R-Type Command (PSP) IGN Review

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gigadrive32
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R-Type Command (PSP) IGN Review

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http://psp.ign.com/articles/872/872858p1.html
R-Type Command Review
The classic shooter hits the hexes.
by Ryan Clements


May 9, 2008 - I was a bit disappointed (though not entirely surprised) at the lull in good PSP releases as of late. After Chains of Olympus and Crisis Core came out (along with the PlayStation Team's special crush, Patapon), Sony's portable system hasn't seen too many quality titles -- if any -- and PSP owners may be desperate for something to buy. Well, this week brought R-Type Command, a futuristic strategy game from Irem, to store shelves. Although R-Type Command has its fair share of problems and will only appeal to a select audience, I'm confident in saying that this is a welcome addition to the overall PSP library -- if you can look past its flaws. Especially during such a slow time for the system, this is a tempting title to pick up.

The R-Type series has traditionally embodied challenging but extremely satisfying shooter gameplay. Most of the franchise had you control a single R fighter (with an iconic "Force" attached) in a side-scrolling setup with aliens and lasers filling the screen in a bevy of explosions and much-needed Continues. R-Type Command, however, completely changes the direction of the franchise and brings it into the slow-paced world of turn-based strategy. You play the game through the eyes of a Commander of Earth's Space Corps and you'll be controlling an armada of ships as you attempt to stop the approaching Bydo infestation from reaching your home. You've been ordered to strike at the very heart of the Bydo and this mission will take up the majority of your play time.


Although R-Type Command has a few picture and movie galleries, along with some informational archives, most of your time with the game will be spent either working through the single-player campaign or facing a friend in ad hoc multiplayer (which I'll discuss later). The single-player campaign gives you about thirty missions to undertake -- with a big surprise at the end -- and each takes a hefty amount of time. Most of the missions have a single objective for victory: either destroy your opponent's flagship or reach a certain point on the map. Each operation can be accessed from your main menu and replayed as needed.

R-Type Command's combat system can be a bit overwhelming at first and I found it odd that there was no tutorial available, but you'll pick up the gameplay flow after a few stages. Most battles takes place on a 2D, hex-based grid where your forces began on the left side of the map and your opponent's armada begins on the right. During your turn, or "phase," you can move each of your ships/units once, according to their movement range, and they can also carry out a single action like attacking, resource gathering, repairing another unit, etc.

To me, R-Type Command feels very much like a board game. You move your pieces slowly and steadily towards a goal and every action must be calculated and precise. The real issue at hand for prospective buyers is whether or not you enjoy slow-paced gameplay. R-Type Command is a slow game and it's extremely time consuming. You must move each unit one at a time and everything -- including movement, attacks and special abilities -- is governed by the board's hexes. I happened to enjoy this style of gameplay but it's not for everyone. Adrenaline junkies beware.


One notable strength of Command is the unit diversity. When playing as the Space Corps forces, for example, each unit not only looks fairly unique but handles differently and is best suited for particular situations. For example, there are a variety of different R fighters to use, each with its own attacks and timer-based wave blasts. Furthermore, each of these fighters has a corresponding Force to use during combat. A Force, by the way, is a spherical support unit that attaches to the front or back of an R-Type fighter and supplements its powers. So in a battle, you can join a Force to a unit and send it towards the enemy, taking advantage of upgraded attacks. But if you want to get tricky, you can move the unit up, detach the Force, and then control the Force independently and cover even more distance. The options are definitely abundant.

These complex mechanics extend beyond mere Force usage. Some ships can carry other units in a docking bay, and doing so will repair the unit's health as well as refill its fuel and ammunition supplies. Thus, bringing a carrier into the heat of battle has its advantages because you can get an instant tune-up. You're given even more intriguing options when you consider ships that can enter desynch space. If a unit can "desynch," it can phase out of sight and move more freely around the board at the cost of increased fuel expenditure. As you can see, completing a mission isn't just about what sorts of weapons you have at your disposal.


Irem did a fairly impressive job keeping the environments varied and designing stage-specific hazards to take into account. While the actual game space is a 2D board with 2D unit sprites, the backgrounds are rendered in 3D with nice touches of detail like ethereal streams of light, dark caverns or pools of magma. Although there's nothing too breathtaking in terms of the game's visuals, I do sincerely like the spaceship sprites -- if only for the nostalgia they invoke.

