Some modes fare better than others - the general level design of the Spec Ops mode is a little more varied than the campaign from the first game, and the Zombie Campaign can be a hoot when you’re trying to dodge foes that rise out of the ground (which makes them far more interesting to take on than the soldiers who amble into view in the game’s main missions). The sheer number of collectibles does try to balance this issue out (honestly, how many dog tags and medals can you lose in the battlefield before someone gets a court marshal?), but it’s an issue that never stops reminding you of its existence the longer you play. It’s an issue not helped by some consistently slow and stupid AI, as well as level designs that are often too large in size and too low in enemies to kill or objectives to destroy. Having lots of bite-sized levels in one place suits Switch down to the ground (most last between three-to-five minutes a pop), but the cycle of kill all enemies/destroy all buildings/protect the hostages grates when presented ad infinitum. On the surface its twin-stick, ‘squad of soldiers dropped into the heat of battle’ shtick smacks of the likes of Cannon Fodder, but it doesn’t take long for the repetitive nature of its core mechanics to reveal itself. Much like the Joint Ops versions that hit other current platforms in 2014, you could consider this a definitive edition of the entire Tiny Troopers series, packing in the campaigns of the first two games (that’s over 60 missions in total) and a series of zombie modes in both Horde form and one more akin to the objective-based setup of its regular military fare.
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