Field Commander Review
Casualty of war?
Version tested: PSP
We could do a lot of soul searching about whether strategy games work on a console - a handheld console at that. Ask anyone who's gotten cosy with the Advance Wars series - presentation, style, replayability, charm and deep strategic choices make it a beautiful thing. In horrible contrast, those of us who spent time with Aliens versus Predator: Extinction can only cringe at the pain. It left us feeling violated.
Somewhere in the middle sits Field Commander, a decent stab at turn-based strategy in the palm of your hand. The basics are there, and it works, but it struggles to distinguish itself and is hampered by an identity crisis, annoying technical issues and a general lack of tension. Maybe it is the nature of the genre clashing with the format, or maybe it's just not special enough. But who wants above average games that never reach greatness?
From a distance it looks like there's going to be some realism, or at least a realistic atmosphere to help create tension. But up close - and there's nothing closer than squinting at a screen you're holding inches from your face - the graphical style is too muddled. The perspective of the troops on the battlefield, the icons and the size of the PSP, all render units cute and tubby instead of detailed and deadly. It's not necessarily crippling to gameplay, but by not sticking to a particular style it gives the impression of being muddled. Imagine a tough-talking general barking his orders with a lollipop hanging from the side of his gob rather than a cigar. These soldiers need the hairdryer treatment from a drill sergeant about the state of their appearance.

Just what you need in war - units with big red stripes on 'em.
Framerate issues crop up too often as well. If you're trying to convince a new audience unfamiliar with strategy games that they should take a gamble and opt for a new experience, you won't do it with action that stutters. By their very nature, strategy games call for patience and timing, so extending the waiting process with technical problems isn't something to endear it.
But wait, we're giving you the bad news first. If you haven't been put off yet, Field Commander isn't broken, it isn't a bad game and it is something that you won't find elsewhere in the PSP library.
Problems drop to the back of your mind when you've got the upper hand in combat, and surrounding enemy units to pump little rounds into their tubby frames is always a pleasure. Battles sway and flow like a giddy drinker, with a wide selection of land, sea and air units to deploy and crush the enemy.
Maps aren't massive, but they are varied enough to provide alternative tactical options such as destroying terrain to surprise enemies, concealing submarines until critical moments and making the most of long distance weapons. Cities can be conquered to provide finance, while factories are always a prime target for manufacturing new units. The way you use terrain can be much more important than the deployment of units, with mountains and bridges becoming more valuable than big guns.

Deploy the exploding laptops and stand clear.
For console gamers that aren't that familiar with strategy titles, there's an impressive array of tactics to take advantage of. Destroying neutral cities to stop your enemy from exploiting them, sacrificing your kamikaze pilots by crashing planes directly into the enemy and simply learning the vision and attack capabilities of each unit is enough to make the 30 different missions worth the effort. The more you play, the more the game opens up with little variations on a theme, and although every one of the missions have essentially the same goal (kill and/or capture), there is always an alternative approach with some fun experimentation.
That's if you want to experiment. At times it's possible to crush the opposing forces with sheer weight of numbers. Each unit has a Division Power, a special attack that builds from experience in battle, and once these come into play battles are quickly over. Being able to drop paratroopers onto any free square on the map seems to be too much of an advantage when you can land on enemy HQ and capture it within a couple of rounds.
The fog of war restricts the players' vision and adds tension early on in a battle, but for single players, there's nothing exciting about watching, or rather not watching, your enemy's movements. The screen jerks as units move invisibly, and again it's something that stubs the toe of excitement. Impatient gamers won't be impressed with the pace of the game at the beginning and end of the battles, where in your mind you'll see victory, but it takes time to finish off every unit or pummel a HQ to rubble.

Invisible snipers. Bet Sony wishes it had some for the next-gen battle.
