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Future Tactics: The Uprising
Score: 70%
ESRB: Teen
Publisher: Crave
Developer: Zed Two
Media: CD/1
Players: 1 - 2
Genre: Miscellaneous

Graphics & Sound:
Sometimes you can hit all the little details and miss the big picture. Future Tactics: The Uprising is a prime example of doing just that. Combining some of the best elements of squad-based shooters, intense action and RPG-style character advancement, the game seems like it hit all the marks. Once you get below the surface, some of the basics like gameplay and fun seem to be forgotten.

A bold color palette and very simple designs give Future Tactics a distinctive cartoon look. This isn't a bad thing at all and gives the game an endearing quality. However, the look really doesn't work within the game because one key element is missing: personality. Most of the characters in the game feel stiff and are unappealing -- as if they're just going through the motions (so to speak) and filling roles. This results in bland, unappealing characters.

Environments don't provide much glitz either. While in urbanized areas things look interesting, especially when you throw in destructible structures. Glass shatters, walls crumble -- if you're fan of wanton destruction it is all here. This same level of interactivity, or just stuff to see, isn't present when you enter the more sparse non-urbanized environments.

Voice work is good, but seems hampered by a bad script. While not the best vocal work I've heard, the actors try to do what they can with a script (and story) that is boring. Music is fun, upbeat and doesn't get in the way of the action. You know the music is there, but it never feels like it is competing with other elements to get noticed.


Gameplay:
Sometime in the near future, Earth is invaded by aliens known as Creatures. Their reason for coming is still shrouded in mystery, as is their origin. The only thing that anyone really knows about the Creatures is that they possess regenerative powers that make combating them a futile gesture. After his father is attacked by a Creature, a young boy named Low sets out to get revenge. He soon learns that the secret to the Creature's power is a machine known as the Immortality Engine -- a machine that resurrects anything it touches. After stealing this machine, Low hooks up with a group of friends and sets out on a mission to destroy the Creatures.

The story isn't the most original of tales, but it helps set up the game's structure. At its core, Future Tactics: The Uprising is a turn-based strategy game. You move your team through various maps as you take out Creatures. During battles you are given the option to either shoot, move your character or use a special ability (once you unlock them). Strategy sometimes feels a little stilted (something I'll touch upon later), but there is still a bit of strategy to be found in the game --mostly having to do with using the game's destructible environments to your advantage. Regardless of which weapon you use, they will do massive damage to nearly everything. You can use this to your advantage by blowing holes in the ground to hide you from enemies or take out enemy cover. You can also cause rockslides which will cause a considerable amount of damage to foes. During your turn, you can also choose to rest and heal your soldiers or take cover.

Also included is a 2-Player Multiplayer mode, which is interesting and mildly enjoyable. In order to fully enjoy this mode, however, you'll have to play through and unlock various maps and battle modes.


Difficulty:
I'm a really big fan of squad-based, tactical gameplay. Part of what makes this genre so appealing to me is the amount of strategic depth that can be found. The problem with Future Tactics: The Uprising is that at times it seems to dictate exactly what tactics you should use during a battle. Maps come in two flavors: you've got your small maps and your big maps. The small maps are usually enclosed areas that don't give you much of an opportunity to duck and hide or use guile. Instead you just fire up your weapons and charge right into battle. Any squad leader will tell you this isn't the best way to do things and as a result, you will end up replaying the level numerous times. Larger maps let you avoid conflict (due to lackluster AI), but provide a boring and ultimately simple experience.

Game Mechanics:
As limiting as the actual strategy may feel at times, the control setup is still pretty good. Moving your troops around the battlefield is an odd mixture of circles. The first time your character is selected, you can freely move anywhere within a green circle. After this initial movement, you can choose to use an action, which brings up another set of blue circles that denote where you can move after the attack. While it may sound awkward (or just plain confusing), the system offers some interesting strategic elements since you have to not only figure out where you will get the best shot, but also if there's anything in the environment that you can hide behind after the attack.

Using actions is a pretty interesting mechanic in itself. Characters can use multiple weapon types, ranging from lasers to missiles. Using layers adds an interesting aspect to the option of hiding behind objects since it relies on line of sight. After selecting a weapon, two lines appear. How accurate your shot is depends on how close you can get to the intersecting point. As with most things, it sounds more difficult than it is. Using missiles brings up a sonar view which is self explanatory once you bring it up.

Even at its budget price, Future Tactics: The Uprising may still prove a little too shallow for some gamers. Although it offers some interesting aspects, the overall game still leaves much to be desired.


-Starscream, GameVortex Communications
AKA Ricky Tucker

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