It was Longfellow that said, "...into each life some rain must fall," which sums up the feeling I had after playing
R-Type Command. I didn't realize how much the glut of really good strategy and tactical titles for PSP recently had spoiled me, until fooling around with this game for a while. It isn't that the
R-Type Command world is painted in dull colors or poorly imagined. The design elements of the game's ships, backgrounds, and cut-scene animations are actually real stand-outs. The designers did a nice job imagining what a classic shooter might look like if translated to tactical, field-of-battle perspective. What's missing is a lot of human character, the piece that makes titles like
Jean D'Arc and
Final Fantasy Tactics so compelling. There was a seriously missed opportunity when this game was conceived and some real human interest wasn't injected. Watching ships position themselves throughout the battlefield is good space-theater, but it wears off after a few battles. The writers did come up with a storyline that plays out through
R-Type Command, but it never hits you in a visceral way.
Visual and audio touches are nicely done, with cut-scenes occurring between turns as you move, attack, and defend. These little movies attempt to help you envision the action and excitement of two armadas attacking in deep space. It would have been more effective if the scenes varied a bit; you'll enjoy watching the same little five-second movie only a few times before you start skipping it. The music is dramatic... maybe a bit overwrought? The whole package includes unlockable image content and movies you view during the course of the game. This stuff caters to the die-hard fans, but I wonder how many of the Shooter fans will truly respond to R-Type Command? It feels to me, as a tactical gaming and RTS fan, like this is too much of a pastiche. It looks like a bit of a stew, in terms of the interface. Heavy on menus and low on action or humanity, R-Type Command comes across a little bit cold.