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JadeDragon's reviews and playing tips: Pocket PC games

Defiance: Final Strike by Pocket PC Studios, Price: $8.95
Reviewed January 2005 by Tony Peak

In this update to the recently released Definance: Final Strike, Pocket PC Studios teamed up with Benevolent Interactive to improve the game even further. The new release is simply dubbed version 1.1, but Pocket PC Studios have brought a lot of polish to the title. As well as a better game flow, VGA device support, and updates to the latest Gapidraw, several in game tweaks have been made as well. But let's start with the game itself and I'll mention the improvements along the way.

In Defiance: Final Strike you play as a raw recruit pilot on the Alliance capital ship, the Defiance. The Alliance members, good guys united to explore and prosper, are under constant attack by the Nautilid Empire, bad guys wanting to wipe us out. The Defiance is currently on a secret deep space mission, one said to finally bring about an end to the ongoing war. So you, the newbie, typically start each mission with your orders and off you go. Missions range from the cool (dogfights in asteroid fields) to the mundane escorting of shuttle crafts, and you can be sure you'll fly dozens of typical patrol runs along the way.

The game's 60 missions give a lot of play time to the title, but unfortunately they really are surprisingly similar. You'll fight the same enemies in the same patterns on countless missions, and aside from some rare events, patrolling and escorting crafts are the main dishes. I really wanted more fights in the middle of asteroid fields, ship upgrades to let me do new things, or most importantly, some teammates. It seems quite ironic to gain the ranks of Squad Leader or Wing Commander when you've never once flown in a squad. While a few of the battles are all out affairs, most are standard "fly to point B and take on 4 bombers and 3 advance craft in the area".

Pocket PC Studios have greatly enhanced the enemy AI, and I believe it shows well. Despite the similarity of the missions, the game remains a lot of fun to play simply because the dog fights are so well done. Swooping through a squadron of enemies, tailing a few and taking them out as the rest come at you from all sides, it stays interesting time and time again. It's easy to pick up, but it can take the whole game to master. The enemy types change up enough times to keep things interesting throughout, and although you can pretty much plow your way through early on, the later battles can be quite tough.

The controls are rather straightforward, but they work very well for the title. Thrust is constantly forward, though Pocket PC Studios have added a brake button of sorts. Personally, I wish they would have added a button to cut thrusters and drift, allowing you to turn and fire while riding the momentum. (Think classic Asteroids.) A true "reverse thrust" would have been really nice as well, rather than simply slowing down momentarily.

The graphics and sound remind me a lot of the old DOS space shooters such as Solar Winds, and it was one of the things that attracted me to the title to begin with. For the most part, Defiance stays true to its form and brings back a lot of the feel from such games. It's been condensed into a more arcade form, perhaps to be better suited to the medium, but it still feels the same. The sprites are detailed and although there's not many fancy effects, things feel pretty solid overall. Pocket PC Studios have added a lot of important polish, such as damage trails, life bars, and faces to communication. The music is simple but there when it should be, and fits the theme of the game very well.

Where I think the game could have really shined is by doing away with the mission based advancement, and gaining a more free flowing story and time. Severely limiting the auto pilot hopping and adding in some exploring, random battles, AI teammates, and maybe even experience based ship upgrades and stats could have completely reformed this game. The groundwork is all there, the sprites certainly look the part, but it's simply not the path taken. Perhaps if we see a sequel a little more depth could be woven in, but as it stands Defiance: Final Strike is still a fun arcade space shooter with a great nostalgic feel to it.

 

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Playing Hints and Tips

- In the early levels, you can probably simply charge right in and get a feel for things. As you see the red triangles get brighter, begin shooting to take a few small ships out right off the bat, then zig out of the way of incoming shots.

- In the later stages, learn to circle around your enemy, then use the booster to cut a path right through the middle without getting shot. This will cause the ships to split in various directions, so tail one or two and take them out before the rest can catch up.

- If things look grim, just fly off into the distance for awhile and wait for your shields to recharge. It's annoyingly slow at times, but the enemy ships won't catch up.

- If you're on a mission to destroy some transport ships, before you don't forget after fighting off surrounding enemies. It's sometimes possible to auto-pilot after simply defeating the escort ships, thus failing the mission when you return and forcing you to do it all again.

- When protecting ships, be sure to take out the advanced fighters first. Friendly ships have incredible shield regen rates, so the lesser fighters won't pose much of a threat for short amounts of time.

- In asteroid belts, you can either simply dodge your way through or blast your way through. When fighting enemies inside a asteroid field, it's usually best to out fly the fighters and let the asteroids take care of them as they try to pursue.

 

Ratings (scale of 1 to 5):

Graphics

No real special effect thrills, but clean and detailed sprite work regardless. Little touches added like faces to communications, damage trails, shield indicators, and miscellaneous graphical updates really give a solid look and feel.

The short advertisement of Pocket PC Studios products on exit however should have been left out. Exit ad graphics are for demos, not for registered and paid products.

Sound

There’s a good variety of tracks, and most importantly the sound changes to match the current situation. The title and briefing has a track, general flying about has its own track, and even combat gets its own music. Attention to detail we don’t see often enough of the Pocket PC, though you will be hearing them again, and again, everything sounds really good.

Fun Meter

I really had a great time through all the missions, but they all felt like the same fun thing many, many times over. While the core mechanics are solid and I’m not faulting them for padding out what they have to offer (as I’ve pointed out many titles should do), even a little bit of switch up would have helped. Some AI squad mates, some more asteroid field fights, some different weapons… etc.

Addictivity

The 60 missions are going to take a quite a bit of time to play through, and you’ll probably enjoy each mission so long as you take a breather every few. There’s plenty of replayablity here, although you probably won’t remember what Mission 17 was from Campaign 2 any time soon. Regardless, it’s easy to just pick up and play.

 


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