R-Type Command also has nice multiplayer support, though it's only available through an ad hoc connection. You and a friend can bring your respective armadas into unlocked stages and do battle. The great thing about Command's multiplayer mode is how similar it is to playing the single-player campaign. The experience hasn't been watered down and you'll be able to experiment with different strategies to create some interesting fights. The real treat comes from your ability to wager resources on a match. Before the round begins, you and your buddy can place bets on who will be the victor, which actually adds a tremendous incentive to the battle. In R-Type Command, mining resources is tricky and thus resources in general are hard to come by. Being able to win them off a friend is a fantastic option.


Before we begin discussing R-Type's issues, I would like to note that I really enjoyed the main character's monologues. As simple as they are, reading "your own" monologues (you are the Commander, remember?) can be quite engaging and gives some serious insight into the R-Type universe.

But as I mentioned at the beginning of this article, R-Type Command isn't perfect. Most of the CG you'll see in the game (including the art and rare cutscene) looks pretty cheap and gives away Irem's presumable preference for working with 2D sprites. By default, each time a unit interacts with another, a battle cinematic is played that depicts the 3D models of the ships fighting each other in space -- akin to an Advance Wars setup. Originally, your only options were to keep these cinematics on or off, but the North American release adds the ability to randomize them, which is a very nice feature. Ultimately, the cinematics take too long to load and I found the very simple and quick 2D animations of the sprites to be ideal.

I also fear that the missions in R-Type Command aren't conducive to multiple play throughs. Although you have some freedom in the way you approach battles, the missions play out similarly each time, and there isn't much of a reason to revisit them.


And that brings me to what could be the biggest flaw in R-Type's design: the lack of a traditional leveling system. Although your pilots grow in skill and become "more proficient" in combat, I never noticed much of a difference when units matured. Once you've researched a certain ship, you always have that same ship and it won't change in power or speed the more you use it. I would have really enjoyed "leveling up" my units because I would have had way more reason to return to older levels.

Lastly, R-Type Command can just get repetitive. There are a few sections of the single-player campaign that feel wholly unnecessary and the monotony of certain battles can grow wearisome after a while.

Closing Comments
Problems aside, I still enjoyed my time with R-Type Command, especially in experiencing the style and diversity of the unit types. If you can look past some technical shortcomings and a few gameplay annoyances, R-Type Command is a good strategy game that, when treated almost like a board game, will definitely entertain. R-Type fans may have wanted another shooter, but I say this is a solid (albeit alternative) addition to the franchise.


7.5 Presentation
Relatively sleek, easy to navigate interface. Simple, engaging narrative guides missions along nicely.

6.5 Graphics
Sprites have a lot of personality which I really appreciated, but the 3D graphics in the game are poor.

6.5 Sound
Mostly repetitive, electronic tunes with a few good pieces here and there. Sound effects are completely normal. No real voice work to speak of.

7.0 Gameplay
Despite its problems, R-Type Command is fun to play and can be reminiscent of a complex board game. Only for those who enjoy slow strategy titles.

7.5 Lasting Appeal
Although some of the missions can get repetitive, the single-player campaign takes a very long time. That and the multiplayer should make the forty bucks well spent.

7.3
Decent OVERALL

(out of 10 / not an average)
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Post by gigadrive32 »

With the shitty gaming-press review out of the way, here's a real review

An unbiased R-Type Command review


I just picked this up yesterday, and given the ridiculously low scores it's getting from the online gaming 'press' (*chuckle snort*), I figured that I'd write a review from the standpoint of someone who actually plays games and has an ounce of taste.

Game Description:

R-Type Command (RTC from now on) is a turn based strategy game played on a hex grid. It takes most of the units and ships from the R-Type series and turns them into units you command on the hex grid. Like the shooter series, you command the forces of earth against the 'Bydo Empire', a bio-organic version of the Borg, in essence. Unlike the series, you control far more than a single fighter. You control squadrons of them, with support ships, transports, carriers, and giant dreadnoughts. Like the shooter, most of your fighters can be equipped with 'forces', a sort of hybrid earth/bydo technology that powers up the weapons on your ships. Gameplay takes place on large hex maps, and you are usually tasked with destroying the enemie's flag ship, or recovering data. The terrain is often colorful and varied, often mimicing actual R-Type stages, so you'll play through a strategy map that looks like a side-view shooter stage.

