ICBM II is a clone of the classic arcade game Missile Command. Born out
of Cold War mentality, it is one in the company of many titles that has
a heavy influence from this singular event that dominated much of the
international scene in the late 20th century. Classic canons like Battlezone
are all pervasive as a game but once you think of about the content, in
the context of what society was at the time, it is peculiar and almost
frightening to posit that current events can translate so easily into
the realm of games. ICBM II is basically like Missile Command, a Cuban
Missile Crisis gone insane.
Not too long ago, I recall being on a train ride overhearing a
conversation between two film students who thought that re-shooting
movies like Hitchcock's Psycho was the thing to do at the time. Indeed,
Y2K preparations seemed even more foolish when the world resurrected
just about every fashion trend in the last century within the time span
of a few years. It follows naturally that 2000 also heralded Missile
Command for the PC, which featured the classic game along with a unique
spin. ICBM II takes up on that spin as well, offering an 'enhanced'
mode as well as the normal classic gameplay. The enhancements include
some power-ups like an EMP bomb, which behaves something like shooter
(Raiden II, 1942) bombs, destroying everything in sight. Moreover,
there is the addition of extra shields and cities to help prolong the
onslaught you'll face in the game. Like the new remake of Resident Evil
(notice how remakes seem to never die), you have the option of having
lots of firepower and facing a tougher foe, or having fewer choices of
weapons and facing a correspondingly weaker foe. That's exactly what
the enhanced mode does for ICBM II.
Shooting down missiles and other projectiles is actually a lot more
intuitive using the stylus than a track ball or joystick. In my
experience, I think it even surpasses the flexibility of the mouse.
FogNog has even thrown in some bombing aircraft and satellites that spew
missiles on their own. These intermittently clog up the skies alongside
the missiles. Something that I didn't particularly appreciate was the
game's propensity to dictate that the game is over. At a certain point,
when the game has decided you aren't exactly handling things entirely
well, your missile silos will cease to fire and you'll watch defenselessly as
your cities are pummelled to ruins. The point of no return was often a
matter of debate between the game and I.
Visually speaking, the artistry in ICBM II is not phenomenal but they
are animated to fit the fast paced action. Targeting reticules
automatically track dangerous targets and combined with the explosions,
it does not get too monotonous. I would have liked an additional music
track but perhaps that was left out to keep the game at such a small
size on the PDA. Moreover, at $5.00 US, ICBM II is an absolute steal,
especially for anyone who sunk large bills into Missile Command. Its
level of intensity does not match recent games like Incoming's sequel,
Incoming Forces from Rage, but this UK title certainly is a gem in its
own right. It even comes with a low battery notification to curb
Missile Command fanatics. A bigger, better ICBM III is hopefully just
around the corner.
Ratings:
[09/10] Addictiveness
[14/20] Gameplay
[11/15] Graphics
[09/10] Interface/controls
[08/10] Program Size
[03/05] Sound
[04/05] Discreetness
[12/15] Learning Curve
[ N/A ] Multiplayer