- Summary: Carrier Command: Gaea Mission, set in the Gaea Universe and based on a story adapted from the science fiction trilogy of novels, reinvents the classic gameplay of the original Carrier Command released in 1988 in next-gen experience.
Feb 6, 2013A.I. problems and hollow FPS segments aside, CC:GM offers a kind of gameplay that we don’t see that much these days. It remains faithful to the original Carrier Command, modernizing the basic recipe with an improved interface and meticulous tutorial, and grants complete freedom to the player, in game-changing decisions. [November 2012]
Oct 9, 2012A great remake? An excellent legacy to the Amiga history? Maybe. However, the new Carrier Command game is also full of frustration and at the same time it doesn't fulfill its potential. When the game's artificial intelligence is fixed by Bohemia Interactive, then the action-strategic magnum opus will be a true smash hit.
Oct 30, 2012Carrier Command: Gaea Mission manages to take a number of interesting features and turn them into a rather broken mess of incapacitated AI and extended waiting. The framework and presentation of the game however show that the developer has both skill and dedication, which leaves me surprised that the game is released in this state. Promising concepts and frustration awaits the one who dares venture out on the open sea.
Sep 30, 2012This game, in terms of scope, is genius. I was super excited when I saw the premise. Control a carrier, launch amphibious and flying units and direct them directly and indirectly to assault and capture an island and its resources... However I wasn't born yesterday, I've seen this type of premise before, and I… Expand
Jul 29, 2013Really fun and engaging game that mixes strategic conquest of neutral and enemy islands to power your war effort (and maim the enemy's) with tactical combats manning aircraft, amphibious tanks, and a carrier with turrets.
The campaign serves both as an introduction to the gameplay and tutorial, as well as a refreshing change of pace with its on-foot infiltration missions, chases on land and air, and a story whose writing, while not going to win a Nobel prize of literature, gives a reason and a motivation for the whole thing.
You can rush through it, but I took the time to conquer every single optional island, and visit both the factory/refinery and the research center at every island to get the free goodies, and Steam accounted 40 hours to complete it.
Once you are done with the campaign, you can replay the game in strategic mode, where you can configure the starting archipelago, initial technology and victory conditions to your liking. You can go for fast games where you rush face to face against the enemy carrier and everything becomes a fest of plasma and explosions in under 10 minutes, or take the long calmer way of a totally neutral archipelago for a more strategic gameplay.
At the time of this review with patch 1.6.0011, the AI problems have been mostly fixed, although now and then you can experience some hiccups in their pathing at specific places in specific islands, something you can correct by taking control of the unit and moving it a little bit forward in their route. The game is also prone to freeze or crash at predictable moments. But because of this predictability, it's nothing you can't mitigate by saving just before a cutscene or before arriving a new island.
This is a game I would gladly recommend to get without much thinking once they have ended ironing the remaining bugs left, or if they added a multiplayer cooperative mode.… Expand
Oct 15, 2012This is definitely a 'Marmite' game. You are either going to love it or hate it. Fans of the original Carrier Command will probably enjoy this remake if they jump into the strategy game rather than the campaign. From this point of view the experience is a good one.
The campaign is a little strange as they have added an FPS element to 'set the scene'. You can see why they did this, and it also seems like a good idea. Unfortunately the mechanics of the FPS portion are poor by today's standard and not really up to scratch. It is a shame as this is not what the game is about . The strategy elements are what Carrier Command is all about and all the FPS section achieves is to confuse the player as to what genre the game actually is. It is also unfortunate that the FPS segment takes up the first 30 minutes or so of the game, before you actually get your hands on the strategy elements.
Having said all this, I enjoyed the strategy elements of the campaign very much indeed. Here you take control of your Carrier which has a complement of 4 Mantas (planes) and 4 Walrus' (tanks). You can give the carrier and the vehicles waypoint orders or you can decide to control it yourself - in reality you'll be doing a mixture of both. Each island is defended by the enemies mantas and walrus' as well as an array of AA and AT guns and laser weilding soldiers. The idea being to take control of the command centre. In most cases it cannot be taken directly, you first have to take down a series of scramblers or other obstacles first to 'unlock' the command centre. The graphics are good with weather effects prominent. Driving you Manta or Walrus is a great feeling and the mechanics feel solid.
It took me around 50 hours to complete the campaign. Admittedly it can be done in a lot less time, but I really enjoyed the process of taking each island, trying to perfect my technique for each different island type.
There are a couple of well documented problems at the moment...
1. Issuing waypoint orders to the Walrus' (tanks) can be fiddly as the path finding AI often gets confused. This is especially the case when you order 3 Walrus' to 'follow' a lead walrus. I was getting rather frustrated with this until I realised that issuing individual waypoints to the Walrus' alleviated the problem.
2. The enemy carrier can be too easy to destroy. If you do this 'too early' in the campaign then the game sort of ignores that you destroyed it and acts as if it was never damaged at all. This is until the point you are supposed to kill it then all is OK.
Both of these issues are being addressed by BI, and will be released in a forthcoming patch. BI are also going to release modding tools for the game, which should help address some of the other gameplay issues. These issues are really game style choices that people have added to a 'wish list' of features. Some of these I expect will be added by BI and some will be modded in by the community.