Unlike other turn based games of this sort, there are VASTLY more strategic options at your disposal, and all of them have multiple modes of attack. Each fighter comes equipped with different short/medium/long range weapons, and like the shooter, many of them have charge shots that take a few turns to power up. This is often a major consideration, as one of these charged shots can wipe out several enemy squadrons at once, but one hit on your fighter knocks the gauge back to zero. Couple this with all of the other lasers, missiles, nukes and about eighty different units, and you have a TON of options at your disposal. When you add forces into the mix, the number of options becomes staggering.

Another area where RTC differs from your usual fare is between missions. You have to collect resources (3 kinds) during missions, and you spend them on building and researching new ships and weapons. Your forces are 100% personally customisable, and your fleet remains between rounds, to the point where you assign individual captains, pilots, and AI computers to your different ships, all of whom level up over time. You can chose to alter, re-equip, re-build or research your armada between rounds, and deploy it as you see fit. New mission unlock new technologies as well, so you will never run out of interesting ships to build.

And ad-hoc multiplayer mode is also available, for those who want to duke it out with a friend. Two disks are required, and there is a mode that allows you to wager resources that can be used in the campaign.


Review:

After spending last evening playing this game, I have come to the conclusion that online reviews of strategy titles are pure donkey poo. All of the ones I read whine about the game being 'too slow'. Yeah, it's slow. It's TURN BASED and a STRATEGY title. Idiots.

But I digress. The short version is that, if you like games like Advance Wars, Fire Emblem, or Military Madness, you will love RTC. The level of strategic depth in this game is mind boggling. For example, your basic R-9 fighter (the first plane you get) Has a vulcan cannon, long range missiles, as well as a charge shot, the latter being a potentially game-winning attack. Vulcans are weak, but useful up close. The missiles can fire over range (think artillery in Military Madness or Advance wars), and the charge shot fires a straight beam about five hexes long, hitting ALL units (including yours) in the way. The charge shot can easily wipe out several whole squadrons, but the charge meter gets reset every time the unit is attacked, so proper maneuvering is a must. Pair this ship up with a force, and you get multiple kinds of lasers, as well as a defensive bonus from the front (or the back if you attach from behind). Your missiles can double as defensive weapons as well, and you can target incoming ordinance with them.

That's just ONE ship. All of the rest are totally different. For example, the first bomber you get has multiple missile attacks of differing ranges, including a one shot nuke which should be your central punch through the first few levels. In addition, it has a defensive forcefield shot that can wipe out enemy ordinance, but it lacks the charge beam. That's two ships out of eighty. As you can imagine, the level of depth is astoudingly deep. Add in the capital ships, repair droids, supply units, scout ships, radar ships and all the rest, and you have a very deep ocean to swim in.

That being said, it's not hard to play. While the 'tutorial' missions do a very poor job of explaining anything (and the manual is not the best), it doesn't take a degree in nuclear physics to figure everything out. After one false start, I was up and going without problems. The maps are varied, and I love the fact that many of them are presented just like a side-view shooter level, complete with end bosses that fill the screen. The two forces (Earth and Bydo) are very different too, the former being lesser in number but stronger, while the latter is more numerous and regenerates.

Each fighter on the map represents a squadron of five ships, and as they take damage, this number decreases, just like Military Madness or Advance Wars. Docking a damaged squad with your carrier will replentish the damage, making keeping the big ships close a must (though this can be veeeery dangerous, as they are often the target of enemy fire). Every other attack or so, you will be treated to a full screen (or windowed if you prefer) full-3d shot of the combat taking place, just like Military Madness or Advance wars, only with a lot ore eye candy. This is easily the game's coolest, yet worst feature. The graphics are gorgeous, and it's awesome to watch your squadron fling energy death into the middle of an enemy unit. The problem is the load times. It takes 5-8 seconds to load these scenes, which can definately get to be a drag after awhile. Fortunately, these can be turned off if you desire, or set to a random timer.

