Future Publishing


Fighter Command

Publisher: Impressions Ltd
Machine: Amiga 500

 
Published in Ace #055: April 1992

Fighter Command

It may be a little late to cash in on Operation Desert Storm, but there can be no doubting Fighter Command's topicality. Set in the present day Middle East, it puts the player in the shiny shoes of an allied air commander who's been given a simple task - kick the stuffing out of the aggressive enemy as quickly and violently as possible.

But despite the pretty picture of a jet pilot coming in to land on the box, there's not actually any flight-sim type action in the game at all. It's 100% pure strategy, with the player making all his decisions from a series of control rooms, screens and offices. Everything is presented by simplistic overhead camera views, tactical screens and radar displays.

Everything you'd expect from a military strategy game is in there - you sweep the area with reconnaissance satellites to find out where everything is, then organise and launch attacks against chosen targets. There's a wide range of kit available, including stealth bombers, fighters and helicopters from various air forces along with exocet, patriot and scud missiles. As the game progresses, the player has to keep tabs on political developments, fuel and equipment resources and all kinds of other factors which govern the game world.

Actually, considering there's rarely anything really exciting going on on-screen. Fighter Command does quite a good job of holding the player's attention. Most of the screens are static, nothing's really very immediate and it takes time to learn the basics, but despite all this it's still strangely compelling. There's plenty to do, lots of strategy to get the head round and generally it's all very jolly.

The lack of any real flight action is a major setback, and it's because of this that many gamers may prefer to wait for Microprose's forthcoming ATAC In The Works'd this month.