Atari once again gives a classic from their video game library the "Recharged" treatment. A score based, and modernized minimalist reimagining of the retro experience of the same name. This time around that game is none other than "Missile Command". Released just in time for it's 40th anniversary. While the mechanics of Missile Command, at base level, are the same the newer features included in this recharged edition ramp up the action significantly with power-ups, upgrades, and a bonus modifier system that changes the way the game is played, and the way that high scores are achieved. Accompanied by a mission mode objectives that will try even the most battle hardened Missile Command pros this budget bundle is the perfect test of skill for those willing to revisit the past, and take the challenge.
Missile Command was, and still is a score based arcade style gaming experience centered around scoring points by operating limited missile defenses, and preventing the destruction of adjacent cities and silos. It is a 2D aiming and trajectory undertaking that is a lot like Space Invaders in the sense that your base of operations is stationary while the onslaught of missiles, cannon fodder, and extraterrestrial weapons of mass destruction mobilize, move, and attempt to home in on your position for complete annihilation as you attempt to blast them out of the skies before they can. If ever there was a WW3 simulator this would be it.
In the recharged version of Missile Command gameplay comes in two modes of play. Arcade, and Mission. Arcade is a consistently evolving battlefield of mayhem wherein you simultaneously control three strategically placed missile silos, and their aiming reticle as they defend six adjacent city buildings. Your goal is basically to defend both the silos, and buildings by preemptively shooting approaching missiles with your own. Ultimately using the all inclusive singular aiming reticle as a targeting system, and the missiles from your silos as a deterrent. In doing so you score points based upon the combined enemy missile collisions. Of course the longer you survive the more cluttered the airspace becomes. Allowing new threats to make themselves known alongside left and right approaching ground tanks to make things more difficult.
Beyond the base arcade formula lies a new recharged system wherein the bonus system, and upgrades come into focus. These pre-selected options come in three different varieties with modifiers to both scoring, and gameplay. You'll find a No Rebuilding, Hyper, and Calm bonus that can be selected individually or be combined in various ways that stack scoring perks, and gameplay mechanics. The No Rebuilding bonus, for example is as it sounds. Selected it will not rebuild lost silos or cities, but will gift a +2.5% score bonus at the end of a run. Hyper, on the other hand, allows for rebuilding, but makes thinks increasingly more difficult by speeding up approaching missiles. The bonus score is taken in account for this reason. Lastly, Calm is a more slowed down version of gameplay with missiles coming in at more manageable speeds. In addition to the bonus +2.5% end score multiplier comes rebuilding. Should you opt to combine two of the three bonus modifiers you'll get a stack of score bonuses, and a mixing of gameplay elements. If you mix No Rebuilding with Calm you get the slower paced gameplay plus No Rebuilding. The opposite is true when you pair No Rebuilding and Hyper.
Outside of the bonuses lies yet another system that takes in account the score you earn on each playthrough. Using that score you can dump points into the upgrade system. Upgrades come in four different gameplay altering varieties including Power, Rebuilding, Reload, and Speed. Power effects the blast radius of your missiles, Rebuilding the rebuilding rate of silos, Reload the reloading of missiles, and Speed the velocity at which your missiles travel. Additionally power-ups that you strike with missiles will also change up said gameplay mechanics. Offering things like homing missiles, chain guns, spread shots, screen clearing bombs, and shields. It should be noted that in Arcade missiles are unlimited in stock.
Aside from Arcade, challenge also comes in the form of objective specific Missions that will have you taking out missiles according to set rules. These challenges take in account silos remaining, cities remaining, and missiles remaining. Having you survive a given wave while taking out all targets. Using only the silos, missiles, and cities that you have. Often times to a timer or target specific goal. Ending with a tallied score that takes in account what's left of your base of operations, and how well you managed your missile stock. While it's easy to spam the infinite supply of missiles in Arcade, in Mission it's purely about accuracy, and efficiency. A true test of skill.
The Presentation ...
This recharged version of Missile Command falls inline with previous recharged releases. A mixture of 80's style neon art aesthetics, and minimalist backgrounds with neon missiles, and features. It does what it does well enough considering how simplistic the original was, and by far is an improvement over it's predecessor. Even the synth soundtrack is a vast improvement upon the old.
The Verdict ...
Atari's new 40th Anniversary Missile Command reimagining is another budget priced banger!!! They did the classic justice, and brought it to a more modern audience with proper scoring options that go well beyond the original. Making yet another high score chaser worthy of the price asked, and normally these games will set you back only $10 on launch. If you fancy a proper old school shmup challenge with a modern take look no further than Atari's "Missile command: Recharged"!!!
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