Overall I am scoring this an 8 as I think that it is an excellent strategy game. The campaign is let down by the FPS portions, but you don't have to play this - the real meat is in the strategy game. My score also reflects the fact that the game is moddable which should ensure it's longevity and also some interesting directions in the future.… Expand
Oct 4, 2012This is a really great concept that has been reborn in the current gen. The concept is inspiring and makes me want to love this game. I remember the original on the Amiga 500, so having this with new graphics, easier controls and generally everything upgraded was what made me buy it despite some mixed reviews. On the surface it is everything I wanted it to be but then as you get around 2 or 3 hours into the game you lose interest very quickly as the vast amount of bugs, most notably the ground-unit pathfinding, keep rearing their heads. It gets to the point where you have to hand-hold and coddle the units; micromanaging every tiny little movement across the map.
I gave this game a 5 because everything else about it seems really well done.. and has a lot of potential.. it just feels like I am playing an early Beta version of the game that it could be in another 6 to 12 months. So my recommendation would be to wait until the pathfinding and generally the entire AI system is overhauled. Don't bother wasting your money or time until that happens.… Expand
Dec 30, 2012I've been watching this since it was first announced. I noticed it on steam today and downloaded the xbox 360 demo mission to give it a whirl. I love strategy games and I wa shoping this would give me something to do when I wasn't in the mood for Empire Total War or Halo 4. No. So first the good
The concept is fun incarnate. You travel a world with a futuristic aircraft carrier launching military assaults on enemy strong holds. Sweet. The Bad (and boy there is alot)
I made a metacritic account because when I first saw the metacritic review there was only the one user review rating this a 9. No way. This game is fundamentally broken. The controls feel awful to start with. They somehow manage to feel jerky and unresponsive at the same time on the Xbox 360 version. Maybe its a bit better on PC. FPS mode is the worst. I just sprayed and prayed for the most part. Perhaps thats what they made the enemy foot soldiers so weak. If they had any amount of health you would never be able to kill them. The tanks and mantus planes aren't much better despite being a larger segment of the actual gameplay. The physical layout of the controls on the 360 controller is beyond unintuitive. I've played the 360s arsenal of strategy games, from Halo Wars to EndWar to Tropico 3 and 4. The controls never feel as fluid as they do on PC but I never expect them to. In all the above cases the developers managed to create a controller scheme that at least made sense and functioned even if it wasn't as good as a keyboard and mouse. In this case I constantly found myself button mashing looking for things as silly as select (who makes select down on the d pad instead of A. A has been the default select button for every game I can think of for xbox since the early 2000's why change it now?) In short even when you can find the controls the results will be less then steller.
The voice acting was garbage. Some parts were narrated in a very bland uninspired manner other parts were just text blocks (glitching maybe). Theres nothing else to say about it. At a time when video games are getting orchestras and professional voice actors a game with the voice acting quality of the original Starcraft (generous example) in just unnaceptable. The graphics are nothing to write home about. At the end of the console life cycle and considering what we've seen Mass Effect 3, Skyrim and Halo 4 do on the 360 there isn't any reason for this to look like a 360 launch title graphically. I know a console isn't a PC so I don't expect PC style graphics but this is beyond rediculous. The enemy AI is terrible. But since your AI allies are equally as bad the playing field is somewhat levelled. Enemy AI shows up in the same place no matter how you approach (is it too much to ask for slightly less then on invisible rails AI in 2012?) Your own AI needs constant direction in order to operate. I don't mind directing forces but so far as I can tell you can't even tell an ally to advance to an objective and engage along the way. Instead you tell them to move in spits and spurts every few seconds with you. I consider a game that functions but isn't fun a five. I consider a game that functions but isn't to my taste a 6-7 and above. To me below 5 means the game is fundamentally unplayable. In this case 20 minutes into a game I was quite excited for I threw down the controller in disgust and signed up on Metacritic to help save someone else from playing this. While you could certainly force yourself through it (with a lot more will power then I have) I would never pay to play it. I'd never play it for fun. In short the less then stellar graphics and voice acting combined with sloppy frustrating controls and inexcusably bad AI all adds up to turn a game that with only one or two of these problems could have been a servicable 6 or 7 into a pathetic 3.… Collapse
Sep 30, 2012The Idea behind the game is great and the graphics are very good, however the playability is almost non existent. This is all down to the poor AI that seems to have come from the 80s where it was still being developed. The enemy's AI is nearly perfect but your own isn't even able to tell the difference between a road and a wall. It has a hard time hitting the enemies with certain weapons or doesn't fire at them at all. Path finding its poor, it likes to get stuck on rocks, trees, walls and even take the longest route it can find. It also struggles to can line-of-sight on the enemies it targets, especially with the mantas air units. It will just hover in one spot with a wall in the way rather than move to the other side and begin shooting. It often floats above the targeted unit, where its unable to shoot it. This isn't a problem for the enemy AI which can shoot you from across the map.
The interface for the game needs work as well. The ability to send units to different location is good, if it didn't get confused with whether its sending all of them, some of them, or not going to until you execute the command manually. You can dock all the units very easily in one press, but can not dock a single unit with out "going around the houses" to do so.
Graphics are very good though, not the best but are still good to look at. The trees, water and land are detailed well. The units all have good details to them. Difficulty of this is debatable. Some times it is so easy you and just go through it with your eyes shut. Other times it is near impossible with enemies having weapons and armour FAR in advance of your own, even when the island says its weak defence.
Story to the game is alright, nothing too hard to understand. You start as a first person shooter, which is very easy to deal with, but only plays a small part of the game. The game introduces new elements when going to each island, so learning curve is good.
My conclusion is that although the idea behind the game is fantastic the AI is so poor that you will probably stop playing after 6 hours. If they can fix this to correct the errors in path finding and attacking then i would rate this game at around the 8 or 9 mark. But until then it is nearly unplayable.… Expand
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