846th played so far
Genre: Strategy
Platform: Game Boy Advance
Year of Release: 2005
Developer: Codo Technologies
Publisher: Namco
It seems like Rebelstar: Tactical Command is a clear example of a sequel in name only. While both the original Rebelstar and this game are tactical games, there isn’t a clear link in storyline or special mechanics between these two.
Obviously, with the graphics clearer in this game, it’s obvious here that in this game, we battle aliens in a set of missions – so yeah, something like X-Com without the base building.
Our Thoughts
While Rebelstar: Tactical Command did not immediately reference Rebelstar, you can tell that there’s a lineage from that to X-Com to the contemporary tactical games. The interface and gameplay is actually quite close to Final Fantasy Tactics and the like, which derives from the earlier games, and this creates its own twist on it. In part, the surprise and response mechanics are quite present, and being able to respond when another enemy spots you coming into a room becomes quite important. It ties into your remaining action points as well, so there’s a lot of planning around that. It is pretty tactical, even if frustrating when it doesn’t work well enough.
What adds to the way it feels different is that the characters gain experience between missions and you can customize how they play and advance. It’s something you sort of see in other places, but it feels like it’s bigger than the western strategy games and works well to keep you attached to your units.
Final Thoughts
I’ve had some tricky levels here, sure, and got frustrated with its surprise system, but the game itself does it well and becomes quite engaging. It presents some interesting systems and while you’ll be replaying some levels quite a lot, it stays enjoyable for the most part.