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DS Roundup Review

DS Review by James Lyon

2 January, 2008

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Warhammer 40, 000: Squad Command

  • Developer: Red Lynx
  • Publisher: THQ

I'm partial to a game with a title that also acts as the instruction manual. Squad Command: command squad. Simple. Life would be a lot easier with titles like Tomb Raider (raid tomb), and Dungeon Master (master, er, dungeon). Though surely none can match the inspired retro classic Stop The Express for sheer purity of intent. None of your Deus Ex rubbish here. Far too complicated.

The squad (which you command) in this self-explanatory Warhammer 40K spin-off is comprised of various Imperium units: Scouts, Space Marines, Dreadnoughts and others. Six pre-selected units take part in turn-based combat sans any form of resource gathering. No iron or gold to mine; it's just kill or be killed. Behind all this is a bare-bones story that pits you against the Word Bearers, soldiers on the side of Chaos. If you find all that meaningless, ignore it. Only know that each unit has a number of points to move and shoot, and a selection of primary and secondary weapons that make a suitable mess of the scenery when fired.

Nearly all of the criticisms addressed in the recent PSP review apply here (which certainly makes my job a lot easier. Cheers, Alec). It goes without saying, though, that the visuals on the DS are slightly downgraded and the cut-scenes cut down completely. Conversely, the added functionality of the touch-screen provides something the PSP never had. The stylus is used to select and order units, yet the small squads and sedate nature of combat don't necessarily make this feature essential. Often it's easier to use the d-pad and face buttons in order to avoid accidentally tapping to move when you should be shooting, especially as you can't undo commands.

'DS Roundup' Screenshot wh

AI is tolerable. It's occasionally prone to deciding against you shooting even when you're right in front of it, however.

In addition, it's often hard to direct your characters exactly where you want them to go. When you manoeuvre your cursor to the place you want your little chap to end up, there may not be enough space from the nearest piece of scenery to accommodate him, even though the game tells you it should be fine. While there's usually enough leeway to scrape by, it can sometimes leave you exposed to disaster if you're on your last legs.

The second screen offers a handy albeit non-interactive map of the overall area, allowing you to view nearby enemy positions. During an enemy's turn, it's the best way to see their movements, but if you're not in the right place, you'll miss any attacks against your men. The only indication at that point is the sound of gunfire and a splash of red on their portrait. While it doesn't ruin the game, it would certainly have been nice to switch over instantly see what was going on while you wait.

Just like the PSP version, the inability to choose which characters to take into battle in single-player rather limits the potential of its fifteen missions. The similar-looking maps and fluctuations in the CPU's intelligence don't do for continued exposure, either. This is a game that could have benefited from a level editor or random map generator at least. What redeems it are bite-size, non-complex chunks of WH40K action. There's a new weapon or unit to try out each level and maps are full of enough cover to try various approaches. It's competent enough to invest a week in, including a few rounds of multiplayer. Yet its lack of modes, characters and ultimate depth means it won't sustain for long.

7/10

Myst

  • Developer: Cyan Worlds
  • Publisher: Midway

Quick tip: if you want to be a successful critic in this blaggard world of videogames, you have to hate Myst. An exaggerated expression of revulsion in the presence of its name will get you far. It was a prominent baby boomer of the burgeoning CD-ROM revolution (Myst sold bucketloads), but arguably side-tracked the adventure game genre down an awful path that resulted in its current faded glory. For shame.

So-called Myst clones still survive to this day: beautiful, surreal landscapes clicked through picture by picture with no real explanation of where to go or what to do. Their means of progress are solving elementary puzzles with little in the way of obvious clues, usually involving matching symbols or pulling levers until something interesting happens.

'DS Roundup' Screenshot myst

You even have to squint to read what it says on the map. What a load of rubbish.

Much to my own chagrin, I thought, perhaps, I was being too hard on Myst. Hadn't peer pressure led me to hating it? After all, I seem to recall being thrilled by it in the hours spent playing in the school library when I should have been studying. I was prepared to give this DS version a chance. If only nostalgia wasn't such a deceitful fellow.

