Interviews

Turn-Based Anxiety?  “Rebelstar: Tactical Command” Has the Cure

by Louis Bedigian

 

“Rebelstar is much more focused on the characters and their development.” 

 

Game Boy Advance and a turn-based strategy game.  The two seem harmless when separate.  They seem like a fun package when combined.  In truth they are as dangerous to our health as any addiction.  I should know.  I’m a recovering Fire Emblem-aholic.  I’ve been clean for three months and I couldn’t be prouder.

 

I won’t be clean for long though.  I know it’s only a matter of time before I fall off the wagon (but this time I really hope I don’t hit my head.  That bruise lasted for a month!).  Codo Technologies, the development studio behind X-Com and Laser Squad, have completed work on their anticipated Game Boy Advance project, Rebelstar: Tactical Command

 

 

 

Launching in September, Rebelstar is packed with over 20 hours of turn-based strategy goodness.  Lead Designer Julian Gollop expects that some gamers will take 40 hours to complete the game.  That’s a scary thought for someone like myself who, with just the slightest temptation, could end up spending another month in gaming rehab.

 

Julian was on hand to talk about the game during a recent conference call.

 

Challenge is Everything

 

To gamers a great challenge means having to complete objectives that are difficult, not frustrating.  To game developers it has a whole other meaning.  Rebelstar: Tactical Command is the tenth strategy game Codo Technologies has made, and the fifth title for Game Boy Advance.  To Julian Gollop the biggest challenge was bringing the experience gained on the PC to the Game Boy Advance without leaving their GBA experiences behind.  He and his team wanted to create a game that was much more involved than the typical handheld title.  Although technical limitations made it impossible to do everything, in the end they focused on only the most important elements.  What will make the game the best it can possibly be?  What will make it the most fun?  Their answer is the game we have today. 

 

 

 

Growth Spurt

 

One of the things that Julian discovered in trying to answer his own questions was that a good story can go a long way.  Rebelstar puts a huge emphasis on character development, both with their strength, their ability to fight, and the story that’s told throughout each mission.  Every gamer knows what experience points are, which is why the developers chose to use them to measure a character’s worth as opposed to some new, unfamiliar feature.  Players gain experience not only by attacking but by performing medical skills as well.  What starts out as a one-man army quickly becomes a large battle with several lives on the line.  Plot twists are bound to be a part of the experience, though Julian wouldn’t divulge any details.  We’ll have to uncover those ourselves.

 

That’s a Wrap!

 

Julian Gollop wasted no time in getting to the Q&A portion of the conference.

 

How does the Hotseat Multiplayer mode work?  How do you team up with another layer – in a Game Boy Advance title no less – to finish the game?

 

Julian Gollop: Hotseat Multiplayer mode is essentially a two-player game in which each player gets the chance to set up and equip his squad.  The first player who initiates the game will choose a map, then choose his race and the size of the squad.  It’s quite simple to set up, and because it’s a turn-based game it works reasonably straightforwardly. 

 

 


I love turn-based strategy games, especially Advance Wars.  Are there any particular strategy games you'd compare Rebelstar to?  Or is it a game all its own?

 

JG: On the GBA I would compare it to Fire Emblem, but the actual tactical combat system is quite different.  It’s more like some of the PC games I’ve done in the past.  Fire Emblem is certainly the closest game I can think of, and Advance Wars in some ways with its tactical system.  But Rebelstar is much more focused on the characters and their development.


How long does each turn last?
 

JG: That depends largely on the complexity of the situation and the characters you control.  Initial battles are quite quick when there are only three characters.  You could probably complete it in 30 seconds to a minute and a half.  If you have to think about something, especially during the parts of the game that are bit more full, then you have to take a bit more time to consider your options.  Your opponent is fairly quick at making decisions, so it really depends on how long the player wishes to take.

 

This is a sci-fi strategy game – what kinds of units will we be able to use in combat?  Are there any units designated for unit healing or repair?

JG: For the Campaign mode the player has the rebel characters.  These include a variety of human characters and training robots, some of which are available for battle.  In the multiplayer mode, players can actually take control of some of the aliens.  We have big, strong beasts; bug-like creatures; and giant dinosaur-type creatures. 

 

 

 

How does the game play out?  Do we have a map with all enemy units visible – we guide our own units to the enemy we wish to attack, and then the battle begins?  Or does Rebelstar use another method?

 

JG: It doesn’t have all the enemies visible, no.  The enemy can use cover and ambush techniques, but the player can use grenades to clear areas that are not visible.  A lot of the tension and excitement in the game comes from figuring out where the enemies are.  You can’t be absolutely sure when you enter a new area if there is an enemy that might be trying to ambush you or not.

 

Do you get more points or inflict more damage by attacking first or by striking from a different angle?

 

JG: No you don’t.  The amount of damage depends upon whether or not you actually manage to hit with the particular weapon.  That has a number of factors which are more complex.  The accuracy of a particular weapon is a very critical factor.  It depends on the character’s skill level.  The distance has a big impact – the closer you are the more likely you are to hit.  The amount of cover the enemy unit is also a big factor, or if the enemy is smaller it’s more difficult to hit.  Once you manage to hit with a particular weapon the only other factor that comes into play is the character’s skill level for a particular weapon.  The close weapons have a higher skill level for damage than the range weapons.

 

You mentioned before that characters can use different weapons.  How do you acquire them?

 

JG: Initially in the first few missions, each character is given or equipped with a particular weapon.  But it is possible to find weapons on the map, or you can actually pick up weapons from enemy characters.  Later in the game when you get to equip each character before each weapon, you get an armory.  This is added due to various story elements.  It’s possible to pick up anything from an enemy character and use it in the next mission, or you can put it back in the armory.  Some equipment is a bit rare, other is plentiful.  Some of the ammunition you might find [difficult to carry] is the grenades.  Other heavy ammunition might be the rockets.  And then later on in the game the player acquires more powerful technology and power-ups. 

 

 

 

Are any of these weapons exclusive to a specific character, or can all characters use the same weapons?

 

JG: All characters can use all the weapons, but not all of them may be able to use all weapons very effectively.  Be in mind of the limitations of each character.  The lighter characters cannot carry a lot of equipment.  The stronger a character is, the more equipment he can carry.  So there is a bit of a trade-off there.  To be really effective the character needs to consider which weapons are most effective for each character: rifles, handguns, heavy weapons, etc.

 

You said before that you could use grenades to destroy terrain…

 

JG: Yes.  Grenades are quite useful for destroying terrain.  It reduces the amount of enemy cover.  You also have smoke grenades which can be used to avoid being attacked by the enemy.

 

Does the terrain have an energy meter like in Fire Emblem?

 

JG: Each piece of terrain has a strength value.  Grenades, when they explode, basically if the strength is greater than the strength of the terrain value, it’s destroyed.  There is a slightly more sophisticated factor involved: the material types of the terrain.  If it’s wood, natural or vegetation.  That will affect the damage.

 

Thanks to everyone at Namco, Codo Technologies and Kohnke Communications for having a wonderful conference call.



For More Product Information
Rebelstar Tactical Command (GBA)