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The VGM Lover

What could have been added to Command to make it better?

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The VGM Lover

We all know how bad Command was based on fan reviews across the web, but I think that if you simply ignore the story in general, and just concentrate on the gameplay, it's not that bad! So emphasize on it, capitalize on the gameplay! Think about what could have been added to it to make the story NOT MATTER AT ALL! That's what this thread is for. What could have been added to the game to simply make it better?

Let's get started!

What I think could have added is a survival mode; "Wave after wave of enemies appear, progressively getting more and more difficult as you clear the waves. For example: Wave 1 can have 12 Swarm Fighters, but Wave 41 could have 48 Swarm Fighters.  Each 10 Waves you clear also puts you in a new, darker region. But remember that to keep your record, you have to quit, or you will lose your record when you get defeated! However, you will be given the option to quit every time you clear a Wave, so it's a matter of choosing: continue to try and increase your record or keep it where already is? How daring are you?"

That's my idea. What's yours?

Edited by amcintyr9998
Forgot a few words...

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ArwingFan

Here's some gameplay fixes

Firstly, I think they should have added an option to use more traditional controls.

Secondly, the game could use more variety.  If you go on a different path, it can still lead you to the same levels and enemies  This could be fixed by adding more areas such as Fortuna and Zoness or bosses into the mix.  Even the missions are too samey, it needed more missions other than shoot down x amount of y and barrel roll into the mothership.  

Lastly, learn from it's older brother Star Fox 2.  Both games had similar concepts, but SF2 did it better by having more varied gameplay and tighter pacing. Incorporate that into Command.

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StarFoxMaster64

I wasn't a big fan of the story at all. I thought it could have been well more thought out, but that I could put that aside if gameplay was better. If the controls allowed for D-pad(similar to SNES controls maybe?) it would have been a much better experience.

 

As ArwingFan said it should have been more like Star Fox 2, it tried to act like it's long lost brother but failed to in the end. I think if they made the strategy more like Star Fox 2 with actions happening as the clock is running, it could have been more interesting. Plus, that whole timer thing bugged me. Star Fox has never had problems with fuel ,except with Adventures when they were broke, and now it's a problem to waste fuel again? Guess they switched to the Arwing Mk III Prius Retrofit? 

 

Also maybe this is just me but ever since Star Fox 64 those cheesy one-liners also are a part of Star Fox, in a good way. I kind of feel like without Peppy saying "Do A Barrel Roll!" or Falco saying "I guess I should be thankful" it just doesn't seem like being a part of Star Fox as much.

 

 

Edited by StarFoxMaster64

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The VGM Lover

Also maybe this is just me but ever since Star Fox 64 those cheesy one-liners also are a part of Star Fox, in a good way. I kind of feel like without Peppy saying "Do A Barrel Roll!" or Falco saying "I guess I should be thankful" it just doesn't seem like being a part of Star Fox as much.

​Maybe, but anyways sort of I agree with the controls, but--

"To do a barrel roll, press L or R twice!" Peppy Hare, Star Fox 64 3D

...Right! Thanks Peppy! :lol:

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