CT Special Forces
CT Special
Forces (Game Boy Advance) |
CT Special
Forces 2 (Game Boy Advance) |
CT Special
Forces 3 (Game Boy Advance) |
It becomes almost
instinct, when playing a 3D FPS, to use stealth and evasion frequently for the
sake of your health, being wary of your ammunition and knowing to run like hell
at the sight of a tank or a giant demon. 2D shoot-em-ups, on the other hand,
promote the mindset of leaping headfirst into a frantic situation, blasting and
slicing in every direction, and hoping you'll make it out alive; unless you die
upon touching an enemy, in which case you just sit from afar and blast them to
pieces before they can get close. These two vastly different mindsets, for a
genre that are roughly the same despite the change in dimensions and view point,
are rarely acknowledged or changed greatly for the sake of experimentation.
And then CT Special Forces did just that.
Clearly inspired by the likes of Metal Slug, CT Special Forces
drops you in control of Raptor and Stealth Owl, two counter terrorist units who
must stop any terrorist threat that crops up, but aren't exactly armed for the
task. They can pick up weapons and grenades along the way, and in some games a
tank, but if they were to simply dash into the situation with only a pistol and
a knife, they'd be toast in no time.
And thus, this is where the 3D FPS mentality comes into effect; your characters
are weak. Your enemies are strong. For you to defeat them, you must take cover
behind obstacles or above their field of fire and exploit their weaknesses, even
if it does involve firing slow-moving pistol rounds into their feet until they
keel over dead just to avoid having to deal with that giant gattling gun. And
just like the 3D FPS mentality, you can happily go nuts once you've stocked up
on powerful weaponry with lessened threat of dying embarrassingly.
CT Special Forces - PlayStation / Game Boy Advance (2002)
PlayStation
cover |
CT Special
Forces (Game Boy Advance) |
CT Special
Forces (Game Boy Advance) |
The first in the series, it starts off the basic fundamentals for the whole
series, but most importantly, it provides us with it's first nonexistent plot.
CT Special
Forces (Game Boy Advance) |
CT Special
Forces (Game Boy Advance) |
CT Special
Forces (Game Boy Advance) |
CT Special
Forces (Game Boy Advance) |
CT Special
Forces (Game Boy Advance) |
CT Special
Forces (Game Boy Advance) |
CT Special
Forces (Game Boy Advance) |
CT Special
Forces (Game Boy Advance) |
"You are a part of the CT Special Forces unit, elite commando of the Special
Intervention Forces.
You must secure the areas under enemy control, destroy their armies and capture
their leaders.
The entire world is counting on you!"
With a burden like that, how could you refuse?
There are four worlds in total: the Snow Covered Mountains, The Arid Desert, The
Hostile Jungle and the The Forbidden City, each with three levels. Each world
begins with a briefing from your zombie-like commander, usually featuring
nonsensical conversations, but they don't change the fact that your goal for
each level is to simply reach the end checkpoint.
The primary gameplay is just your typical side-scrolling shooter; you can jump,
you can crouch, you can fling grenades and are equipped with four other weapons;
a pistol, machine gun, rocket launcher and flame thrower. In addition, you have
grappling hooks to climb up steep cliffs (and by climb up, I mean fade to black
and you're at the top), handcuffs to capture the terrorist leader of each world,
awarding you an extra life, and usually after you climb a cliff, you'll need to
parachute down it again, requiring you to open your parachute at the right time
and right place or else you'll just inexplicably die.
Also in each world is one signpost with a crosshair painted on it. When you come
across these, you're forced to set up your sniper rifle and take out a number of
terrorists with hostages; kill them all with the hostages untouched and you'll
be awarded an extra life; cock up and you'll have just wasted your time.
You will come to dread those signposts, as you cannot skip them at all, even
though their purpose should be purely optional, and sniping enemies is just an
incredibly grating chore. With only a small fraction of the field visible,
featuring snipers who duck behind walls and scenery after firing and no idea
where they are aside from simply looking around aimlessly, it's just a simple
way of draining your health to zilch and usually costing you a life or two
before you can proceed. And if you accidentally kill a hostage, you receive no
compensation either.
Worlds 2 and 4 begin with a vertical helicopter shmup segment almost similar in
style to Xevious, where you use your cannons to attack airborne enemies and
bombs to attack whatever is below. However, they barely last more than two
minutes and supply you with far too many health pick-ups, meaning they're
actually the easiest parts of the game, even in the second part which utterly
bombards you with helicopters and tanks from every direction, it continues to
supply repairs just as often.
And finally, there's also a 2-player co-operative mode, featuring both Stealth
Owl and Raptor going through missions, but due to them having to stay within the
boundaries of the screen as well as having to avoid all the hazards the levels
provide, it's more than a little cumbersome and means one can't go ahead to take
care of enemies for a weakened ally. The Game Boy Advance version (see below),
however, changes a number of things; it is supposedly made more competitive by
claiming the first person to die to be the loser, though aside from eliminating
the extra lives and the screen boundaries problem, nothing has been changed to
actually make it more competitive. One can actually do the mission while the
other sits around doing nothing and they'll still win if the other kicks the
bucket.
