Joint Task Force
Oct 27th, 2008 by cm1

Modern military combat is a popular subject, and what self-respecting strategy gamer doesn’t want to play with the latest and greatest tanks and weaponry? That’s the idea behind Joint Task Force, a strategy game that envisions a world where the answer to many of the world’s ills are an M1 Abrams tank and a company of US Army Rangers. Unfortunately, we know that such operations can end in a quagmire in the real world, and Joint Task Force suffers from some similar issues.
Command modern military forces in action around the world in Joint Task Force, though don’t be surprised if you get bogged down.
The fictional Joint Task Force is a multinational peacekeeping unit formed by the Western nations to put the muscle back into peacekeeping, and the game takes the JTF around the world as it attempts to stamp out a terrorist organization with shades of Al-Qaeda. The JTF is apparently a shoestring operation, though, because it literally has to fight for its funding while on the battlefield. The game’s mechanics are set up so that you start off with a limited handful of assets in most missions and then are rewarded cash for completing objectives. You can then use that cash to purchase reinforcements, from RPG-wielding Rangers to Humvees to helicopters to satellite scans of the battlefield. The missions are fairly straightforward and consist mainly of going from point A to point B to accomplish an objective (usually blasting everything in the area), only to be notified by the JTF commander to go to another point on the map and carry out the same objective. In essence, you’re maneuvering around the level like a rat in a maze until you finally get to the end, at which point it’s on to the next mission to repeat the process.
The big issue with the game is that combat, which should be the heart of Joint Task Force, is a lot of work and not that much fun. The action happens so fast that it’s very unforgiving if you make a mistake, which is easy to do since the game requires an intense amount of micromanagement. You have to give your guys basic orders, like telling infantry to shoot at a nearby enemy that suddenly pops into view while they’re crawling around the ground or telling a tank crewman to button up in his vehicle if he’s getting shot at. A lot of times, troops get wiped out before you know it, and since you only have a handful of forces to rely upon, this usually means reloading to a previous save (thankfully, you can save at any point) and trying again till you get it right. Or, if one of a mission’s critical characters gets killed (which happens often), you’ll instantly fail and have to reload again. Sure, you can pause the game to give orders, but this brings the action to a crawl, and it’s not possible in the game’s multiplayer or cooperative multiplayer modes.
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