Missile Command |
Atari 2600 |
||
Review by Matt Paprocki |
Atari |
Shooter |
|
Graphics: 3 |
Sound: 3 |
Gameplay: 7 |
Overall: 7 |
You'll hear a lot of people claim older games have no depth, no strategy, and no reason to play for more than five minutes. They don't have a clue. "Missile Command" offers up so many different strategies, each person who steps up to take it on will play a different way. When you think about it, it's just one notch below chess in terms of sheer play variety.
But, can you make the call and decide which city should meet their fate? Letting only a single city survive is arguably a wise strategy, providing an easier way to keep the game going. Maybe the farthest cities should be provided with the most cover. What if a missile is barreling down onto the player controller turret? Do you keep yourself alive or risk another city experiencing a doomsday scenario? The entire experience is actually stressful, especially when the pace picks up in later levels. Translating the game from the arcade brings with it some limitations, including the deletion of two missile silos. In actuality it makes for a better game, since you only have one main base to defend instead of three. Now full concentration remains on protecting the cities, which is really what the game is about, instead of trying to cover more firing posts. It's one of those rare situations where a translation makes a change that improves the game.
Without a trackball, the game does lose more than a few turrets in the translation. But, the joystick is arguably more accurate in the end. You'll never overshoot a target, but maybe that's the way it was intended too. Regardless, "Missile Command" is brilliant in just about any form. Finding another title from this era with so many different ways to play is not an easy task and makes this one a unique title amongst a crowded market. |