Warhammer 40,000 - Squad Command: Reviews
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Game Score: 4/10
One Step Forward, Many Steps Back: A Review of Warhammer 40,000 - Squad Command.
I'm going to start off this review by saying a few things. First, I love 40K, I've played just about every army there is at least once. So, here we are with a game about that most storied of Chapters, the Ultramarines! That sounds, well, awesome. Let's be honest, Ultramarines are probably everyone's first army, because Marines are so flexible and that's the only chapter that refuses to deviate from Codex Astartes (in other words, they're the upstuck ones among the most upstuck faction in the game).
I also have always been a big fan of the first PC game based on Warhammer 40K, Space Hulk. That being said, I was... disappointed, in Warhammer 40K: Squad Command.
Yes, the graphics are there, and they are, in point of fact, impressive - for what the game is. But the change from a (mostly) hand-drawn first-person perspective, to a 3d mesh isometric view? I don't like it. I guess I'm old-fashioned, but I don't see the advantage to smaller sprite-to-screen ratio, and less surprise.
The controls handle oddly, and frankly, badly. I really just can't find much good in the game. There's no real squad tactics, no coherent knowledge of field-of-fire. Having looked a few places now, all I can say is this: the reviewers are right. So here's the deal: If you're looking for terrain ideas for a small tabletop battle, look at it a little, don't bother with too much. If you're looking for a good game experience, go to Abandonia and get yourself a copy of Space Hulk.
I'm not even going to give this a numerical review, just because I'm in that mood right now.
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