Just as Rainbow Six was the direct antecedent to Rogue Spear on the PC,
so is Rainbow Six on the GBC the ancestor of this Rogue Spear. While on
the original platform, the jump between the two titles featured significant
changes in visuals and audio, this version of Rogue Spear is yet to be
desired. Firstly, Rogue Spear on the GBA continues to maintain its
hackneyed birds-eye view of the action. The result is a game that plays
more like Eidos' Commandos.
Putting Rogue Spear on a console has already been done before. The
transition to systems like the Dreamcast illustrated a persuasive case
that a complicated tactical shooter in a CQB environment would be hard
to replicate on fairly inflexible console-style controllers. Now
imagine the entire Rogue Spear scope and operation being reduced to the
two shoulders, A-B and Select-Start buttons on the GBA and you can
imagine how much would be lost. To the developers' credit, they've
tried to preserve as much of the tactical element as possible. For
example, although you only control a maximum of a single four-operative
team, you can still issue tactical orders to hold or defend but they
involve some serious control acrobatics. One of the things a Rogue
Spear player often does is to switch between players to ensure maximum
effectiveness. You'll want a person with breaching shotguns to open
doors or a demolitions expert to handle boobytraps. It follows that in
the GBA version, to merely switch from one character to the next
involves holding down two shoulder buttons while hitting the B button.
Asking a hostage to follow you involves the left shoulder button and B
with the hostage selected. Many other functions like manipulating
environmental objects involve short double taps and in the end, you'll
more often than not want a quick reference guide in front of you until
you get used to the controls completely.
Not all has been translated to the GBA version. The intricate planning
component has completely disappeared. In lieu of that, you're provided
a map during the game and the maps themselves are only spiritually
linked to the PC campaign. They might share some of the same art
schemes but beyond that, it's a whole new campaign here. You get a
choice between two-dozen operatives including the reserve UN characters
during each outing. The outfit screen is somewhat crowded and in the PC
game, operative selection and weapons were different screens altogether
because of this complexity. In its current state on the GBA, you have
to do much scrolling to find your favorite operatives. Losing an
operative in a mission will result in him or her being unavailable for the
next. However, your favorite Tom Clancy literary heroes like Ding
Chavez are still here. But unfortunately, the near unlimited supply of
UN recruits has disappeared. You only get to take one Assault UN
operative out in the field at one time.
It stands that the switch to another perspective might eliminate some of
the tactical elements of the game. Your operatives now have a health
meter, which is a complete break from the original premise of Rainbow
Six or Rogue Spear itself. The enemies are slightly easier and the GBA
version has a highly developed sense of fog of war, dependent on how
where your squad is located, as well as where they are facing. Combat
itself is similar to Commandos. You simply point and shoot in a general
direction. One thing unique to note is the fact that reloading discards
an entire clip including any unexpended ammunition -- a nice subtle
tactical touch that is not found in most PC tactical shooters. Some of
the weapon attributes have been changed though. For example, the firing
rate of the standard Rainbow assault shotgun has been reduced a lot.
As such, most of the time, you'll be relying on your assault members to
take down the bulk of the enemies.
You still carry out a variety of CQB missions, with hostage rescue being
the most prevalent. Otherwise, there is an option to embark through the
entire campaign using the lone wolf mode. Partnered up with other GBAs
though, you can play through the entire game co-operatively between two
people, as well as in adversarial mode (the franchise terminology for
deathmatch) with up to four people. Such options are nearly
unparalleled in the GBA world and I'm glad that at least this part
transfers nicely from the PC version.
The visuals in the game are bright and colorful but only under good
lighting conditions. There is a great attention to making the
environments look realistic and the detail manifests itself on the small
GBA screen admirably. Perhaps the best part of Rogue Spear on the GBA
is the transition of the audio library. All your favorite John Clark
lines ("We've got a lot of people watching this one, don't let me down")
occur at the beginning of missions and the Rogue Spear veterans will
recognize the other voiceovers ("Man down!", "Sound the alarm!") during
the game itself. The music, sadly, has taken a turn with Ghost Recon.
It only occurs during the menu sequences and appears to be a
recompilation of all the PC music. Guns and explosions are equally well
done and holistically, the audio fidelity is only slightly reduced for
the GBA. Shotguns, assault rifles and reloads are directly taken from
the PC edition.
Suffice to say, I fully expected the GBA version of Rogue Spear to be
first-person based. Is it not possible in light of the fact that Ecks
vs. Sever was released? Surely some additional tweaking can fit such an
engine onto the GBA. But perhaps that will have to wait for the GBA
version of Ghost Recon or future Rainbow Six titles. Even in its
current status, the GBA version has downright complicated controls.
This actually promotes more arcade movie-style takedowns than a cautious
approach that Rainbow titles are famous for, since many people will
simply be ignorant of them. For environmental manipulations, I have to
pose the question whether a dynamic menu system like Operation
Flashpoint would have been more feasible than hard-coding all the
actions into the controls themselves. Quick saving within the missions
themselves is also missing; again, inciting frustrated players to
mindlessly blow through the levels.
This is undeniably a decent game for the GBA. Whether it has a lot to
do with the Rogue Spear franchise is another question altogether. It is
of my personal opinion, however, the current perspective is somewhat
constraining and does not faithfully convey a CQB experience. It is
poignant to remember that on the PC, Rogue Spear is considered a
tactical first person shooter. The last three words of that genre are
particularly important to immersion. As such, the end result is a game
that is less puzzle-like than Commandos and more action-like than the
roots of which this game originated from.