Sunday, 15 January 2017

War Commander: Rogue Assault


War Commander: Rogue Assault has one of the most uninspiring icons ever. It features a boringly generic soldier with flames in the background, and the screenshots in the App Store don't particularly make it stand out much either.

Once you know that its Creative Director is Louis Castle, co-creator of Command and Conquer, then you start to see the familiar lines in those screenshots, and wonder - could this game actually be a mobile-RTS (Real-Time Strategy) that's as much of a game changer as Command and Conquer?

We spent a week playing the iOS game, and steadily rose up the ranks to control our small army of elite units, wreaking havoc in the region, and at this point, we can safely say that it's an addictive game. Whether it's a good game or not is a more complicated question to answer.

War Commander: Rogue Assault is free to download (with in-app-purchases), and it's only 123MB to begin with. Once you start the game, it checks for an Internet connection - even the single player campaign requires you to be online - and starts to download some assets. At this point, the game occupies the still not unmanageable 263.5MB right now.

Despite the relatively small size, Rogue Assault is a great looking game. You can zoom in and see the detailing on individual tanks and buildings, or zoom out until the clouds float past the screen, so you can see the entire battlefield in a single glance. It moves incredibly smoothly, and zooming in and out didn't affect the frame rate either. This is helped by the fact that individual levels don’t have a lot of elements - the game only has to render one base at a time, and a small number of units.

 The audio design is also superb - gunshots, artillery shells, and motors rumbling all sound real, and if you're playing with your headphones on, you'll marvel at the quality of the experience. In terms of production quality, Rogue Assault is definitely top-tier among mobile games.

Unfortunately, Rogue Assault is not really an RTS game - you do build up your base, but that's a slow process that takes several days and is still underway, while actual battles are over in a minute or two. The closest comparison is not Command and Conquer, but Clash of Clans. You could call it a base-defence game, but even that's a generous term.

That being said, Rogue Assault has some features that really clicked with us. For one, there's the fact that you have full control over your troops in battle. Once you begin the engagement, you can take control of an individual unit and move it around as you see fit - you can turn the AI off and manually control everything if you prefer. You can select all your troops together and guide them to targets of your choosing, instead of the default behaviour that appears to choose to attack whatever is nearest.

The level of tactical planning here is limited - different buildings can have garrisoned defenders and there are defensive structures to take out as well, but bringing all your force to bear on them one at a time lets you quickly clear out threats, and it's easy to brute-force your way through battles.

The other aspect of the game is base building, and here, the developers have decided that there are no timers in the game. Typically, for games of this genre, you would have to gather the resources to build a structure, and then start the construction, and then wait - from minutes to hours to even days, depending on the game and how far you've progressed in it.