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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