Commando |
NES |
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Review by Matt Paprocki |
Capcom |
Shoot'em-up |
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Graphics: 6 |
Sound: 5 |
Gameplay: 7 |
Overall: 6.5 |
Is it just me, or is Capcom one of the few gaming companies
in the world who have put out high-quality games ever since their
inception? From the old school (Rescue Rangers, Mega Man) to
the games of today (Street Fighter, Resident Evil), they
have always been consistent. Capcom's take on the one-man killing machine
genre may not be anything spectacular, but Commando does
manage to give players enough thrills throughout the game to keep most
people involved.
It's happened hundreds of times in our daily gaming lives. Some psycho in 20XX has decided to conquer the world and only one person (this person just happens to be you) is man enough to get the job done. You got a trusty automatic machine gun with an infinite amount of ammo and a couple of grenades latched onto your belt as you first drop into enemy territory. Along the way, hostages can be found trapped in the middle of the battlefield and will supply player with points, earning valuable extra lives in the process.
For those of use not up on our video game vocabulary, this is a great game to get you started. Flicker and slowdown are apparent throughout the game making some enemies appear out of thin air. The graphics are crude, but get the job done. Animation is limited, but this obviously lets the game throw countless enemies at the player with only a few of the above mentioned issues. Along with the graphics, the sounds prove to be simply adequate with little standing out. Things blow up, the music is the standard Rambo-style theme, and the grenades have that Looney Tunes kind of falling sound to them.
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