacific Assault, when you order your clones to get in line, push forward or secure a certain area you genuinely see your will put into motion.
The intelligence on show isn't too bad either. For some reason though, my lot could hardly ever get to grips with the notion that gun turrets aren't necessarily the best things to stand next to. However apart from this, scripted nudges and squad Al are enough to have your men taking cover, healing themselves and moving in formation to a reasonably self-sufficient extent.
Squad tactics don't end there though. As you progress through the myriad of alien corridors, vents and hangars of the game, you start to come across points that the Gaming-God-on-High has decreed are excellent for sniping, grenading or heavy weapon action. It's your duty to then assign a man at these sign-posted points and he'll merrily provide cover for you and your other men to scurry around hacking into terminals and putting holes in droids in a more freeform style.
If all this sounds simple, then that's because it is. It's stupidly simple, and if you keep on getting mullered, then it's very often because you haven't found one of these nearby action spots. If you're trained in worthier, more tactical, squad games, you may find it all far too basic. However, it still remains a streamlined system that works, not least because it forces you to put faith in your Al cohorts. It also urges you through a predefined tactical path that may not give much scope for improvisation, but does allow for some revaluation and quickthinking when your men start crumpling and valuable tactical advantages are lost.
By the time you're blasting Trandoshan slavers in the hangars of the second chapter, an area may contain potential points where you could assign your men. The challenge is to work out the best order to select them in, working your way through the area and securing the room. In a similar fashion, you and your men can get up to all manner of trickery - hacking into terminals, setting explosives, breaching doors with grenades, defusing mines and the like. The more important the task is, the longer it generally takes - so providing cover for a fellow clone beavering away at a terminal or indeed listening to the ruckus around you and working up a sweat while you are the aforementioned beaver is a regular event.
In fact, the points at which your squad system shines the brightest are when droid dispensers continually pump out enemies while you try to destroy everything that emerges, while a compadre spends ten achingly long seconds attaching an explosive charge to stem the flow. Enemies themselves are fun to shoot, if limited in variation -perhaps constrained by the need to keep everything in relation to the Separatist forces seen in Episodes II and III.
So there are droids bog standard, rolling and super who shatter as spectacularly as they do in the movies, and Geonosians who fly around with some superb laser-beam weapons and are suitably squidgy. What's more, there are Trandoshans lizard creatures of the same species as Bossk the bounty hunter who are ridiculously boring until they start appearing with gas-tanks strapped to their backs - at which point well-aimed shots can jet them high up into the stratosphere and they automatically become the best villains in the whole piece.
Negative stuff now. There just aren't enough different sorts of baddies to keep you entertained throughout, and the same goes for the environments that you fight in.
The decision to have a mere three locations in the entire game certainly gives a far more campaign' feel to affairs, but this neither makes up for the distinct lack of story nor the repeated corridors, situations and environments.
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