Star Fox Command Review
Nope. Nothing like Lylat Wars.
Version tested: DS
Considering the natural freedom of touch-screen control, it's surprising that there haven't been more flight-based games on the DS. It's been crying out for a Pilotwings since day one (Freedom Wings, the only real flight game released thus far for the system, hardly fills the void). A proper Star Fox, though - a gorgeous, unforgiving, explosive, on-rails and above all flight-based Star Fox, not this Adventures and Assault nonsense - would surely be the next-best thing. Memories of the quirky and delightful Lylat Wars have encouraged me to really look forward to Star Fox DS; of all the N64 ports that have mysteriously failed to materialise on the DS, Lylat Wars must surely be near the top of the world's Most Wanted list.
Unfortunately Star Fox Command is nothing like Lylat Wars. Well, almost nothing. It has all the same characters in it and is still a space shooter, but it's not on-rails and it has none of the personality. Somewhat appropriately, it begins by systematically assassinating all of the characters that have ever appeared in Star Fox games, sending them off to get married or become military commanders or form their own squadrons or, in the case of Adventures' Krystal (who for some bizarre reason has become a brazen hussy for Star Fox Command and frequently switches romantic allegiance), run off with a member of the infamous Star Wolf team, leaving Fox McCloud broken-hearted and alone. As the game runs its course, the Star Fox team is brought back together in the face of a common enemy, whose troops are threatening the Lylat System once again. Without wanting to ruin what little story there is, this enemy isn't very impressive, but next to Lylat Wars' creepily disembodied tyrant lurking at the end of a series of claustrophobic tunnels on a deserted planet, we doubt that any foe would seem all that awe-inspiring.

If only we could say the same.
Anyway, that's enough talking about Lylat Wars. That's the last time it will be mentioned for at least a paragraph. Structurally, Command is more a strategy game than anything else. Each mission presents you with a map, upon which several enemy clusters and a few bases usually lurk, sometimes behind fog of war (easily dispersed with the stylus). The Great Fox mothership sits in a corner, and Fox and whichever allies he has accrued typically deploy there at the start of a mission. By drawing routes for the little spaceships you determine where they will end up at the end of each turn, and consequently which enemies they will engage. At the end of each turn there's a little battle sequence where you take control of the characters directly and fight off aggressors in an Arwing, collecting the 'cores' of key enemies as they are defeated. Typically, an area will be absolutely packed with various foes and it will be necessary to defeat only a certain number; shooting extra ships out of the air leads to bigger scores, but a little timer at the top of the screen is always counting down, usually necessitating a quick exit from any given battlefield as opposed to a full-blown clearout.
The battle sequences are undoubtedly the highlight. A triumphant glimpse of Star Fox games past, they are deft and action-packed and the touch-based control is perfectly intuitive. The balance between the restriction of the timer and the allure of higher scores, too, is excellent, with just the right element of risk and reward to encourage you to do more than the bare minimum in battle.
Unfortunately there are only three types of battle, which over five or six hours of single-player game really isn't enough; it quickly becomes boring. You're either shooting down a certain number of enemies, blowing up a base (which is exactly the same as shooting down a certain number of enemies, except you have to fly through some beacons at the end), or tracking a missile (which is exactly the same beacon-following exercise as blowing up a base, except without the excitement of shooting things up a bit as a precursor).

Somehow, we doubt that.
For the first few missions, Star Fox Command is exciting. But you quickly come to realise that every single mission is exactly the same, and throughout the game's short duration you're doing precisely the same thing again and again and again with different surroundings and different-looking enemies. These different locations are certainly pretty and retain Lylat Wars' quirky visual style, but the landscapes are all depressingly bland; they're nothing more than arenas. You won't be flying through waterfalls and columns here, or spinning under and over asteroids, or risking a narrow passage in pursuit of a power-up, or searching for deliciously subtle alternative routes through levels. You won't be targeting enemies in the middle of a chain either, as the superb multiplier system that made Lylat Wars such a difficult game to master has been abandoned entirely; points are now based simply on kills.
