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Schau dir unsere Richtlinien an. Keine Bewertungen mit deinen Einstellungen vorhanden. Geschrieben auf. Alongside a basic command system that either has your squad pushing forward or following politely behind you, a neat one-touch system can set your guys to plant explosives, take up a sniping position or carry out a tactical door-breach with the help of a few concussion grenades. Obviously this isn't far different from the "high-level squadtactics" blurb that accompanies clag like the Conflict games,' but here it honestly appears to work.

This is aided and abetted by some impressive Al on the part of your squad, who do neat things like ducking when they run past your line of fire, using health terminals without being prompted, running away from imminent explosions and swapping casual banter on what you're doing aqd who you're killing. The idea is to create the illusion of a being part of a crack unit, giving your squad a high enough degree of consciousness to look after themselves in a firefight always finding cover and rarely needing advice on running away when a droid army is pummelling them , while still giving you enough control to set them up in decent positions or allow some realistic teamplay.

Even when you've been blasted into a motionless pile of plastic armour you'll be relying on them to revive you - after they've slain all the badness in the vicinity that is, unless you've ordered them otherwise. The official names of your squaddies are Clone numbers 62,07 and 40, but they're better known as Scorch, Sev and Fixer - each with their own conveniently developed personalities that defy their dour kiwi origins.

Scorch blows stuff up and cracks jokes, Fixer hacks machines and plays the straight man and Sev's a ruthless psycho who's a crack-shot with a sniper rifle.

All of you have been freshly cultivated from the loins of Jango Fett, and your own development from floating tank-baby-through to the donning of your helmet is impressively covered in first-person flashbacks at the opening of the game. The action then moves on to a scene reminiscent of the start of Half-Life: Opposing Force , with your dropship flying over Geonosis, allied craft dropping like flies around you, eventually dumping you in the wreckage of the Episode II arena.

Moving on from here there are many and varied Geonosian spires to infiltrate and war rooms to fill with blaster-holes, all the while marvelling as you tend to do these days at the spectacular physics effects that send droid-parts flying and wounded Geonosians limply fluttering. Over the game's 15 missions and three major environments Geonosis, the Republic Assault Ship and Kashyyyk there's a myriad of neat touches that, once you witness them, mark out Republic Commando as a game with a twinkle in its battered visor.

Note, for example, the way that enemies kick thermal detonators back at you when they land at their feet - at which point your squad can pick them up and rechuck them should their sci-fi fuses be long enough. Note again and I apologise for referencing a wonderful game that couldn't be less of a PC title if it tried the clear nod to Metroid Prime in the helmet visor that can be alternately smashed, steamed up, rained upon or gooped -and then wiped clean by an unobtrusive Star Wars laser-wjqdscreen-wiper.

It's these little touches that show that Republic Commando is distancing itself from the conveyer-belt franchise releases that LucasArts has become synonymous with in recent times. There honestly appears to be some senous love going into this game, and not simply the blatant dollar-spipning of yore. If you've fallen out your long-running Star Wars romance through the prequels, then, for this game at least, you should unlearn what you have learned.

Of henwise you could be missing out. There's No shortage of squadbased shooters on the market, but to date, most of them have followed a very strict template. As a result, they've all started to become indistinguishable, and often rather dull. Republic Commando, the first ever squad-based Star Wars shooter, should change all that. It's a military-style affair with a four-man squad and a host of tactical options, but the sci-fi setting gives it an unusual amount of freedom, and the developers have taken full advantage of this.

Crucially, they've reinvented the way you give orders to your squad-mates, introducing an elegant one-touch system that, while far from realistic, is both fast and intuitive. Now, instead of wrangling with waypoints and command menus, you use a single 'use' key to perform a squad manoeuvre. Simply click on a world object, such as a door, a wall or a computer terminal, and you'll see a ghostimage of a squad mate or mates performing a context-sensitive operation. Press F to confirm, and your squad will do that action, whether it's taking up a sniping post, hacking a computer or performing a coordinated door breach.

More general commands like 'search and destroy' or 'secure area' are handled with the function keys, which, in conjunction with highly autonomous squad Al, give you all the tools you need to effectively police the republic. With the additional benefits of Unreal-powered graphics and a raft of uniquely Star Wars scenarios, Republic Commando could be the freshest and most exciting squad-based shooter in years. Better Reload Gordon! I'm with you Gordon! Yes, well come along then.

Excuse me, do you mind if I just squeeze past? Thanks, yes these stairs are rather narrow. Better reload Gordon! Barney Calhoun where are you going? What did I say about wandering away from the group? There are combine laser-trip mines all over this level, what would I tell your parents? No Barney! Not over there - aggrh! Sorry Gordon. I'll get out of your way.

Squad mechanics are a tricky business, that's for sure. Even the mightiest of heavyweights like Half-Life 2 in my miserable opinion at least came unstuck more than a few times in its otherwise stellar closing chapters. In fact, it's hard to think of a recent shooter of the mindless fun' variety so not including the SWATs and Flashpoints of this world that manages to come even close to creating the illusion that your squad are real people, or even invented people who can be given an ounce of trust or responsibility.

Republic Commando however, for its several sins, comes closer than any other mindless' squad shooter to creating a believable, cohesive and character-enfused unit for you to order about. At times it may be a basic jaunt, and a game whose Xbox leanings are more than apparent, but in terms of squad dynamics it pretty much pisses all over its peers in the dumbed-down tactics brigade' - most notably Medal Of Honor: Pacific Assault and the mysteriously popular Conflict series.

What's more, it's also a Star Wars game, and a Nu-Star Wars game at that, thereby officially making it the greatest Episode l-lll gaming release ever - an achievement much akin to winning a football match in which the opposing team are all drunk and blind, or are the Milton Keynes Dons. There are three campaigns: bug-battering on Geonosis; a series of missions that see you dealing with an unhealthy situation in which some juvenile delinquent Trandoshans have found a Republic Assault Ship with the keys in the ignition; and a prolonged stay on the wookiee homeworid of Kashyyyk, fighting against the combined Separatist forces laughing it up alongside some absolutely goliath fuzzballs.

You and your squad have all developed personalities that belie your common genetic heritage -although the key differences still remain in either how much they enjoy killing a little or a lot , along with their favoured means of dispatch for troublemakers, whether through sniping, heavy weapons or general shootage.

For reasons unknown, you're the only one with Temeura Morrison's gravelly voice. Your fellow clones, meanwhile, are known by both serial code and nickname, and it soon becomes apparent that 07 Sev , 40 Fixer and 62 Scorch are pleasant and clever enough to give the game some momentum, even in its lowest ebbs. Basic as they are, until you work out the squad dynamics Republic Commando never really comes into its own; and unfortunately, the training mission based in the Episode II arena is decidedly skimpy in explaining the exact wheres' and hows' of what's pretty much the game's most important feature.

General commands for your squad are delivered via the first four function keys and, unlike in Pacific Assault, when you order your clones to get in line, push forward or secure a certain area you genuinely see your will put into motion.

The intelligence on show isn't too bad either. For some reason though, my lot could hardly ever get to grips with the notion that gun turrets aren't necessarily the best things to stand next to. However apart from this, scripted nudges and squad Al are enough to have your men taking cover, healing themselves and moving in formation to a reasonably self-sufficient extent.

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