It's a lot of mouse clicking and it grows old pretty fast. Find helpful customer reviews and review ratings for Star Wars: Rebellion - PC at Amazon.com. I think it's an interesting question and looked at that way, I think Star Wars: Rebellion is a derivative strategy game that lacks the gameplay depth, interface, and spark of brilliance which would distinguish it from other games in its genre. Gameplay-wise I still prefer Rebellion. It's almost impossible to overstate how much that matters in this game. Missions run the gamut from the mundane--like Diplomacy (attempting to increase a planets loyalty to your side) and Research (into things like Ship Design, Facility Design, and Troop Training, which will lead to more advanced facilities and units becoming available)--to the wonderfully dangerous--Abduction or Assassination (trying to kidnap or kill an opposition character) and Sabotage (destroying a particular facility or unit). The Galaxy Screen In order to take advantage of unoccupied planets, you first explore them (typically using either Y-Wing Long Reconnaissance teams or Imperial Probe Droids) to make sure the planet is unoccupied, then you send troops to occupy the planet, and finally build a structure to be deployed on the planet.

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And, while you can rotate and zoom the view, I could find no command to simply scroll it.

There is no substance or nuance to tactical warfare, making it a cumbersome appendage to a game that can little stand such baggage. As for giving Master of Orion a run for its money, it's not even in the same league.

Would I have enjoyed the game as much as I did?

Want to see all the information on a planet? Star Wars: Rebellion has it's faults, among which is that it's just not exactly the game I … Click separate icons for defenses, manufacturing, and ships in orbit. You also can't default the little bugger - either C3P0 or SD-7 - to shut up, so he rattles on at the beginning of each game played at the easy level. Buried somewhere inside Rebellion is an interesting, albeit familiar, game. Occupied planets pose a different problem.

Murder, treachery, resurrection, savage battles and ultimately - freedom!

What LucasArts and the developers at CoolHand have given us instead is Spaceward Ho! Where one screen or menu would do the trick, Rebellion has three.

Next are Refineries which turn the raw materials into refined materials.

Each character is rated in a number of categories, such as diplomacy, combat, espionage, and leadership, which determine how successful a particular character will be on a particular mission. GameSpot may get a commission from retail offers.

Rebellion was a wonderfully complex game.

Planets also have a rating for the number of available ''energy'' slots which determine how many facilities (mines, refineries, orbital spaceyards, training facilities, construction yards) may be erected on the planet at any one time.

As such, I might not have found it nearly as fun as I did if it were based on generic subject matter rather than a movie I saw over 15 times in the theatre before I turned twelve. or Master of Orion, Rebellion runs in semi-real time (it can be paused and speeded up), which simply adds longer periods of waiting for actions to be performed.

The premise and approach are boilerplate. Playing the game as the Empire should be a completely different experience from playing it as the Alliance, not because the unit mix is different (as in Master of Orion , Command & Conquer, or Warcraft), but because the situation at the start of the game is completely different. The tactical fleet combat engine, while cool to look at, doesn't allow you to affect the outcome of space battles that much; the side with the best/most still wins pretty handily whether simulated or played out. Loyalty affects several areas of the game. Read honest and unbiased product reviews from our users. Repelling an assault by the hulking Imperial Walkers against your hidden Rebel Fortress.

In turn, refined materials are used to build everything else in the game. Instead of matching the strategy game to the universe, they plopped the universe into an existing strategy game paradigm.

The tactical battle simulator is basically a large 3-D cube in which each ship in the battle--down to the level of a squadron of fighters/bombers--are individually represented and may be maneuvered by the player. Exploration, expansion, building, resource management, military buildup, and conflict are all a major part of this game. Very often, you also have to set a destination for items: choose Destination from the pop-up menu, open the sector window...you get the idea. Characters can be assigned positions of leadership to provide bonuses to spaceships, fighters/bombers, or ground troops, which is pretty typical of strategy games.

Each unit has its strengths and weaknesses, and the abilities of the two side's forces is pretty well balanced when all is said and done. The game basically lacked everything: Good graphics on the galaxy map, good graphics in the space fight, land fighting was completely missing graphically, the micromanagement and the window driven user interfaces were a mess. Finally, a planet has a fixed number of available mining sites.

Want to know where all your factories are and what they're building?

Use the galactic information display to highlight sectors with ports, open that sector, find which planet has the port, click on the manufacturing icon, open the build menu, and select the ship.

Unlike games like Spaceward Ho! It's 2014 and I still love this game. © 2020 CBS Interactive Inc. All rights reserved.

The one downside to having Force ability is that Force-aware characters on a planet may be able to detect the presence of other Force-aware characters on a mission to that planet due to ''disturbances in the Force''. The Outer Rim sectors contain mostly uninhabited planets (there is the occasional inhabited neutral planet) ripe for easy exploitation. Training facilities allow you to build the game's military units (Alliance Fleet Troops, StormTroopers, etc.)

So...What's the Verdict? Orbital Shipyards allow you to build the various space craft in the game (X-Wings, Star Destroyers, Nebulon Frigates, etc.). Nonetheless I liked the game a lot. The save game slots need to show the ''turn number'' at which the game was saved so you know what file is the latest one. I'm still playing the game every night because I want to amass enough resources to build a Death Star and start rampaging through the galaxy...after all, when you are the evil dictator of an evil galactic Empire, you have no compunction about planetary destruction. © 2020 CBS Interactive Inc. All rights reserved.