
Graphics

Control
The main innovation in this game is the ease of control. As a commander of your squad, quick decisions are what decide whether your men live or die. In games such as Ghost Recon, you had to pause the game, open a map, mark a way point, connect a line of attack, then send a signal to move. In Republic Commando, you press F. Yeah, that's it. Whenever there's something you or your squad can use, placing your reticle over it will show a holograhpic image of what it is used for. Simply target it, hit F and one of your guys will make use of it. Whether it's a prime sniper position, breaching a door, setting a decoy, or whatever. The game makes excellent use of the F key. As for everything else, it feels very much like Halo with various weapons and a deadly close range melee smack. One cool thing though is your main gun. This one gun is primarily all you'll need through the course of the game. Different accessories and attachments can be inserted, flipped over, screwed on or whatever to your main gun to change it into anything you can imagine.
Sound

Replay Value
This is the game's only flaw. While the action is nonstop and exciting, it is a bit short. You can blast through the three campaigns (Geonosis, starship, Kashyyyk) in about 10 hours depending on your skill. The game does offer a multiplayer component but there's nothing flashy about it. Deathmatch, Team Deathmatch, Capture the Flag...all the basic food groups. It's not bad, but it's not going to take the place of your current favorite MP game. The game is also linear in the same way that Call of Duty's scripted single player mode is, which means that playing through it again, while fun, won't offer any new surprises.
Conclusion

*** This review was written for Flamevault.com shortly after the release of the game. ***