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Starlancer Review
May 04, 2000   Jakub Wojnarowicz > [View My Other Articles]
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Gameplay

We Are Flying High, 45th!

Starlancer has its greatest strengths and weaknesses in the gameplay. The game, for most people, will be an absolutely amazing tour-de-force in special effects, directed plot and non-stop action. Starlancer has so much action in its 20+ missions you'd think this was Doom all over again. You are grabbed, stuffed into a cockpit and made to fly. By your first mission you should have 5-15 kills and blood pumping from all those explosions you caused. "Subtle" doesn't describe the gameplay in Starlancer at all.

Starlancer Review [ Torpedos away! @ 640 x 480 ] > View Full-Size in another window.
Torpedos away!

Starlancer Review [ Ka-Boom! @ 640 x 480 ] > View Full-Size in another window.
Ka-Boom!

That, unfortunately, eliminates a good portion of the audience. Many people appreciated the slower pace and more sim-like aspects of FreeSpace 2, and before that, X-Wing: Alliance. Starlancer takes sim aspects and pulls them back - way back. The action here is as hot and heavy as in either of the first two Wing Commanders, and just as lacking in sim aspects. If you think Starlancer is anything like FreeSpace 2 and are considering buying it because of that - don't. It's not even close to FS2 in terms of gameplay. To use a Quake-related analogy, this is like comparing multiplayer Quake and Quake II. One is fast, the other is slow. These two options have drastic effects on the strategies and options available, never mind the style and feel of the game. Both have their supporters and detractors, and there is also a sizable number of people who don't care and just want to play.

Starlancer Review [ Check those explosions out @ 640 x 480 ] > View Full-Size in another window.
Check those explosions out

Starlancer Review [ Told Ya So! @ 640 x 480 ] > View Full-Size in another window.
Told Ya So!

Crash and Burn, 45th! So, we've discussed the advantages of the fast-paced, high-flying style of Starlancer, now let's see where it falls apart. The most clear and obvious point is that it never lets you get settled into the game. 90% of the time I found myself thinking of this as a game, not as an experience. Starlancer is in such a hurry to throw you into the action and have fun, that it never lets you become immersed in the atmosphere. Some people might not care about the atmosphere, others might get into it easier, but we suspect that many out there will be disappointed. A great game makes use of a slowed tempo to heighten tension - look at Half-Life's "I can't see or hear anything out there, but it HAS to be there" moments. Especially when you run into the Black Ops guys! Wow, that was pretty nasty. No such moments here. Starlancer is just "launch, jump to destination, clear the sky of anything that moves."

Starlancer Review [ Torpedos Two Away! @ 640 x 480 ] > View Full-Size in another window.
Torpedos Two Away!

Starlancer Review [ Da Big Guns Firin' @ 640 x 480 ] > View Full-Size in another window.
Da Big Guns Firin'

The final kicker to the atmosphere are the real serious plot gaffes. Nothing personal, but Chris, Erin, you guys need an editor on your scripts. Just hire some kid who plays a lot of games and watches lots of movies. He'll point out where your creativity isn't quite up to snuff.

Squad Work

Multiplayer doesn't live up to the hype. Co-op is the best part, definitely something you'll want to try with friends. It's not killer, but those who try it and like it will stick with the play. Deathmatch/FFA - after trying it in FreeSpace 2 and here, we're of the sound opinion that it doesn't belong in a space shooter. Not enough strategy without armor/weapon pickups, and map control. Fun in large numbers, but it needs direction.

Back! Space Opera!     Ballistics Next!
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In Wing Commander III you could fly through the huge ship - the Behemoth - because doing clipping calculations on something that large killed almost all contemporary machines.


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