Colony Wars
Review from the Net


Oh no, what happened? Colony Wars was hailed as ONE of best PSX games
by Next-Generation, and I’m wondering if we both are playing the same
game. This was surmounted as a great promising title, and I’m 
wondering if people are looking under the hood in this one, or simply
the aesthetics.

Psygnosis has disappointed me recently with their software: anyone
remember Thunder Truck Rally, Rush Hour, Sentient, City of Lost
Children, Tenka, etc.? I was even disappointed with G-Police. Its
extensive draw-in, and of lack smooth controls, toppled with no
strafing made me wonder if Psygnosis is reverting back to their OLD
days when all was FLASH, and no GAMEPLAY.

First looks are deceiving. An old man will tell you that, as always
directing this primary matter through hard life and experience. When I
first laid eyes on Colony Wars, the graphics where met with only praise
and exceptional workmanship, a top-notch maximum effort to attest the
technological advances that have made the PSX a force to be reckon
with, as well represent Psygnosis with groundbreaking titles. But when 
I booted this game, I immediately found something was wrong....

First and Foremost, this post is a complaint. I wanna make this
clear...However, I have no personal grudges toward the game, nor do I
have any conflicts toward its supposedly advance projection into its 
combat/shooting flair. I played this game in and out, played its
various missions, and have concluded the game has misfire in many
fronts which I can’t explain why none of the major magazines franchises
have disclose its short-comings. I have posted reviews here, although
not many, those who have read them know I’m critical, but most
forgiving and rate the game for what they stand as a product. I have
yet to be harsh on a product ON-LINE, and games I have been
disappointed with have pretty much kept to myself. But why I’m posting
this small complaint is the reason against the commodities of those
claiming it near a 100% ranking.

But wherefore does Colony War lays in its Failure? At first glance, the
Front End of CW has materialized to the engaging official resemblance
of Electronic Arts embellishing works. Those of you who have bought
Many of EA’s games can easily attest to the overbearing sharp work in
their strategy to wrap up a package with all the right looks, but
suffering in mayor areas as control, and other growing elements 
within the game. Hmmm, are we seeing any growing customs here? ;-)

When CW first grew contemptible within me was its lack of continuity.
To those who’s genre are preferred as shooters and flight/combat games,
and enjoy the uninterrupted continuos extent of finishing a mission,
know part of playing an interactive environment filled with inter
missions must have time to delve into its existing history, and
developing action. A perfect example of this is Ace Combat2, which its 
gameplay makes CW look like an engine running without gas. Huh?

To those who played CW, know the based missions are short, lasting 2-3
mins each, and most of them have only one or two goals. but what’s more
surprising, the missions are bland, and offer, really no substance in
terms of variety. Throughout the game I found myself simply escorting
and guarding vessels, safeguarding their passageways and seeing the
destruction of the enemy before they destroy them. The production of
sophistication pretty much stops here, and the game continuous its
monotonous confiscated level of interaction by seizing the same formula
and twisting it a notch just to resume new missions. But the shortness
of the levels doesn’t stop there, the lack of goal orientation
completely undermines the continuity of the game. Based missions are
nearly a force of contraception to longevity, and I’m wondering if this
has to do with the PSX limited 2megs of RAM. Those of you who don’t
know, the same makers who brought you CW, also are responsible for
Krazy Ivan(First-generation software), a game I still have to this day
-- And you can pick the similarities right off the bat. BTW, I loved
Krazy Ivan ;-) Simple game, but it’s a fun, short shooter.

Like Krazy Ivan, the game takes place in a short environment, requiring
you to do, but what else, shoot and destroy. Let’s break it down and
get to the NUTS & BOLTS!

