• Publisher: THQ
  • Release Date: Nov 12, 2007
Metascore
67

Mixed or average reviews - based on 25 Critics

Critic score distribution:
  1. Positive: 5 out of 25
  2. Negative: 0 out of 25

There are no positive critic reviews yet.

User Score
8.0

Generally favorable reviews- based on 20 Ratings

User score distribution:
  1. Positive: 8 out of 10
  2. Negative: 0 out of 10
  1. Feb 19, 2013
    5
    Many reviewers have commented that Squad Command will appeal more to fans on 40k, who are liable to overlook the clunky interface and lack of plot, and just enjoy the familiar designs and characters of the franchise. This is false. Any 40k player will have to contend not only with wrestling the cursor into position and being unable to move the camera properly, but also with the fact that the weaponry and armour does not function in a way that reflects how things are balanced in the game, and many critical features of the game are entirely missing. On the contrary, I would say you're more likely to enjoy this game if you have never played 40k, or indeed any good squad-based shooter.

    For example, vehicles take the same amount of damage no matter where they are hit. A blast from a combat shotgun does nearly twice the damage of a volley of bolter shells (not to mention automatically hitting every enemy within range; my record is five chaos cultists with a single shot!). Bolters themselves feel horribly under-powered, requiring at least two volleys to see off a lightly-armoured cultist, and something in the region of ten (around fifty shells) at point blank range to kill a chaos space marine. Because the game doesn't take account of the difference between toughness and armour, a heavy flamer is the perfect weapon to use against terminators (who, incidentally, only benefit from a health bonus of 25% compared to their power armoured brethren they should be more than twice as hard to kill). Plasma guns never overheat. Lascannons do not impede movement, and are actually more efficient to move-and-shoot with than plasma guns. Psychology is not taken into account in any sense (neither, therefore, is squad coherence). There are no squad composition rules, so not only is it possible to give all of your marines plasma guns, it's practically forced on you by the comparative weediness of bolters. The list goes on and on.
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