RocketElite was one of the first visually engaging titles for the Pocket
PC although its developers, Digital Concepts, did not choose to stop at
that. Indeed, their diligent efforts have spawned a whole legion of
RocketElite cultists. RocketElite, in its purest form, is like a cross
between the classics, Choplifter and Lander. You pilot your craft much
like Lander, using tiny amounts of thrust to propel you through a world
rife with realistic physics. You must land to retrieve items, equipment
and people through a variety of missions. Of course, combat will
undoubtedly crop up. So far, I'm sure everyone will guess it resembles
the 2D classic, Choplifter. It's not that different except to perform
your tasks, you often have to perform Lander-style landings. Moreover,
more challenging landings (including landings on the side of your craft)
earn you more score. The unique thing about all this is the
implementation of a score code. At the end of each level, you receive a
code, which you can send online to record your score in the pantheon of
RocketElite players. By now, RocketElite has amassed so many cultists
it's a near impossibility to beat those ranks. However, the sense of
contribution is unique and it persuades you to replay existing levels as
well.
RocketElite is packed with a lengthy single player campaign that takes
you through a variety of environments. The places you visit are
colorful although there isn't an overarching correlation between
environment and mission. In this sense, the campaign plays out a lot
like the sterile storyline of Descent. You simply go in to rescue
people with no notion of how they got there or why they are there or why you are going there. Weapons and upgrades you amass during a campaign are carried over so there's an overall continuity as you strive to upgrade your craft.
Continuing the title's connections to the outside world, Digital
Concepts implemented the ability to play custom levels. Because of
RocketElite's popularity, there are plenty of scenario add-ons.
Furthermore, RocketElite supports 'multi-level' add-ons. These are simply scenarios
strung together in a campaign fashion not unlike the one that comes with
the original package. You can construct your own levels, with scripts
and custom graphics. An in depth tutorial found on the RocketElite
website helps facilitate this as well. All in all, you'll find plenty
of gameplay hours in this title.
The very name RocketElite drummed up a few memories of the Rocket Arena
mod for the Quake engines. Using infrared, you can duel with another
player in deathmatch fashion using any of the existing single player
modes. This is yet another way for RocketElite to expand outside its
box and connect to the outside world. To control your ship, you use a
tiny amount of stylus to accelerate your craft and the buttons are
configured such that it works around nearly every known Pocket PC
device. Although this gives you a fine precise control with your ship
when you are stationary, I found the controls to be frustrating when
you're in motion especially in places like subways or commuter trains.
I wished there was an option to kick in some looser physics for people
who are either not used to the game or are in situations that I
described above. Otherwise, most players will face a fairly steep
learning curve but luckily Digital Concepts includes a training area
that serves as a sandbox mode for players (of all levels of expertise)
to practice in. Although somewhat obscured in the myriad of menu
choices, there is a very revealing demo of how the game is played that
should be on the top of every new player's list.
Holistically speaking, the graphics are all 2D nature but RocketElite
features some blisteringly frame rates (past 30 fps in most instances).
Added to that, it includes a hail of particle effects and
transparencies. You might not think much of the game in general from
the screenshots but the frame rate really adds a sense of speed to your
craft and helps create a sense of excitement that only serves to help
make RocketElite a compelling arcade experience. Curiously
missing, though, is any ability to play a persistent soundtrack or,
considering the whole customization motif, an ability to import your own
tracks into the game. I'm sure this would give third party level
designers something to toy around with considering the major corpus of
their work is based on things like movie franchises or inspiration from
other media.
This title not only exudes technical prowess, it is bereft with
expandability as well as a strong emphasis on gameplay that almost
emerges like a sport. With the community it has amassed, the quirky
sport-like gameplay is almost like Quake or Tribes. Its design creates
an addictive or obsessive feeling along the lines of racing games like
Grand Turismo or Project Gotham Racing. You'll be playing some levels
over and over again in order to attain a higher score. The fact that
you can announce this achievement to the world gives this title a
definite advantage. Hopefully, the developers will consider including
some expanded multiplayer functions, ghost modes and other features to
continue this title's longevity. But all things considered, Digital
Concepts definitely has a winner here.
Ratings:
[10/10] Addictiveness
[19/20] Gameplay
[15/15] Graphics
[09/10] Interface/controls
[09/10] Program Size
[04/05] Sound
[04/05] Discreetness
[12/15] Learning Curve
[08/10] Multiplayer