Evidently my younger self was more eager to play Wolfenstein 3D than solve obscure logic puzzles. I'd never have given it another chance if, back then, I'd got so far as the part of Myst in which you end up trapped in an underground railway maze of identical tracks, only able to reach the exit by painstakingly mapping out the entire area. Mapping? That archaic, awful necessity in this day and age? Or even in that day and age? For shame.

You would think the DS conversion would have that covered. Sadly, no - its efforts to match the powers of the platform it's on are minimal, going for a like-for-like conversion of the puzzles instead. The mouse - sorry, stylus - is used to click through locations frame by frame, and to activate switches with a single tap or press. There's no scratching, talking, or anything special that couldn't be done a decade ago. A screen can be brought up to take notes, but this is text only, painstakingly tapped out on an on-screen typewriter. To not have the ability to freely scribble thoughts, diagrams, or even maps yourself is just plain silly. What could also have been another handy feature - the ability to snap photos of your current location - is let down by an apparent bug that only photographs the first page of any book you're holding instead of the page you actually want.

Glitches are prevalent in this conversion. Whether through sloppy programming or the inability to stuff the game onto DS, I wouldn't know. Suffice to say, as well as various parts of the screen appearing where they don't belong on occasion, the resolution is far too grainy for what should be a graphical showpiece. A magnifying glass used to zoom in for a closer look at scenes simply causes a useless pixellated blur to appear on the top screen instead. I'm sorry to say the DS can't handle this properly.

Even the staunchest of Myst fans can't deny that this is a pretty poor port. Despite being faithful to the original in sound effects and atmosphere, its glitches and lack of new, DS-specific functions ultimately inhibit its worth. That said, while Myst may be an inherently awful game, I've always thought it to be one of those games it's essential to experience first-hand for an education in the evolution of gaming. Its influence is still felt today, for better or worse. Don't bother with this version, though (or even the better-looking PSP one) - you can play the fully-3D update, RealMyst, absolutely free on GameTap.

3/10

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Comments: 1-22 of 22 in total

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quantumsheep
02/01/08 @ 11:38
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Nice round up.

Warhammer's going for less than £20 on Play I think. Maybe worth a punt.
Der_tolle_Emil
02/01/08 @ 11:42
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Thanks for the warhammer review. I always wanted that title after the psp review but only have a ds.
DB2k
02/01/08 @ 11:45
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you can almost guarantee a "round up" will mean all games reviewed will be shit. I was very surprised to see WH get 7/10 in a round up and am going to look at that.. Although when's Advacne Wars DS 2 out?
Edited 1 times, most recently on 02/01/08 @ 11:46
jonsaan
02/01/08 @ 11:59
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UMK is brilliant. Really.
IMadeThis
02/01/08 @ 12:11
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@ jonsaan: And only £11.99 at Play! Well worth the punt I reckon. I'm enjoying it too.
Fitzmogwai
02/01/08 @ 12:22
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I'm playing Squad Command at the moment. Actually very good, i think. Definitely a 7, add a point to the score if you're an inveterate 40k fan with a soft spot for everyone's favourite power-armoured religious psychos, the Space Marines.

It is flawed, but not cripplingly so, and lots of the griping I've read elsewhere seems to be about elements that do work perfectly well, but just not quite as some people might expect or assume.

Yes, it could be better, but it's certainly not in any way bad at all.
Zelos
02/01/08 @ 12:33
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Glad I'm not the only one who hated Myst, it always seemed the ultimate in pointless trial-and-error 'puzzle' games to me.
dirigiblebill
02/01/08 @ 13:05
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Call me a good for nothing, wet-behind-the-ears whippersnapper if you like, but why is Myst 'inherently bad'?
Razz
02/01/08 @ 13:19
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I've had a lot of fun with UMK 3 on the DS.
Fitzmogwai
02/01/08 @ 14:13
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If I told you, dirigiblebill, I'd have to kill you.

You would die very slowly, and in excruciating pain, and it would be done by making you play the game all the way through.

dirigiblebill
02/01/08 @ 14:30
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I think not, good sir. You speak to a man who wrestled his way through Civilisation 2 on the PS1, delighted in Myst 3, and even- brace yourself- enjoyed the universally panned Jedi Power Battles.