1) The game as a shooter, implements the ROLL, by using the shoulder
L1,L2 buttons, however, there’s no regular strafing here. You roll in a
twisty circular angle which I still to this day wondering what’s its 
use? More often than not, when tackling a roll, you’ll lose your point
of view, and lose the capacity to wage war with total CONTROL. When
tackling the roll, sight of enemy starships gets lost in the shuffle 
while avoiding their fire, and furthermore, you don’t successfully
dodge enemy incoming barrages by rolling, in fact, you’ll take more
damage. So, you’re left to the conventional throttle and reverse. This 
technique is very unforgiving, because you’ll take more damage and you
have less control, and therefore, control of your craft loses a vital
sign as a shooter, and throws you into battle with a limp. G-Police, 
anyone? To sum up what I’m trying to depict in words, is, CW lacks
artistry in combat. While I could dodge and swim past my ground
targets, and carefully choosing my spots, cunningly using my 
instruments of fear and spearing an offensive through wits and
positioning (games like Bogey Dead 6, AC2, Warhawk, etc.,) I felt
totally short handed and crippled playing CW. Dependent upon a limp
craft makes waging war a chore, adding frustration and belligerent
unnecessary bloodshed. To sum up the best and only technique in waging
war against Star destroyers, etc., is... you fly, not too close, but
keeping your safe distance, shoot for 1-2 seconds, hit the throttle and
dodge the returning barrage of fire by moving forward in a slant
envelope, find the star destroyer quickly in your crosshairs, (NOT EASY
IN DARK SPACE) shoot, repeat process. This goes on until you can
cripple their shields, then you have to repeat the whole process by
using your powerful secondary weapons: locking-missiles. The whole feel
of the action seems clinical, very objective and devoid of emotion. The
same feeling I got with Tenka. Also, to add to the onslaught, the
warships lock their bolting fires and send a shock wave into your scrap
of metal that’s unavoidable, and thus, take further damage which you
can’t control by your own fate. These nuances make up the gameplay and
sums up Colony War in a nutshell. Deviating from the norm in CW is by
targeting smaller crafts like fighters in hot pursuit, and progressing 
the action in-between carriers and starfleets! The only part of CW that
I found FUN!

After playing Ace Combat 2, and Treasures of the Deep, perhaps their
abstract missions makes CW look totally TAME, and one dimensional in
comparison. I was expecting grandiose levels of clenching variety. 
For example, I wanted to fight it out in an asteroid belt, filled with
a culmination of Rocks large enough to scare even the toughest
fighters. Why not guide your ship through a rail of belts, being chased
by baddies, and at the same time knocking out turrets placed on larger
asteroids, and finally reaching destination and bombing a station deep
in a crevice of a rock. Why not, Ace Combat2 has it! Although
technically speaking not in the same details. And for the life of me,
why didn’t these great fleets have turrets to extend the life of action
into a greater insight of overlapping objectives. Personally, I feel
I’m being reasonable here, after all, this is a space shooter, isn’t
it? Imagine battling these giants, knocking their gun turrets out
gradually, and dismantling their defense systems, then, only after
crippling them, can you lock-on and send them greetings with a
high-explosive missile as you sweep by. No, ya won’t see this type 
of gameplay in CW. Rather, you’ll see battles that lose their intensity
when the game itself traps you in short battle environments amidst
perpetuating dreadnought that Look great, but have less filling! With 
these potent ingredients missing, is hard to enjoy CW as an
arcade/action feat shooter. As it stands, CW plays more like a B-movie
sci-fi script -- it lacks the dog fighting churning action I was
naively expecting when compared to Ace Combat2, or Warhawk, and lacks
the higher order central to shooters, waging battles a personal
conflict between will and struggle. In CW, the gameplay is a clinking
inclination to kamikaze dives. Hop on the hover craft, try dodging a
few barrages, while getting hammered from star destroyers, and throw
skill and constituting maneuverability out the window, toppled this
with an extremely short, mini, weenie, time span, and you have a very
frustrating game to play against. If only CW’s directing craft could
have maneuvered like that of Warhawk, oh, the POTENTIAL! If...if!

Also, some of the missions are very frustrating. In fact, CW is a HARD
game, in many sectors I found myself stressed by not having enough
time, and constantly delving hours of gameplay just to finish a 
single mission! The gameplay by far lacks sweetness, and you’ll find
yourself cursing and tossing the controller across the living room. CW
obverts to the trued and tried formula of offering replay value with 
a harsh saving feature as well. Remember Assault Rigs? Another
Psygnosis title, you could save only after completing several missions.
In CW, you save every 3 missions! Are you starting to get the picture?

Argh! I better stop all this bitching, is not worth it. ;-) Although I
could go on! Is really unfortunate, CW has so much potential, yet lacks
innovative gameplay. (Looks alone don’t KILL!)

Is Psygnosis reverting back to their formal self in the 16-bits days?
You’ll be the Judge.

RATING: 75% A title seemingly showing promise, but fails short in
gameplay.

My fav Psygnosis Titles: WipeoutXL, The adventure of Lomax, Assault
Rigs, and, Krazy Ivan

My advise to Psygnosis: Spend MORE investment on gameplay, rather on
aesthetics! Check out Ace Combat 2, and try Colony Wars 2 again. Back
to the Drawing board....

Leogamer...

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