The graphics are beautiful for the fight scenes, and the hex map is very nice as well. All of the units are easily identifiable at a glance, and the levels are varied and full of interesting things like asteroids, mines, research facilities, and a gazillion other interesting tid-bits for you to shoot, capture, or fiddle with. Terrain often adds a lot to the strategic depth of the game.

The A.I. is pretty good too. I'd rank it as comparable to Military Madness, though I haven't played through the entire campaign yet. I've won every mission thus far, but then again, I've played Military Madness and Advance Wars multiple times, so strategy games are old hat to me. Unlike the online reviews, it's certainly not a cake walk. That said, it's not the hardest game I've ever played either. Use your own judgment. Each level gets more difficult, but the game doesn't ever seem to be unfair. If you lose, it's because you did something foolish, not because the A.I. cheats. The A.I. does show some remarkable clever maneuvering at times (sending weak units in to plink your charge shot fighters and reset their gauges, for example).

The sound is another weak point. The music is very generic, and completely forgetable. It's not actively bad, mind you, but it you rarely even notice it's there. It's not a game breaker, by any means, but you won't be whistling a tune after your done playing. The sound effects are nice though, and sound exactly like comperable weapons and enemies from R-Type Final on the PS2.

Another nice touch is the story. Between each level you are treated to the 'Ship's Logs' of your captain, who tells the story of his hopeless fight against the Bydo empire. It's not academy award winning stuff, but it's far more detailed than most games of this genre, and it's a damn site better than all those annoying anime characters in Advance Wars jawing about 'war'. You can save the game at any time, making it very portable.

In conclusion, this game is not to be missed if you like strategy titles, and don't mind the leisurely pace of a turn based title. Why reviewers whine about pacing in these kinds of games, then wax eloquent over the latest turn-based RPG is beyond me. This is a great game, and by FAR the deepest hand-held strategy experience I've seen outside Disgaea. It's gorgeous, deep, very fun, and provides a fair challenge. The A.I. is better than Advance wars or Field Commander, and if anything, it reminds me VERY strongly of Military Madness, only updated for the new milenium.

If you like strategy games, this is a must buy. Besides, who doesn't like a good handheld strategy game with armadas of customisable ships, that comes with a free plastic model of an R-Type fighter?

Pros:

Very deep strategy
Customizable fleets
Researchable units
Tons of options for you ships
Lots of eye candy
80+ ships and 60+ missions
Play as Bydo or Earth force
Free plastic R-Type fighter!

Cons:

Slow load times for battle scenes
Bland music
Poor tutorial
Manual is pretty, but light on content
Turn based - shmups fans may not approve

I wholeheartedly agree.

Now get off your asses, BLAST OFF and BUY this game, whether you like strategy games or not. The future of the R-Type franchise may depend on it. The evil Bydo does not want any more R-Type games made :P Current Bydo thinking predicts almost nobody will buy Command, so they think they've won. Earth, show 'em they're dead wrong! :lol:
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Post by UnscathedFlyingObject »

I will buy this when it hits the bin.

Too bad it's not a shmup.
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Post by honorless »

review wrote:...by FAR the deepest hand-held strategy experience I've seen outside Disgaea.
I am not sure how much more trustworthy this review could be than the IGN review, given that statement. To use an analogy more people around here will be familiar with, holding up Disgaea as the end-all-be-all of strategy games—even if we only count other hand-held strategy games—is like how mainstream reviews hold Ikaruga up as the end-all-be-all of shooters.

Actually...far worse, because while Ikaruga is competent, Disgaea barely deserves the "S" in "SRPG".

However, R-Type Command did actually sound above-average, and I would probably have considered it if I wasn't already sick of strategy games.
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Post by Etrian »

honorless wrote:
review wrote:...by FAR the deepest hand-held strategy experience I've seen outside Disgaea.
I am not sure how much more trustworthy this review could be than the IGN review, given that statement. To use an analogy more people around here will be familiar with, holding up Disgaea as the end-all-be-all of strategy games—even if we only count other hand-held strategy games—is like how mainstream reviews hold Ikaruga up as the end-all-be-all of shooters.

