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| Let your buddy take the fire - he's indestructible. |
During your missions you will be joined by other tanks, but they also suffer
from their own set of AI quirks. First of all they always come to a complete
stop when enemies are around, even if you can’t see the enemies and they are not
shooting at you. You’ll be moseying along, your buddy will stop dead in his
tracks, and you’ll know it’s time to look for some targets. Your ally will only
move forward again once all enemies are eliminated, so once the other tanks
begin to roll you’ll know the coast is clear. Your allies will fire at the
enemy, but I can’t even tell you if they ever hit anything while I played as it
felt like I scored every kill of the war. Lucky for them they are impervious to
enemy fire – well, unless the script calls for them to die at a given time, that
is.
Needless to say, this all makes Tank Commander a pretty repetitive and
unexciting game. I don’t think I ever lost a tank, thanks to the poor aim,
invulnerable allies, and health power-ups that appear after an enemy tank is
destroyed. Perhaps as an attempt to make things more challenging the game does
not allow you to save your game mid-mission, but the only times I was forced to
replay missions from the beginning again was during one of the game’s random
lock-ups. It would have been nice if the game was kind enough to crash to the
desktop, but perhaps this feature will be added in a future patch.
I can’t really recommend this game to anyone – it’s a novel enough concept in
a setting that has produced many enjoyable shooters, but it just doesn’t deliver
much excitement. Even if you stick with the game through its relatively short
campaign, there’s no real motivation to play through it a second time.
In The End, This Game Hath Been Rated:
50%. Tanks, but no thanks.
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