All of this makes Star Fox Command a bit of a shallow experience. This isn't helped by the awful dialogue that pops up between missions. Aside from the occasional transparent in-joke about the hateful Slippy the Toad , it's completely devoid of either imagination or subtlety. Perhaps subtlety is generally too much to ask of a videogame story, but the horrible, tortured, completely superficial romance between Fox and Krystal sets new standards of arbitrariness in game dialogue and the reunion scenes between Fox and his various old squad-mates lack any sense of significance whatsoever (they're all along the lines of "Hey Fox!" "Falco, you're late!" "Yeah, sorry!" "That's OK! ROB, Set course for Corneria."). The story might as well not be there, it seems so very shallow and irrelevant; like a casting call of Star Fox characters and nothing more. Once you've completed the game once, you gain the right to follow alternative routes in the story, but you'll only be doing so to see a few new (identical) missions - the story sadly provides no incentive whatsoever.
Viewed alongside Other Games Of Its Kind, Star Fox Command isn't bad at all. The combat itself is well handled and exciting at first, although it does become repetitive, and nothing about it is particularly frustrating or deficient. Placed in the context of the Star Fox series, however, it is profoundly disappointing. It lacks Lylat Wars' balleticism, subtle difficulty curve and queer beauty, and its dialogue and plot really are extraordinarily bad. If this wasn't stamped with the Star Fox brand, though, none of that would matter nearly as much (and besides, this is at least better than Star Fox Assault). Star Fox Command is not what most of us wanted Star Fox DS to be, but it is a competent if unvaried space combat game. And if that's all you want, I don't suppose you'd find it particularly offensive.
6 / 10
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Comments (43) Latest comment 5 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Found the strategy part of the gameplay too trial and error, and the flying part not fluid enough, with enemies popping up as you get right close up to them, etc.
Don't get me wrong, it is kind of enoyable, but now I have Lego Star Wars II on the DS, this simply won't get played
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Is that even a real word?
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Jesus Christ it's not that hard to imitate Lylat wars, this sounds like the game was shoehorned into using the stylus come on Ninty you're killing one of my favourite series.
All the other series have made that nice transition to the gamecube and DS but Star Fox has gone to the crapper ever since.
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Damn I had such high hopes for this one.
/scratches off list
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Thats all I ask of a DS game really, gets an 8 in my book.
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He deserves them...
Amphibian freak...
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Oh well, for some reason I never expected it to be that great.
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In a way I can understand the reviewer's problems with the story arc (which is thin at best) but it just seems like impatience and lack of love for the stratergy/action mix which really promotes the score.
Im still sticking with my 8.
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While I have issues with the game, for a quick blast it is great, and the download play is just what a handheld dogfight should be, quick, simple and fun.
Think 6 is fair, it's a good, well made, fun game. Not a classic, but it does drag the SF game back towards space combat. I imported the US version for about £20, which is about what it worth.
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But would you have been happy if they'd developed a considered and refined sequel to Lylat Wars, retaining the excellent gameplay and narrative offered by said title?
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The nice flying controls on the touchscreen give me hope that "DS Air" will be a decent dogfighting game
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What's Lego SW II like on the DS?
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Controls aren't the issue. In fact they're quite, veyr good.
It's the lack of rails and the presence of online multiplayer that makes it diffirent from the N64 version and causes troubles.
Funny enough, it the beginning of the DS' life, it was the prospect of nothing but N64 ports (like the SNES ports that marked the early days of the GBA) that caused untold dread.
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Until we played Bomberman DS =P
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Check here:
http://ww w.eurogamer.net/forum_thread_po...
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Was hoping for something similar or better than Starfox 64 but this isn't a patch on it.
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You failed this much at making a decent StarFox game, you're bound to get it right at some point.
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This game has gotten me thinking that X-Wing and TIE Fighter could be ported over to the DS without losing much. Even the simple smooth-shaded 3D graphics would look sweet on the DS top screen, while the bottom screen could be used for analog control, ship settings, tactical maps, etc.
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Shame.
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Yeah, it was made by some of the guys that did the first Starfox game even.
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As 1up has pointed out, it has a lot of similarities to the eventually canned SNES starfox 2.
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Ah, that explains why it's not much good then. Starfox 2 sucks balls.
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And to another comment:
If there's an analogue option, or an analogue like option, why use digital anyways? Would you prefer controlling Lylat Wars with the N64's d-pad rather then the analogue stick?
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I ebay'd my DSlite and havent missed it much, at least im not missing a good starfox game
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The stylus is more precise than analog/buttons controls, giving the action quickness and freedom unlike any console shooter I've played. The strategy part is really genius as levels rarely pan out the same on repeat, playing like a simplified Advanced Wars without the grid.
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I gave it a 7.
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Not the score, but how many players can link up with a single game for instance?
And what are the restrictions?
I don't think my friends would buy it, but with a single game linking to some of them I'd be able to get a few multiplayer games going
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