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Strike Suit Zero: Director's Cut is pushy. This space shooter all but wrecks its occasionally thrilling dogfighting action by never, ever knowing when enough is enough. The game is a prime example of kitchen-sink game design, assuming that if one white-knuckle tumble against a dozen enemy spaceships is good, then waging that exact same battle many times in succession during each and every mission must be flat-out fantastic. In reality, of course, this relentless approach chafes. It wears at your patience almost from the very beginning, to the point where the monotony soon makes you long to do something livelier.The premise is a traditional space opera saga. The year is 2299, and you play a voiceless spaceship jockey named Adams, who gets into the civil war raging between Earth and rebellious human colonies just as the colonials are about to go all Death Star on the homeworld. The story is intriguing; not everything is spelled out in the beginning, leaving a lot of open questions about the mysterious alien tech that sparked the war, as well as about your fascinating allies, one of which is an enigmatic humanlike AI. There is no shortage of tension created by the threat to Earth--tension dramatically underlined in the fiery remains of a planet that serves as the backdrop to the campaign's second mission.
You also gain access early on to the strike suit, a Transformers-styled variety of ship that can morph into a giant robot whenever you blast enough enemies and power supplies like drones to load up on an energy source called flux. The character of the game changes as soon as you make the switch, as you immediately go from flying around Rogue Squadron-like to a good re-creation of Optimus Prime standing still in space. Whenever you transform, you lose all maneuverability and speed aside from a weird sidestep that seems entirely out of place, but gain the ability to unload huge energy blasts and twisting waves of missiles that obliterate enemy capital ships.
What drops Strike Suit Zero back to zero most of all, however, is tedious combat. Every one of the 13 scenarios in the main campaign and the further half-dozen or so offered up as part of the additional Heroes of the Fleet mission series (sold separately as DLC when the game was released for the PC last year) does everything but beat you into submission with a Megatron action figure. Objectives rarely vary from escort missions, seemingly eternal dogfights, and straightforward assaults. In all mission types, enemy ships keep coming, and coming, and coming, warping in many times after you think the mission is finally over, like some intergalactic take on Halloween's Michael Myers. Sheer enemy numbers overwhelm the interface. Tracking colonial ships is a real challenge in battles, as the screen is always littered with red arrows pointing offscreen to every threat and piece of random space junk. Your battle cry soon becomes "Enough already!"
Only the soundtrack rises above the waterline of mediocrity here, thanks to futuristic tunes that come off like mash-ups of the musical scores from Blade Runner and the reimagined Battlestar Galactica. There is a vaguely Eastern vibe to the music, along with echoing choral odes and never-quite discernible chants of exotic words.