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COMMANDERS: ATTACK OF THE GENO’S
We review Commanders: Attack of the Geno’s for Xbox Live Arcade.

Posted by wyndorf666 on Feb 24, 2008 10:10 (Feb 24, 2008 10:10)

For years people have craved a console version of Advance Wars, appetites where wetted with the announcement of what later on became, Battalion Wars. Although it was still a good game, it didn’t quite turn out how many people had hoped. Leap forward a few years and the DS still grips hold of Advance Wars with both hands, so imagine my surprise at seeing Commanders on the Xbox LIVE Arcade. Whilst it’s obviously not Advance Wars, it does offer just about enough to entertain one’s craving for Advance Wars on a big telly.

Commanders: Attack of the Geno’s is a turn based strategy game where the common objective is to get from point A to point B whilst destroying enemy vehicles along the way. It’s of course not really as straight forward as that, as you’ll need to secure oil wells and power stations on route, so you can earn money to buy back ups to replace units you’ve lost and/or to make your convoy stronger. The action takes place on a variety of different maps, but all movement is grid based. Each map is divided up into hundreds of squares and said movements and attacks are restricted to the type of vehicles you have in your possession. Adding to this, how far you can travel also depends on what surface you’re travelling on. Whilst you can move further on roads, you’re primed and ready for the taking, in the relative open. Take an off-road route and you won’t be able to move as far, but the rough terrain does offer more cover.



You’ll always begin a level armed with a Commander. Commanders offer something regular vehicles don’t; a power move. You’ll only be dealt one commander to begin with, but advancing through the single player campaign will unlock more. You’re still only allowed to choose one commander before each level begins. As I’ve said the commanders have a special attack which can sometimes be a blessing, whether it’s extra fire power or the ability to sabotage any nearby enemies, each power is different and making the correct choice at the beginning of a level, even though you don’t know what’s coming, can be a god send - but it’s not essential. Backing up your commander you have all manner of machines. Not all machines are unlocked for a start, but all become available as you progress. Some are even level specific, one such vehicle is the radar. The radar has no attack and is very weak, but it can spot hidden landmines.

Although Commanders is turn based, striking an enemy will nearly always result in it retaliating simultaneously. If you’re low on health and you know you don’t have the power to completely take the enemy out, then it’s wise to use your turn on finding cover. When searching for cover though, it’s wise to keep in mind that hidden in the black fog could be an ambush just waiting to strike. Having a commander near by clears your vision and dismisses the fog which is where strategy is all important. Every vehicle has it’s use, but all of them have weak spots to be exploited and protected.

The visual style could lead one to believe it’s not as strategic as it first made out, but don’t be mistaken, it is very strategic and does get pretty tough. You’ll need patience and hours can pass just clearing two or three levels. Whilst the visuals are in no way complex, they do couple well with the action and the 40’s inspired soundtrack. Everything is clear and crisp and the explosions look nice, even if they are all the same. The story is played out using stills of the in charge commanders, with their spoken words represented in text form via speech bubbles. For someone like me, who doesn’t rate recorded narratives, this is good. The script is also pretty witty and although I never fell of my chair laughing, the odd snigger did emerge from the depths of my voice box.

The campaign mode will eat up a lot of time, and even more if you play through on the advanced setting. Joining campaign are some battle maps. Battle maps are basically a chance to play the online modes - offline, against the cpu. There’s also local multiplayer for up to four people and an extensive 2 player online mode. There are a wealth of options when playing online, be it a simple wipe out the other team, to capturing the more bases. You also get to set a timer and turn fog on or off. Literally everything can be adapted when setting up a game and although you don’t get the simple but humorous story, it’s a lot of fun.

Most turn based games only really cater for a niche market, and whilst Commander sticks to the standard formula, it is friendly enough for the non-hardcore to pick up and play, whilst still offering a challenge to those with more of a turn based fetish. Simple to pick up and play, but a lot of thinking is required during the latter half. Certainly worth a try.

 Our Rating for Commanders: Attack of the Geno’s
6.5
Story
Quirky, light-hearted and occasionally very funny. Told simply and effectively.
8.0
Lastability
There’s a good deal here for your 800 points. It’s not the type of game you can whiz through in one sitting. The online aspects are very good with stacks of options.
7.0
Playability
Very good. Far less complex than it looks to control, but can get very tough for people like me - with less expertise in strategy games.
6.0
Originality
It’s an original release for the Arcade, which automatically gets it bonus points. It does follow the standard turn-based formula, but is very user friendly.
6.5
Graphics
Simple but effective. Clean, clear and crisp. The animation is great.
6.5
Sound
40’s/50’s inspired music fits remarkably well.
7.0
Overall
I whole heartedly recommend Commanders to anyone who has even the tiniest inkling that they might enjoy it - from just looking at screen shots. Have a go on the trial for sure. Great fun.
Interaction
Rating:
0.0
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