Ultimate Space Commando

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Summary

USC is a turn-based, top-down view tactics game in which you control the crew of a stranded recon vessel in a "first contact war" for survival, featuring a detailed combat system with RPG elements, fully interactive randomized maps, unique weapons and gadgets, crafting, and custom multiplayer modes.


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Ultimate Space Commando Reviews & Ratings

60
Review by iseeall [user]
February 21, 2018

A Jagged Alliance/XCom-style tactical turn-based strategy game which requires a lot of patience to fight thru the cumbersome textA Jagged Alliance/XCom-style tactical turn-based strategy game which requires a lot of patience to fight thru the cumbersome text instructions, poor controls and the messy tutorial. 6/10Pros:- it's a tactical TBS, a genre which I'm a lifetime fan of- there are lots of features in the game, so overall it's more complex than JA2 or XComSo-so:- to crack locked doors, there is a puzzle minigame which has too complicated rules. They could seem logical to an electronics engineer but very counter-intuitive to everyone else. E.g. a normal person would expect "true" to be the presense of electric current and "false" the absence of current. Instead, "true" is some strong current, and "false" is weak current, and there is a third state which is the absense of current. In this 3-state space you get "AND", "OR" and "XOR" operators which work in strange ways. For some weird reason, 2 "true"s together lead to failure. I guess this minigame is even weirder to programmers (like me) who are used to the boolean logic but not to its physical implementation in curcuits.- controls barely make use of mouse over. You can't drag things (instead just click on stuff). The merc's inventory is hidden by default and comes sliding from the side of the screen, hiding the "End Turn" button. There is artificial clutter which probably comes from the desire to make the game play both on very small screens (a mobile port?) and very large monitors. In my case (1920x1080 monitor, and I chose "x1" GUI scale) I ended up with much unused space in some places and clutter in other places.- the top-down perspective makes the game look amateurish. The sprites of soldiers are all alike and feel generic and anonymous. An isometric perspective (like in JA2 or XCom or Xenonauts) would have worked much better and give this game 10x sales. The GUI has poorly chosen colors which add to the amateurish feel. But well, it's indie game made on a shoestring budget.- the music is space-y but too simplistic. Sounds almost like it's MIDI. Again, it's an indie gameCons:- instructions are very wordy (like, "walls of text") and presented as modal dialogs. Usually you'd have already forgotten what was in the first 2/3 of the text when you press OK to close the dialog and be able to try out in the game what the tutorial wants you to do. Sometimes there are even 2 or 3 such dialogs going in succession, so you surely would have forgotten most of it when you finally close the last dialog. Instead, the instructions should have been been split into much shorter sections, and made non-modal (you just see a single instructions paragraph all the time in some corner of the screen while you do what you're told). Also, the game tells you to press buttons by describing their position on the screen instead of simply highlighting them or pointing at them with arrows. Oh btw English isn't perfect in places, so even more confusion is added by minor nuances in the meaning of words or typos- the tutorial is pretty buggy and hard to follow. I got stuck in the very first room at the step where the Alvarez merc must close the door (as it turned out in my later restarts, he needs to OPEN a door in the western wall, NOT close the one in the south wall). Btw if you do something in a slightly different order than the tutorial expects you to, the popups may start coming at wrong moments, won't make much sense and confuse you even more. Since the game is so complex, the tutorial should have made only the exact required spots on the screen clickable and lock out everything else - that way it would be easy to follow and avoid ambiguities. The tutorial ends abruptly without letting you loot any dropped items or crates, and you can't reload from the previous save.In short, this game lacks "accessibility". The walls of text should go into "civilopedia" or something. Before buying this game, I was wondering why it isn't more popular but now I know. The main 2 reasons are: 1) poor presentation (top-down view, dark blurred sprites, even the banner on Steam looks like a stub) and 2) lack of accessibility (poor controls, messy untested tutorial).Btw I visited the dev's website and was (positively) surprised to learn that the game was made amost entirely by a single woman programmer. I'm happy that there are women out there who would not only play a TBS game but even make one! For a single dev, this game is an achievement! I hope that she makes a sequel to this game with accessibilty as the main priority.I'm pretty split whether to recommend it or not. If you're a very patient, old-school hardcore player, sure give it a try.

Game Information
Release Date May 12, 2015
Game Modes Single player, Multiplayer, Co-operative
Genres Role-playing (RPG), Strategy, Indie
Platforms PC (Microsoft Windows)