Multiplayer is a strength of Field Commander, starting with a hot swap mode where two players pass the PSP to take turns, which obviously suits the genre perfectly. With realtime versus mode, Transmission Mode and local Wi-Fi two-player head-to-head matches, there's plenty to choose from. There's even an impressive Mission Creator mode, where players can host their own maps online for others to download and upload their ranking data to a leaderboard.
Although Field Commander has plenty of options, it's doubtful hardcore strategy heads will find enough to get lost in. It's a cute enough PSP strategy game, but it's not going to be long lasting for a crowd that has been spoilt with the genre. If you're not that familiar with the genre and you're looking for an alternative to all those PSP racing games, ports and ports of racing games, Field Commander is distracting enough. But with a lack of distinctive character and only functional technology, with all the good will in the world it's never going to become a favourite. And there's no good will on a battlefield. There's only winners and the dead.
6 / 10
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Comments (33) Latest comment 5 years ago
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Better put on your flame-resitant suit NOW!
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Advance Wars series - presentation, style, replayability, charm and deep strategic choices make it a beautiful thing
and
Field Commander, a decent stab at turn-based strategy in the palm of your hand. The basics are there, and it works, but it struggles to distinguish itself and is hampered by an identity crisis, annoying technical issues and a general lack of tension.
This (the bold stuff) is nothing like Advance Wars.
A shame, I was looking forward to Field Commander. Hopefully it finds its way into the bargain bin soon.
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I have both this for the PSP and all the advance wars games for GBA and DS. This game is definitely 'trying' to be an advanced wars clone for the PSP, but it does fall short it lots of little ways. Which as the review indicates, never make it a bad game, just not a stellar one like advance wars. I suspect that they may improve it in subsequent versions, but for the time being this is a not bad, but basically flawed attempt at replicating advance wars on the PSP.
Ceatlan
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Anyway, 6/10 doesn't open my wallet. I'd rather spend some more time on LOTR Tactics, which is as mediocre, but happens to sit on my shelf already. I'll get Field Commander, when its's down to €20.
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Krudster: mp error fixed, apologies.
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More like a copy of Battle Isle and Incubation, to be sure.
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And, of course, the game is playable online. Is the reviewer a casualty of ADHD?
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Oh how I wish they made a sequel to that gem. But seeing the current trends it would either be a RTS or a FPS with downloadable costumes for your soldiers.
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From gamespot, which as a much more balanced review:
[link url=http://www.gamespot.com/psp/strategy/ fieldcommander/review.html?sid=6151942
]http://ww w.gamespot.com/psp/strategy/fie...[/link]
Once you're done with the campaign and playing quick battles, you can take the fight to other players with Field Commander's vast array of multiplayer modes. Outside of hot swap and ad hoc head-to-head, online play is included, which lets you take on other commanders via Sony's online network. This might be one mode where the relative small size of Field Commander's maps might be a blessing, as the online matches are kept from extending to unmanageable lengths of time. If the prospect of spending up to an hour or more playing a match sounds daunting, the developers have thoughtfully included a "transmission" mode in the game, which is equivalent to the play-by-e-mail option of many PC turn-based strategy games. Each player takes a turn, and then submits the data to the server. The other player can log in and get that information at any time, either a minute later, hours later, or up to a day later. This makes for a more convenient way to play, as the other person doesn't have to be there, but matches can conceivably take hours, days, or longer, depending on how often each person logs in to take a turn. All these modes work pretty well, and an online ranking system is also available so you can see how you measure up against other field commanders. Perhaps the most exciting aspect of the online system is map-sharing, which lets you upload any missions you create with the game's mission editor online for other people to try.
Given everything Field Commander has to offer--a solid gameplay design, a good-sized campaign with an attractive presentation, and a multitude of options for multiplayer action and added content--the game is easy to recommend to any PSP owner looking for some turn-based strategy. Field Commander does bear a number of similarities to the Advance Wars games on Nintendo handhelds, but has enough going for it that it stands just fine on its own. The robust online component in particular gives Field Commander an edge over just about every other currently available handheld strategy game.