Actually...far worse, because while Ikaruga is competent, Disgaea barely deserves the "S" in "SRPG".

However, R-Type Command did actually sound above-average, and I would probably have considered it if I wasn't already sick of strategy games.
You haven't played Disgaea, have you? It's an extremely deep and involved game. The PSP port is pretty much the only reason why I bother with my PSP these days. They bettered it in so many ways.

To say that R-Type Command is as deep as what Disgaea is, is to say it's 50+ hours long. I dunno, does this game have a post-game experience? I haven't read much into it.
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Post by honorless »

Etrian wrote:You haven't played Disgaea, have you? It's an extremely deep and involved game. The PSP port is pretty much the only reason why I bother with my PSP these days. They bettered it in so many ways.

To say that R-Type Command is as deep as what Disgaea is, is to say it's 50+ hours long. I dunno, does this game have a post-game experience? I haven't read much into it.
I bought Disgaea when it was first printed on PS2, so I don't know about the PSP changes. It was amusing and I love big numbers, so I enjoyed it for a while. But when you get down to brass tacks, it's pretty easy and shallow.

Its length and "depth" are really just larger and larger numbers to the point of ridiculousness. The separation between classes is basically useless, since EVERYONE can learn ANY skill—that approach actually requires far less thought than most turn-based JRPGs. (I doubt these were the changes made in the PSP version...) Anyway, I'm way off-topic with this. :(

Though I haven't played R-Type Command (...not sure I ever will due to genre burnout) from what I've read it lacks those kinds of concessions, and doesn't artificially extend its length with very large numbers. For that, it appears to be a less accessible but better game.
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Post by Specineff »

I tried the demo and did like it. I'll be buying it.

I don't buy games to be swept away by a Shakespearian plot, but to be entertained. And Command does look entertaining.
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Post by Lordstar »

ahh Etrian! good to see some Disgaea fans out there. I would of got it for not for the lack of a PSP.
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Post by Pixel_Outlaw »

UnscathedFlyingObject wrote:I will buy this when it hits the bin.

Too bad it's not a shmup.
Some of the best shmups don't actually end in a vowel.
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Post by Etrian »

@Lordstar: :D
honorless wrote:I bought Disgaea when it was first printed on PS2, so I don't know about the PSP changes. It was amusing and I love big numbers, so I enjoyed it for a while. But when you get down to brass tacks, it's pretty easy and shallow.

Its length and "depth" are really just larger and larger numbers to the point of ridiculousness. The separation between classes is basically useless, since EVERYONE can learn ANY skill—that approach actually requires far less thought than most turn-based JRPGs. (I doubt these were the changes made in the PSP version...) Anyway, I'm way off-topic with this. :(

Though I haven't played R-Type Command (...not sure I ever will due to genre burnout) from what I've read it lacks those kinds of concessions, and doesn't artificially extend its length with very large numbers. For that, it appears to be a less accessible but better game.
Disgaea for the PSP is really good. Some new features:

- Battle animation skipping, like Disgaea 2. This is the BEST thing about the PSP version.
- Widescreen, better picture. It looks far better than the PS2 version does.
- There's some bonus content like Zetta, Adell, and Rozalin appearing.
- Etna mode, with a remixed Cave of Ordeals
- New CoO levels (called "Demonhall")
- Japanese voices also include Japanese in-battle voices too.
- Configurable Item World music which can be purchased
- Item progress logger, with information on all items and characters

That's just some of the changes, I'm sure there are a few others as well (really, I'm just thinking off the top of my head at the moment). The game is far more improved that I purchased a PSP to play it again, despite playing and putting over 110 hours into the PS2 version.

It's true that you don't need to max everything, unlock all characters, bother with transmigration and so on. It's just totally optional and only there if you want to bother with it. You don't have to do any of it in order to beat the post-game, but you do need a significantly high character in order to beat the Item God 2.
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Post by Lordstar »

im without a PS2 atm so ive yet to get anywhere in the game but ive clocked up about 40 hours just sitting in at my friends house while he plays warcrack. I have all the PS2 versions as i know i will be catching up on them as soon as I sort that console out.
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