Rebelstar: Tactical Command (GBA)
- September 13th, 2005
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Well, there’s a thing.
I’m sure anyone who’s had an interest even slightly deeper than the most casual gamer will know the name Julian Gollop. There’s a good chance you’ll know he has a brother and together they’re produced some of the very finest turn-based tactical science fiction games in the history of videogaming. Here’s some buzz-titles: X-com, rebelstar, laser squad nemesis, chaos.
Now that you’ve had a chance to plug those names into google, you’ll no doubt be dribbling at the mouth at the thought of such a title on the humble Gameboy Advance. And quite rightly so, because it’s the perfect medium. The digital controllers feel a little clunky so far, but then it’s completely tilebased so smooth analogue motion really isn’t required. Graphically, it’s not a grenades throw from Final Fantasy Tactics Advance. In terms of stats, there should be plenty to keep you occupied, with each character having multiple attributes. There are also a few specialisation to spend your hard earned experience points on.
So far, I’m on mission five. This is still a tutorial mission, but the tutorials are essential to complete, even if only to remind yourself of how the action points system works and how to keep a track of who has initiative and who doesn’t
It’s complex, it’s fiddly, it’s ACE. As I haven’t launched into the game proper, yet, I can’t really comment on the AI but the Gollop boys aren’t known for giving us gamers an easy time.