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For the record, I would take an Incubation sequel without the Incubation setting if Ubi refuses to ransom it. The style of play and the excellent level design would work just as well in another apocalyptic we-are-all-gonna-die-down-here backdrop.
If you happen to meet the original devs, and they still care, tell them their game (and its expansion) was ace.
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Multiplayer wise this should bump the score up ton a 7 at least IMHO
and considering how late this review is i find this a serious faux pas please ammend
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Oh, I'll meet some of them next month, so I'll let them know. (C:
Actually, I keep telling them all the time, how much I love that game.
In the meantime, try this:
[link url=http://scayra.free.fr/
]http://scayra.free.fr/
[/link]
Among other things you'll find a 3dfx hardware emulator! Enjoy!
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Someone will have to leave work early today...
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Krudster: multiplayer portion edited, thanks for feedback, apologies for the error.
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- The entire single player campaign is a cakewalk. I kept playing on in the hope that it was just easing new players into the mechanics, but alas no, every mission was easily completed first time. As mentioned in the review there's a lack of tension, which is because you're never on the backfoot having to work some magic to get yourself out of tricky situations. You're always on the offensive; having at least as many units as the AI, which is keen to move its tanks into the range of your artillery for no apparent reason.
- The "skirmish" one-off battles with the AI are not graded, and again, they're much too easy. In fact, nothing is saved at all regarding your progress in skirmish battles. Compare that to Advance Wars in which every map in every game mode saves your top five scores, which promotes massive replayability.
- You can tell some Sony executives sat down and thought "right, we're going to blatantly copy Advance Wars, so what can we do for some oneupmanship? I know, let's make the battlefield 3D. Genius." The transition to 3D is completely pointless; it has no gameplay benefits at all and just results in units that look a big jumbly mess of pixels, buildings that look horrendously low-poly, fewer tiles visible than Advance Wars despite the PSP's lovely widescreen, and zoomed-in unit vs unit battles that look downright appalling.
- In one mission the AI has an invisible tank which is indestructable and kills any of your units within a range of several tiles with one hit! This should give an indication of how poor the design is of anything in the game which wasn't directly robbed from AW.
- In AW, if a LAND-based vehicle runs out of fuel it just sits there and you can't move it unless it gets refuelled with an APC. But in FC, they simply explode. Talk about a STUPID change in mechanic. It just makes players have to go around every unit and check its fuel every single turn.
- As mentioned in the review there are frequent delays, which is due to loading stuff on-the-fly from the UMD. I mean honestly, if it wasn't for the battlefield being in 3D they could have fitted everything in memory in the first place.
FC's only saving grace is its multiplayer. If you're looking for predominantly a single player experience, then AW is absoutely the way to go if you have both a PSP and DS.
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Agreed. If you're a fan of the genre, I wholeheartedly recommend it, just don't expect anything amazing.
A side note, it's FAAAAR better played off the stick at 333. I played the first third or so from the UMD, which I own, then got so frustrated with the loading and pauses I got hold of the hooky version.
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There's countless SOE games which are published by Activision and UbiSoft, and not their parent company. Where is the fucking sense in that?!
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So far Daxter and GTA LCS seem like money well spent.
I'm a big fan of AW on GBA and DS, so may give this a go.
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"If you're not that familiar with the genre and you're looking for an alternative to all those PSP racing games, ports and ports of racing games"
At which point I just know I can expect a thread filled with the usual PSP hating cunty club saying "PSP HAS NO GAMES!"
Hey presto.
Thanks a fucking bunch.
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Good point. I also read the EG review, and it does a fine job of, once again, punishing a game for being released on the PSP.
But fortunately, most people who own a PSP, know why they bought it, and what it can do, are playing it, rather then listening to that crowd.
Me? Enjoying this game, and looking forward for the likes of MKU and MegaDrive Collection this Xmas.