If you’ve been playing strategy games for some time, you probably remember
X-COM: UFO Defense. It was a turn-based tactical strategy game that put you in
charge of Earth’s defenses against invading aliens. It was the first game of its
kind and provided challenging gameplay, so it was a hit with strategy gamers at
the time and planted itself in their memories. The team responsible for that
game has now returned years later to bring us Laser Squad Nemesis, another
turn-based, tactical strategy game. However, not a lot has changed for the team
over the years and Nemesis is not a modern reworking of X-COM, but rather a game
inspired by X-COM’s battle component. Nemesis features an improved interface
over its predecessor, but the graphics, presentation, and overall gameplay are
decidedly old fashioned.
 |
| Marines on the attack. |
Nemesis features four different races to battle each other. The Marines are
the human faction and feature battle armor clad warriors armed with laser
weapons. The Greys are the alien race of human abducting and probing fame and
bring powers of mind control to the battlefield. The Machina are robotic
machines that can pack a powerful offensive punch. Lastly, the Spawn are
swarming insectoids ala StarCraft’s Zerg. The races are well-balanced and each
lends itself to a different strategy and style of play.
The game’s single player component features a campaign for each, but these
are essentially a series of missions introduced by a paragraph or two of text to
provide a minimalist story. Each mission opens with a deployment phase in which
you spend points from your allotted total to purchase units and place them
within your starting area on the map. Of course more powerful units cost more
points and so you’ll need to make a quality versus quantity decision during
deployment. The decision isn’t too hard to make, though, as each side only has
six different unit types available. There is no research in the game and so no
tech tree, so what you see at the beginning of the first mission is what you’ll
get before every mission.
Once your units are deployed the mission begins. Play is turn-based, but the
action is carried out in real time. This accomplished by dividing your turn into
orders and execution phases. During the orders phase you can give any or all of
your units their orders for the upcoming execution phase. This can be any
combination of movement and fire orders as well as setting orders of engagement
to do things like take all opportunities to fire at the enemy or to run if an
enemy is encountered. The execution phase will take place over 10 seconds of
real time, so the number of orders that you can issue depends on what the unit
can carry out subject to this time constraint.
Page 2 of 2 »