Written by Foxhound, 2012-10-02 09:24
Here is a review of the Carrier Command: Gaea mission PC version by Harry Hughes from pc.mmgn.com.
My anxieties were strengthened immediately upon entering the campaign, where the story kicks off with a few sequences of FPS action. After completing just a few objectives, however, the game made a sudden transition into a more strategy-based style of play. Perhaps the abruptness of this change is what forced me into a state of immense worry.
From here, thankfully, everything began to shift into place nicely. The RTS elements were gradually eased into the experience and soon, an incredible action/strategy hybrid came alive!
The game is both accessible and versatile: those new to the RTS genre can take control of their vehicles and learn the ropes before returning to the commander’s chair, or continue to control each individual unit. This opens up a range of different playing styles and possibilities, and might just redefine strategy gaming just as the original Carrier Command did so many years ago.
Having pinpointed the accessibility of this game as a huge positive, however, I feel obligated to report that a huge level of depth can be found with just a little experimentation with each unit and their different abilities. As such, while seasoned real time strategists may initially be disappointed with what Gaea Mission has to offer, playing through the campaign in its entirety will allow players to uncover a tactical game capable of competing with just about anything on the market.
For all the things this game does well, however, there is one big gaping hole in the experience which will frustrate players and leave a sour taste in their mouths: the path-finding of ground-based vehicles. While the complexities of pathfinding on three-dimensional terrain probably can’t be overstated, there’s no real excuse for AI-controlled units to be circling around as they struggle to comprehend their surroundings, let alone get from point A to point B.