As a first instalment, CT Special Forces is rather experimental by
including the three different play styles, but doesn't excel in any particular
part; looking at them as a whole makes them seem unbalanced and contrasting, the
cakewalk that is the shmup segments seeming really out-of-place next to the
utter frustration of the sniper segments, while the side-scrolling gameplay just
seems to fluctuate. The sequels, for the most part, sort out these problems, and
leave the beginning of the series more as an example as how it changed from
there.
A Game Boy Advance version of the game was also made, a lot easier to find but
featuring a number of changes from the PlayStation version. The graphics are
different, featuring black outlines, trimmed animation and different briefing
scenes; enemy AI is a lot more simplistic, involving them simply walking back
and forth and shooting periodically, in contrast to the shoot-on-sight mentality
from the PSX edition. The flame thrower is also toned down a lot, featuring
shorter range and you can no longer use it while crouching; grenades are also
thrown more vertically [CONFIRM], the barricades in world 1 damage you when they
explode, and the flying levels seem to take a lot longer and make you suffer
more damage from attacks (this would remain the same through all of the GBA
ports). And finally, a trait shared by all the GBA ports, the save function is
replaced by a password system, allowing you to skip ahead as well as featuring a
password that lets you choose who to play as in each level after completing the
game.
Comparison
screenshots
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CT Special
Forces (PlayStation) |
CT Special
Forces (Game Boy Advance) |
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CT Special
Forces (PlayStation) |
CT Special
Forces (Game Boy Advance) |
CT Special Forces 2: Back to Hell / Back in the Trenches / Elite Squad -
PlayStation / Game Boy Advance (2003)
American
cover |
CT Special
Forces 2 (Game Boy Advance) |
CT Special
Forces 2 (Game Boy Advance) |
CT Special
Forces 2 (Game Boy Advance) |
CT Special
Forces 2 (Game Boy Advance) |
CT Special
Forces 2 (Game Boy Advance) |
CT Special
Forces 2 (Game Boy Advance) |
CT Special
Forces 2 (Game Boy Advance)
CT Special
Forces 2 (Game Boy Advance) |
With an experimental
beginning under their belt, LSP Games knew what to add and what to change, and
what they did adds a fair bit to the gameplay, all for the better. For starters,
there's a new pilot on the team, Avenger, who adds a new kind of helicopter
mission to the game: Rescuing prisoners. Similar in style to Choplifter,
you simply avoid or fire at the enemies (making sure not to shoot the prisoners)
while landing your chopper by the hostages, loading them on and flying them back
to the helipad. It's simplistic, barely difficult, but it's slightly more
entertaining than the regular helicopter segments.
New to the side-scrolling sections is the ability to forward roll. Similar to
the slide of Metal Slug 5, except actually useful, the barrel roll makes
you just about invincible when used, although you can't attack until you get
back on your feet, and you can't stop it prematurely, but it's a welcome
addition. Also increasing the similarities to Metal Slug is the addition
of vehicles, the most prominent of them being the tank: Hop in with the grenade
button and you can slowly trundle backwards and forwards, using your cannon or
the incredibly awkward turret that doesn't quite feature the flexibility of the
turrets from the SNK games, and also requires you to press backwards or forwards
to alter it's direction, not up or down. If there's one advantage over the CT
Special Forces tank has over the Metal Slug, it's that you can aim
the cannon diagonally. Not by much, but it's certainly much more helpful than
fighting with the turret's limited range.
And then there's a new weapon named after the squadron; the CT Special Forces
gun. In the hands of Raptor, it's a arcing grenade launcher with a blasts that
travel in an arc, while with Stealth Owl it becomes a short-range shotgun; both
modes are actually more powerful than the rocket launcher. Go figure.
Not so much of a new addition but one that was bound to happen, there are
sequences where Raptor rides on the back of an unusually small truck while
enemies parachute down at him and terrorists roar up from behind in their own
vehicles, requiring you to fill them full of lead, though it's not a necessity
since these sections are rarely a challenge.
And the sniper sections? They're actually tolerable now, thanks to the addition
of a little arrow that points you in the direction of the next sniper! It
ultimately kills the satisfaction of surviving those parts, but it means you
won't die fifty times to a man hiding behind a palm tree. Not that you can die
fifty times anymore, as one death is all it takes to end the segment with a
failure but no additional punishment aside from the lost life.
The game itself, not just the changes and additions, actually feels like a game,
rather than the experimental "let's see how this works out" style of the first
instalment. You are contacted throughout the level via your superiors, prisoners
or the terrorists, offering advice or name-calling and in a number of stages you
must work with bombs, either ones that have been set by the enemies and need
defusing, or ones you must plant yourself in preset locations. It's not much,
but it's small bits of diversity like that that make the game feel like a whole.
It also helps that the locations are defined better by their artwork and
settings, and the bosses are a lot more interesting than a car that rolls
backwards and forwards spewing missiles, even if an armoured cannon with turrets
rolling along a monorail track is the most interesting it gets.
