![]() Darklight ConflictInstallation as a Way of Life One of the joys of reviewing software is the requirement that we give the defendant a fair trial before hanging them. One of the first hurdles a new game must overcome is actually getting itself onto the PC.
Oh, it installs smoothly enough all right. Trouble is that the instructions have you going back and forth between the W95 install routine and the DOS one. After you've deciphered this particular puzzle, then you set the sound card up. Still no problem. Things start to go wrong when you actually run it. None of the intro ever makes it to the screen (of which more later) and the game launches straight into a demo. Well, the intro is no great loss in the grand scheme of things. The next thing you notice is that the sound in the intro stays on for about three seconds and then there is nothing. Not a squeak. Silence. Even when you kick off a game, nada. Zip. Same thing using both an SB16 and an AWE32. Both cards are the real Creative boards and should be just about the most standard thing you can find. No joy.
DOS was a more reliable platform, but the game would still hang intermittently in spite of a slavish devotion to the rituals and mechanisms of building boot disks. Then again, I've played flakier games. Much flakier. Cool Running Once you get the game started, there are the obligatory "We Made This" and "We Market This" screens. Thankfully, they are brief as well as pretty. The game then launches into a well-rendered demo. The scene is dawn on a US Navy carrier. You watch an F-14 take off and splash a few (presumably) Russian fighters. Cut to an alien who shoots the plane with a purple beam thingy and lifts the pilot out of it. I had to watch a couple of times to figure this out.
That's you, that is. Not one of the masters. Just what's left of a human fighter pilot. Welded into an alien ship. Forced to fight a foe you know nothing about and have never seen. Sort of fails to light a fire in your belly, doesn't it? Back to School Once we have all overcome our motivational problems (minor matters such as "Why the hell should I care?") we are presented with a menu where we can choose a one player (campaign) game, multiplayer (slug-fest) game, configure controls/graphics or look at an Encyclopedia where we can browse through known ships and other space-borne objects.
Arcade is just wave after wave of Bad-Men-In-Ships. Shoot 'em all and then shoot some more. This kept me interested for nearly five minutes. Really. It's THAT exciting... In the Choose a mission, you can replay only those missions you have completed thus far in your campaign. So, the bit of the game that will keep us at it the longest is the campaign part. Selecting New Adventure starts you off on your campaign by sending you to a training base called Kampuss. There are a couple of words of warning here:
In Trouble and Out of Control The game screen itself is simple but rather cluttered. There is an oval viewing area through which you can see the world as it explodes messily for your entertainment. On the left hand side are three arrows. A green one points towards mission objectives, a yellow one towards enemies and purple one points at friends. In the bottom left is the most useful of the instruments, a 3-D scanner display. For those who are ancient enough to remember Elite, it is lifted straight out of that game. You are at the centre of a 3-D grid and objects are seen as blobs on sticks. Once you are used to it, it is a very useful instrument that is quick to use and understand.
There are three methods for control: Keyboard-only, Joystick-and-Keyboard and Mouse-and-Keyboard. Keyboard-only is not for the faint-hearted. This should only be attempted by concert pianists, and even then under close medical supervision. I found the game almost unplayable using the keyboard on its own.
Y'see, I have spent a long time playing this sort of game. Back at the dawn of time when PC's were a twinkle in Big Blue's R&D budget, all games that used joysticks had digital ones. Not like the modern digital ones. You were either going up or not going up, left or not left. Like in Space Invaders. Then along came Progress and we got analogue joysticks. These let you go left slowly or quickly or very, very quickly. This was a Good Thing. Just right for flying and aircraft or, say, a spaceship. Recently, there is the new wave of digital sticks that are like the analogue ones only more responsive still.
Mouse-and-Keyboard is definitely the best of a bad lot. Shame they couldn't have lifted this from Elite as well. It's more like the Doom-type mouse control. Not really ideal for space simulations, but adequate at a push. Flash, Bang, Wallop. The variety of weapons is good but a little confusing to say the least. Each weapon has its own characteristics. There are a good variety of weapons including the usual direct fire goodies such as laser and cannon mixed with a selection of missiles. There are some unusual weapons too, but I'll leave them for discovery by the intrepid players of the game. The graphics and sounds are good but not exceptionally. The sound has good depth to it, but lacks flexibility and increases/decreases in huge steps as rather than smoothly as you move further from/closer to an event (e.g. explosion). The graphics are quite pretty but don't really seem to come up to the mark of the super-realistic real-time stuff we are increasingly seeing elsewhere. To be fair, this is a failing of many space sims (look at X-Wing vs. Tie Fighter) but there are those which with each release present a new target for others to aim at. Yes, I do mean Wing Commander.
The campaign is very linear and you just hack away at each mission until you finish it and then move on to the next one. Some of the missions are hard. Very hard. Almost too hard. This is most definitely a Good Thing. What the game lacks in motivation and plot, it can, and does, make up for in difficulty. I haven't got too far through the campaign yet, but I will. I will. Wot, no network? I haven't said much about the network/internet multiplayer side of the game yet. And I'm not going to. There is a basic problem for me in reviewing this part of the game. Each player needs his or her own copy of the game. No amount of CD shuffling was going to get me away from that. Shame, really. I suspect that this would be an engaging if limited way to while away a few hours. It would have been nice to see a system whereby there had to be a proportion of players with their own CD (maybe half?). The cost of setting up a four- or six- way shootout (yes, it support up to six players) is quite punitive. Yes, but did you like it?
This game is as average as they come. What I hope is that Rage will be using this as a building block for a really competent game. Let's just hope that this one doesn't hold them back.
The Marauder for Game Over! | ||||||||||||||||||||||||||||
![]() | ||||||||||||||||||||||||||||
|
|