URBAN STRIKE by Electronic Arts

For the Sega Genesis

Reviewed by Nathan Cochrane

Also Reviewed by Danny Magaha

I always approach sequels to successful games with a great deal of trepidation. The reason for this is simple: it is nigh on impossible to maintain the original's dynamics in the follow-up while meshing new elements that will make the whole experience fresh to the player.

What ecstasy then to fire up EA's latest masterpiece, the third installment in the Strike series - Urban Strike. The year is 2006 and A Perotesque candidate, H.R. Malone, has captivated the American voting public. A frightened UN High Command has tasked you to take out the shadowy Malone, so saving the USA for them.

Starting on the Hawaiian islands, you must fight your way inland through Baja Oil Fields, Mexico and across the continental United States, taking out Malone's installations on the way. As you progress through the game, more of his origins and evil plot are unmasked, climaxing in the ultimate showdown.

This cart exudes 'class' from every pixel - whether it be the atmospheric cinematics, acrobatic backflips as the bad guys tumble from oil rigs, or the stunning explosions - there is plenty happening to keep you amused.

A stunning array of heavy weaponry is at your disposal - a play component added in Jungle Strike - including a Blackhawk helo and Ground Assault Vehicle. Some levels permit free movement between several craft, multiplying the possible ways in which a mission can be accomplished.

Something I felt frustrated with in the previous episodes was the inability to get out of the helo and do some real damage man-to-man. EA have addressed these base aggresive tendencies by including new on-foot combat levels. The player can now enter enemy installations and with little more than a missile pack and shoulder-arm take on the might of the evil genius' minions.

One of the great pleasures of playing a Strike game is in finishing a level and then going back to do it better - destroy more enemy installations, rescue more hostages etc. Look carefully, for every mission has its fair share of bonus, fortuituous missions.

Mike Posehn has done a magnificent job of distilling all the elements that made the first two instalments so enjoyable, while adding enough new challenges to distinguish this effort from its predecessors. Drop smoke on the LZ, kick in the rotors and don't mind the Jesus Nut; I love the smell of napalm in the morning!

This review is Copyright (C) 1994 by Nathan Cochran for Game Bytes Magazine. All rights reserved.