The PlayStation version ditches the level select and co-operative of the
previous instalment, leaving only the ability to start a new game, load a saved
file or change the options on the menu; strangely, this and the third game
feature manuals that are only around five pages long, whereas their Game Boy
Advance versions get more detailed multi-language manuals. The Game Boy Advance
version still uses passwords instead of save files, but adds in a 2-player
challenge mode, where you and a rival go through the level trying to reach the
goal first or survive the longest. Aside from that, the only difference between
them seems to be that the rescue missions with Avenger appear to be a lot more
touchy about colliding with the ground; the PlayStation version doesn't seem to
punish you, whereas the GBA version makes you explode on contact. Of course, it
could've just been that I wasn't joyriding when playing the PSX version.
Comparison
screenshots
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CT Special
Forces 2 (PlayStation) |
CT Special
Forces 2 (Game Boy Advance) |
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CT Special
Forces 2 (PlayStation) |
CT Special
Forces 2 (Game Boy Advance) |
CT Special Forces 3: Bioterror / Navy Ops - PlayStation / Game Boy
Advance (2004)
European
cover |
CT Special
Forces 3 (Game Boy Advance) |
CT Special
Forces 3 (Game Boy Advance) |
CT Special
Forces 3 (Game Boy Advance) |
CT Special
Forces 3 (Game Boy Advance)
CT Special
Forces 3 (Game Boy Advance) |
CT Special
Forces 3 (Game Boy Advance) |
CT Special
Forces 3 (Game Boy Advance) |
The last of the 2D
instalments in the series, Bioterror isn't quite as much of a step
forward as Back to Hell was, but acts more as a polishing up of flaws,
making it more suitable for a newcomer to the series. However, as suggested by
the second subtitle, it does introduce aquatic exploration, providing Raptor and
Stealth Owl with diving gear and a harpoon gun that replaces their weaponry when
swimming. The rest of the additions are relatively minor, the most prominent
being the ability to shoot downwards when jumping, enemies dropping ammunition
and grenades when killed, and the pistol having a faster firing rate, making it
more useful than before and means you can cope better with no weapons; which is
unlikely due to the aforementioned plentiful ammunition.
Unlike the tweaking to everything like in the previous game, CT Special
Forces 3 puts all it's emphasis on the side-scrolling gameplay, all but
ignoring the remaining play modes. The helicopter pilots, Aquila One and
Avenger, only get one stage each in the entire game; the sniper segments are
mostly optional, leaving one to ignore them if they so desire, and the stages
where Raptor rides on the back of a truck while taking out enemies are gone
completely, arguably for good reason. Presumably to make up for all this, more
of the stages are labyrinth-esque, requiring more than a simple "go right and
leap over obstacles" approach to reach the end, and there are moments where the
screen locks and you must take out the enemies that appear before you can move
on, similar to Metal Slug. While this makes the game the best in the series
regarding the side-scrolling gameplay, it does feel slightly empty without the
diversity of the earlier instalments.
Although the communication with enemies and allies has been lessened
significantly, the levels tend to make sense with what's happening and you don't
suddenly go from a mountainous blizzard zone to the middle of the desert; the
second world takes place on a harbour where remnants of a genetic processing
material have been found, which ends up belong to an Ian Mouravitch, whose boat
is where the third world takes place and has pools of the material that you have
to leap over. It's the absolute baby basics of story telling and is in no way
outstanding, but considering this is a series that previously just threw you in
whatever location looked cool while the counter-terrorist group spouted
one-liners, this is riveting stuff.
Predictably, the last world ends up showing what the genetic processing material
was used for: Supersoldiers. Featuring both prototypes and finished products,
those things are all too happy to club you with their ham fists or blast you
with pulse guns, and the final boss is a robotic suit that flings all manner of
blasts, lasers and shockwaves at you. Severely out-of-place for the strictly
military theme of the series, but it's a refreshing change from the usual grunts
and battle machines.
The PlayStation port keeps up tradition from the second instalment by lacking
the Challenge mode and using saves instead of passwords; however, the game seems
to suffer from a slow frame rate and some unbalanced changes. The hoodie-wearing
goons who fire five shots in different directions are now among the toughest
enemies in the game, as they fire a lot more often now, especially when on
parachutes, and due to their wide range it's difficult to kill them without
losing a large chunk of your health. Even enemies who can be killed easily still
rip a chunk of health from you with each attack, rivalling Metal Slug Advance in
terms of damage dealing. The GBA version features a faster frame rate, is more
balanced in difficulty, and just seems more polished as a whole, plus it's much
easier to find, so go with that one.
Comparison
screenshots
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CT Special
Forces 3 (PlayStation) |
CT Special
Forces 3 (Game Boy Advance) |
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CT Special
Forces 3 (PlayStation) |
CT Special
Forces 3 (Game Boy Advance) |
Ultimately, CT
Special Forces is a series that has good and interesting intentions, but
just lacks a little something to make it that more long-lasting and challenging.
Yeah, the foreword is
half-assed at the minute. It's unfinished, see!
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