In all seriousness, there's nothing wrong with Myst that I can see which can't be put down to either antiquated technological constraints or the love-it-or-leave-it nature of the genre. But then I am but a student in the ways of pointing and clicking.
Fitzmogwai
02/01/08 @ 14:46
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Apologies, in that case. I think it's down to the dreadful storytelling, terrible puzzles, and total lack of any sense of atmosphere. I remember that some of the backdrops were very pretty though.
botherer
02/01/08 @ 15:39
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Quick correction:

"If you want to be an *accurate* critic in this blaggard world of videogames, you have to hate Myst."
lemonfist
02/01/08 @ 15:57
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I guess you guys will never review Contra 4 unless it's released in Europe?
Fitzmogwai
02/01/08 @ 16:21
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The clue's in the title...
Charlie_Miso
02/01/08 @ 17:43
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DS FTW!!

better games please
calan
02/01/08 @ 20:45
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I really liked Myst when it came out. I don't think I'd be prepared to put in the time required nowadays though. But what really ticked me (enough to register an account, no less) was your judgement based on fallacies.

"I'd got so far as the part of Myst in which you end up trapped in an underground railway maze of identical tracks, only able to reach the exit by painstakingly mapping out the entire area. Mapping? That archaic, awful necessity in this day and age? Or even in that day and age? For shame."

If you really pay attention to detail (which you have to in Myst) you'll discover that the craft makes different sounds when it stops at a junction. These sounds tell you which direction to go next.
James_Lyon
03/01/08 @ 01:20
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Calan: "If you really pay attention to detail (which you have to in Myst) you'll discover that the craft makes different sounds when it stops at a junction. These sounds tell you which direction to go next."

I knew that, but how you're supposed to tell which parp or honk means 'go this way' I don't know.

STKD: "Spot the now-rapidly-becoming-standard Eurogamer contradictory loigic of those two statements... "

It's all much of a muchness, really, as far as Myst is concerned. In the interests of full disclosure, I hadn't finished the last 'book' when writing the review. I went back and finished it afterwards. Unbelievably, it gets even more buggy towards the end. I literally had to reset the DS several times to get past one part, and I'm not even sure if I finished it properly, such was its eagerness to throw me back to the menu once I'd clicked on what looked like the final object. Let's just say it got away lightly.
calan
03/01/08 @ 09:18
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I realise now that I sound quite a bit more patronising than I intended, sorry about that. The way to figure out which sound equals which direction is to use exlusion. I takes a few tries, but it doesn't require mapping the entire system.

That said however, it seems that the port is still rubbish.
fluff_the_tiger
05/01/08 @ 22:19
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You know, the world's best selling console surely deserves individual reviews for each new game, even if they are a lot more simple to play than next gen games.
scrumdiddly
07/01/08 @ 10:35
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James_Lyon: "I knew that, but how you're supposed to tell which parp or honk means 'go this way' I don't know."

calan: "The way to figure out which sound equals which direction is to use exlusion."

Funny. You're arguing but you're both wrong. The way to figure out the meaning of the sounds is in the "rotating fortress" age. In the red brother's room there is a toy bird. If the fortress is facing north, it will ding. If the submarine is facing north, it will ding. And so on. So that's how it's done.

Zelos: "Glad I'm not the only one who hated Myst, it always seemed the ultimate in pointless trial-and-error 'puzzle' games to me."

NOTHING IN MYST IS TRIAL AND ERROR, if you have half a brain, click on everything, write everything down and don't rush through the game! Of course, that bird/submarine thing is probably the most obscure puzzle in the whole series, so you might be forgiven for not knowing.
Edited 1 times, most recently on 07/01/08 @ 10:37
James_Lyon
09/01/08 @ 10:32
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"The way to figure out the meaning of the sounds is in the "rotating fortress" age."

Then that's a dumb piece of design. Since I'd saved on the underground train I had no way to go back for reference beyond restarting the whole game. Including a puzzle like that is like the terrible days of adventure games in which you arbitrarily died eight hours later because you never put the shampoo on the cactus at the start of the game.

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