
You pick up item cards on your travels, and use these to improve your character card's abilities, in conjunction with spending some of the Credits you pick up along the way. Once you have modified your team with your new additions, you set about upgrading them. You can add members to your squad, change out squad-mates you don't like, and sell off the weaklings. This is where the cards you collect through regular play are used. The toughness of foes has increased - though the difficulty of the combat has not - and unfortunately the team you start with is simply not up to the task. Day 3: Star choresĮarly progress in Star Wars: Assault Team was easy, but now the game is starting to (force) push back, stopping me from continuing.

I'm not far enough into the game to say that I'm swayed by this approach to battling, but its reliance on more sophisticated gameplay ideas than its competitors gives me reason to hope that my next few days with Star Wars: Assault Team will, at the very least, be interesting. You can't keep tapping away to progress, you need to fight your battles carefully and use the skills of your party to their fullest.ĭarth Vader even pops up to tell you off if you keep tapping the screen when it's not your turn - the developer clearly keen to distinguish Assault Team from other titles in the genre. Yet there's more strategy to it than, say, a Marvel: War of Heroes. Missions so far have been linear sequences of battles, with the occasional need to tap a button to call an elevator or open a crate. The game certainly has its roots in card-battling, but it's a lot more involved than the typical battler fare. Though your heroes are represented by their cards at the bottom of the screen, the art on them is pretty good. You're guided around fully 3D corridors of Star Destroyers, firing blasters and using character-specific special attacks against the polygonal enemies.

Star Wars: Assault Team is much better looking than Star Wars: Force Collection. I'll have all the answers for you over the next week. Why is there the need for two Star Wars card-battlers in such a short period of time? Are the two games very different from one another? And how does this one differ from the umpteen other titles in the genre?


Roughly six months on and LucasArts has released its latest Star Wars mobile game. It didn't step too far away from the classic card-battler formula, but there was great appeal to gathering up a collection of cool Star Wars trading cards. A piece of trivia: back in September 2013, Konami released a Star Wars card-battler called Star Wars: Force Collection.
