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Robotech: Invasion

Score: 60%
ESRB: Teen
Publisher: Global Star Software
Developer: Vicious Cycle
Media: DVD/1
Players: 1 - 8
Genre: First Person Shooter/ Action

Graphics & Sound:

Robotech: Invasion once again takes gamers back into the Robotech universe, only this time it trades in the ultra-sleek Veritech VF fighters for the still kind of cool Veritech Cyclones.

While Invasion will never be confused for one of the best looking games on the Xbox, it still looks pretty tight and manages to pull off a nice sense of action... almost. There’s really nothing new to see here, and in many ways, the game feels like a step backwards instead of a leap forward. On the plus side of the column, animations are great -- especially the transformations between motorcycle and armor modes on the Cyclone. But beyond that, there’s really nothing of note. Environments are blocky and feel very confined. There’s very little to draw players into the action, so even if you could explore a little more, there’s really no compelling reason to do it in the first place. Another plus to the game is that characters are pretty well animated. And while they do share some resemblance to what was found in the series, it’s an awkward match at best. Ever since Robotech: Battlecry, the series just seems like a more comfortable fit when cel-shaded (although I curse the overuse of the technique).

The sound department is a little better off than the graphics, but put a big emphasis on little. Sound effects do their job, but feel a little generic at times. Voice acting falls victim to the common blunder of this generation -- it just sounds terrible. I’ve heard worse, but it’s still pretty painful to listen to some story sequences. Music is hands down the best element of the entire package, and features a handful of tunes from the original series with an even blend of some new, juiced-up tracks to keep things fresh.


Gameplay:

I vaguely remember the “New Generation” timeline that Robotech: Invasion is set in. Other than the Cyclones, the only thing I can really recall about the series is a few members of the motley crew entrusted with trying to hold back the Invid invasion. One is the big guy who was kind of a big wuss and never really wanted to fight (making you wonder why he joined the military in the first place). The other is the androgynous cross-dressing character who would dress like a female singer in order to sneak into towns. There was also a really, really annoying little girl. Unfortunately, these characters (whom I’m sure would make for interesting companions in a game) don’t play a big role in Invasion’s plot. Instead, the game focuses on a new, yet not as interesting, main character -- Locke.

After waking up from a four-year coma, Locke has no memory of his previous life, and no one seems to know anything about him other than he just magically fell from the sky one day. Oh... did I also mention that Locke hears voices in his head? The story is decent, but features a few overused clichés and a plot twist that anyone can see coming from miles away.

It’s pretty easy to see where the developers were trying to go with Invasion, but the road to that point is filled with potholes and lazy street workers. The concept sounds pretty cool from the start -- a first-person shooter in which you can, at any time, switch into a motorcycle and zoom around giant mechs. This is how things work in concept anyway; in practice, it’s a completely different feel.

As previously touched upon, the entire game feels a little too confined at times, and nearly forces you to stay in one of the two modes during certain parts. There are areas in the game where you’re not allowed to convert into motorcycle mode, reducing the game to a run-of-the-mill FPS. The game isn’t coy about signaling which modes you’ll have to use in each area. If it’s an open field, you can bet a week’s pay that you’ll have to put wheels to the ground. I can fully understand that the developers probably have good reasons for making players conform to certain modes, but at the same time, it’s a cheap stunt to give players a really cool power and not let them use it however they want.

Robotech: Invasion also features online play over Xbox Live. There is very little to the online modes, and the match types are pretty standard stuff for this type of game. The more interesting of the modes is Protocapture, where teams try to capture and control Protoculture generators scattered across the map. The online modes help to extend the game’s life just a little more, but the servers never seemed to be jumping with activity when I would try them out, so there’s no telling how long that extra life might last. Still, if you’re ardent about finding a game online, it shouldn’t be too hard.


Difficulty:

Robotech: Invasion is a pretty easy game. The biggest challenges anyone will face here are trying to get hold of the control system, which is very sloppy and doesn’t handle that entirely well. Mission layouts are basic and follow the now routine “Go from Point A to Point B” layout. There’s very little challenge in trying to figure out how to get around areas. This is an area where the concept behind Invasion really doesn’t work well since I’m sure there would have been some really tricked out ways to incorporate both modes in a nasty little level or two.

Enemy A.I. is easily confused and downright stupid at times. The “challenge” when taking on Invids is that you’re trying to hit them in the eye, while avoiding their firepower at the same time. What sounds like a tough task is pretty easy since the Invids are easily distracted. There’s never any feeling that you’re being threatened by something that should, in all realities, utterly destroy you.


Game Mechanics:

Two play types means two different control sets -- one good, one bad. You’ll just have to deal with them both to make it anywhere in the game. When in armor mode, which takes you into a FPS mode, the controls are rather responsive. The set-up takes a few cues from Halo, but throws in a pretty neat little targeting system that helps to give the game a slightly faster edge than most FPSs. When the camera focuses on something, it locks in place and tracks the target. This gives you free roam to try and pinpoint specific areas of a troop. The downside to the whole system is that it only works on Protoculture power troops, which means you can’t target everything in this manner, so there are times when you’ll have to rely on your FPS aiming skills.

When in motorcycle mode you get the bonus of speed, but that’s about it. Motorcycle controls are way too loose and never feel right. It’s fully possible to get them to where they are at least manageable, but once you hit a curb or any rough terrain the bike literally flips out of control. Although it’s a cool option, there’s really no reason to go into motorcycle mode except for the added speed. The missiles, which attempt to mimic Robotech’s trademark multi-missile technique, do little damage and rarely hit their intended target.

Robotech: Invasion is one of those games that will only speak to real fans of the series. The concept is definitely a cool one, but it doesn’t work out in practice and makes the game feel a little too below average to be of much fun.


-Starscream, GameVortex Communications
AKA Ricky Tucker

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