
So, since 1997, fans have been seeking a true follow-up to the game that introduced force feedback to console gamers. And honestly, I think we've found it. Star Fox Command comes to us from Q-Games, which is a team consisting of former Argonaut members (responsible for the original Star Fox and 64) along with the man who created the original Ape Escape after winning Sony's Net Yaroze project. Together they have returned the franchise to an all-flight environment including the branching storyline options from the SNES and N64. Command, as the name may suggest, also introduces a strategy element to the game with its mission structure. With classic gameplay, new strategy elements, a surprisingly good storyline, and the inclusion of online play, Star Fox Command is a must-have title for DS owners.
Graphics

Control
First of all, yes...you can do a barrel roll. With that out of the way, let's talk about the game's control scheme. Yes, it utilizes the stylus and touchscreen to the fullest, and quite well. The top screen is where all the action takes place, while the bottom screen doubles as both a radar and your flight mechanics. Dragging the stylus around the touchscreen turns your Arwing in the corresponding directions, while an icon on the left allows you to do a loop and an icon on the right gives you access to a vertical U-turn. The game still utilizes the classic boost meter, the size of which is determined by your chosen pilot's ship, to limit the amount of tricks you can do without a rest period. Double tapping the top half of the touchscreen throws your pilot into a boost, while double tapping the bottom half will slam on the brakes. Some ships are still equipped with nova bombs, but instead of simply shooting them, you use the radar to drop them much like you would as a commander in Battlefield 2. It's an excellent twist to how you plan out your attack. And oh yeah...the barrel roll. You can perform one by simply scribbling on the screen. Not only will the roll deflect enemy fire, the deflection of enemy fire now adds time to your clock (fuel) as well as pulling nearby power-ups to you.

Sound

Replay Value
First, the bad news. The story mode can be beaten in about 3-4 hours. The good news? The game has NINE different endings. Yes, nine! That's easily 20+ hours of going through games many different branches, each consisting of new storyline elements, new levels, new bosses, new characters, different ships, and ultimately different outcomes for Fox and the team. Much of the story revolves around Fox trying to bring the team back together since he disbanded the crew again after the events in Assault (it's nice that Q-Games doesn't completely ignore Assualt despite how awful it was). It gets a little melodramatic with the arcs concerning Fox and Krystal's relationship, but it fits with the franchise's history which is good. General Pepper has fallen ill, and your former wingman Peppy, now retired from action, has taken over as Corneria's Commander. Falco and Slippy still play a big part in the story, but you will also run into some brand new characters as well as a certain feline from 64.

Conclusion
As previously stated, Star Fox fans have waited nearly a decade for a game like this. The game is a blast to play and is even quite challenging in certain situations, which is a nice change. With the franchise back into the hands of the original creators, I can't wait to see where the series goes next. I can already imagine translating this kind of control scheme to the Wii.
*** This review was written for Flamevault.com shortly after the release of the game. ***