While it could be argued that I’m some kind of PC gamer at heart and no less than three screens grace my computer’s desk, the truth is that I have always loved handhelds. Since that fateful day I got Nintendo’s gift to gaming in color form, I was hooked. Being able to play anywhere was a revelation and the pick and play focus perfectly completemented the heavyweight PC games I played back then.
But…what if we could have the best of both worlds?

The cover doesn't count
Rebelstar may not ring too many bells nowadays but it’s a series of impressive pedigree. With three different games released for Spectrum computers back in the 80s, it was the first steping stone in the career of Julian Gollop, the British designer who created in 1994 the PC classic XCOM: UFO Defense.
Rebelstar: Tactical Command is a tactical RPG game developed by the same team as XCOM that reinvents the Rebelstar series but isn’t a remake or sequel of it, having it’s own storyline but shared gameplay mechanics.
The game opens with a quite grim picture: A race of aliens named Arelians have enslaved the Earth with the help of their primitive, by strong, allies, the Zorg. Every human is forcefully implanted a control chip at birth, allowing the aliens to instantly locate them anywhere, anytime. And, when a human turns 30, the aliens take him away, never to be seen again.
However, not all is lost. Thanks to a high psionic resistance or surgery, some humans are capable of rejecting the implanted control chip and flee where they will never be found. hidden somewhere in what used to be Mexico, a number of those humans have gathered in resistence to defeat the invading alines once and for all. You, as the player, must lead them into victory along 20 duifferent battles, from the humble beginnings of the squad to the final attack ont he alien’s mothership.
In the end, while it may be a good premise, the plot is soon dragged down by bland writting that could very well fit into the most generic JRPG. A spiky-haired protagonist, a love interest that is kidnapped, the rival guy, the geeky science guy, and a heavy weapons guy that isn’t Russian and doesn’t like Sandviches. We have all seen this before and there’s even an alien that haunts the protagonist’s dreams to tell him about how he is the Chosen One.
Fortunatedly, even if the narrative falls flat, the combat system is really interesting. Like it’s predecesors, the root of the mechanics are “action points”. Each character has a determined number of AP per turn that are used to move, fire different kinds of shots or just actions in general.
As long as you have enough points, you can do actions in any order you want. you can duck out of cover, shoot and go back in again. You can throw a medikit to a teammate or you can decide it’s the best time to reload. It’s great and really makes the game feel tactical, unlike other tactical RPGs that feel more like a puzzle.
This strategic feel is also achieved thanks to a smart overwatch system. With enough points to spare, a unit can station himself in position and prepare itself to attack enemies that cross it’s line of sight. It’s very fun to advance your troops so they cover each other blind spots and the game let’s you do it in such a way that would make seasoned SWAT members proud.
While you have to beat some pretty boring missions first, soon you are granted access to the armory, where you can choose who to deploy and which weapons to use. It’s tempting at first to load each character with two backup rifles and enough explosives to level the entire map, weight is a major concern, as the more items you carry, the less action points you have per turn.
Even tough this kind of favours specialization and working as a team so a single guy doesn’t have to carry all the rockets himself, weapons aren’t too balanced and rifles and other automatic weapons overshadow everything else.
This is compounded by the flaws in the skill system. Each time a character levels up, you are given points to spend on different skills like “Rifle handling” or “Medicine”. This looks fine and even cool but the game severly limits how many points you can put on each skill, making most tactics waste points. If you are going to be forced into using “stealth”, the best option becomes giving everyone a rifle, not a noisy minigun.
While a careful level design would greatly help weapon balance, here it actually worsens it. You will spend most of the time shooting at aliens stationed behind windows, which is one of the most boring things imaginable. You can’t get close, since the moment you cross their line of sight they murder you with a volley of bullets. You can’t throw a grenade because they bounce back for some unexplained reason. And you can’t tear down the wall because it’s indestructible. The design forces the player to slooooowly snipe from far away, relying on superior accurancy to advance.
Some instances of the level designs are really frustrating. One map has an U-shaped building with only a destructible wall in the middle. There are dozens of windows with enemies behind them, waiting for you to cross. If you get too close, you take too much damage but if you try to pick them from afar, it’s probably you end missing a shot and the wounded enemy manages to escape. Which wouldn’t be so bad if they couldn’t come back later when you are trying to make a brech into the wall.
After an hour of sniping and careful movement you can finally destroy the wall, only to find an incredibly powerful monster there. It one-shots your guys and probably one or more of them can’t escape. And, if you are not killed by it, chances you are stuck because your shots can’t penetrate it’s armor and nobody told you to pack a dozen grenades for the mission.
To be fair, the game allows you to save once during any given battle and to restart the level from scracth so getting stuck is impossible. It makes for a good portable experience as you can turn the game off without losing your progress.
Graphically, the game doesn’t look bad for GBA standards but the art direction is a let down. There’s not much detail nor interesting sprite art and the scenery is non-descript. It’s easy to recognize what weapon each character is using but it’s just that, workable, tidy, functional…There’s no live to it and doesn’t add anything more to the game than just basic interface.
Those who had high hopes for a grim soundtrack with very few musical cues in the vein of XCOM will be dissapointed to find that Rebelstar’s music is bad as the level design. It’s so bland I have troubles remembering it right now and some people may even find it quite annoying. Fortunatedly, it can be turned off in the menu and it actually helps the performance of the game.
While the single player campaing is the heart of the game, there’s also a skirmish mode to unlock and a hot-seat multiplayer option. The maps and characters are directly lifted from the campaign mode and the overall experience is quite dissapointing because of it.
Those who can look beyond the deficiencies in level design and overall polish will greatly enjoy a marvelous combat system and will have a lot of fun for the roughly 20 hours the game lasts. The cartridge itself easy to find and a quick search on the usual corners of internet like ebay, shows that the game can be had sealed or complete in box for as little as four dollars.
In the end, those looking for an experience similar to XCOM battlescape mode are going to be more dissapointed. Rebelstar isn’t bad game but it can’t stand against his big brother or other GBA games like Fire Emblem and Final Fantasy Tactics, making it a niche option for those looking for a new game to play.
I give this game a C score.
Audience limitations: The combat system is the reason to play this game, those who don’t find it particularly interesting won’t find enjoyment in this game.
Erik Twice