Overall Score

3.5 stars - Click for rating criteria
Pros:
Good control and dogfight action; Upgradable ship; Variety of mission types and side quests
Cons:
Only one ship to use; Not as open-ended as it could be; Storyline and mission structure become monotonous
  • Graphics 3.5 stars - Click for rating criteria
  • Sound 3 stars - Click for rating criteria
  • Gameplay 3.5 stars - Click for rating criteria
  • Story 2.5 stars - Click for rating criteria
  • Interface 4 stars - Click for rating criteria
  • Multiplayer 0 stars - Click for rating criteria

This space shooter doesn't reinvent the wheel, but gets the thrill of dogfighting just right.

yahoo

By: Alex Pullman

Shooting space ships is in our blood. We grew up on Wing Commander, then graduated to Tie Fighter, Colony Wars (which desperately needs a current gen sequel), and eventually Freelancer. But in the last five years, the space combat sim has become an endangered species. That makes Darkstar One a standout by the very fact of existence. That it's a pretty solid example of the genre done right is a bonus for aging space jockeys.

Darkstar One features most of what we love about space shooters: dogfights, loads of weapons, planets and enemies, and a good 300 planetary systems in which to enjoy it all. Instead of offering a catalog of ships to purchase/earn/capture, it gives you one: the Darkstar One. This ship can "evolve" by interacting with artifacts, allowing it to change into exactly the sort of rig you want. Gunship, speedster, cargo boat, whatever.

That evolution occurs because Darkstar One is a modular ship broken into three discrete segments. Want to keep more weapons on board? Funnel artifacts into the wings to get more slots. The Darkstar also carries a unique plasma system which can be upgraded like a World of Warcraft tech tree. Stops on the upgrade path include the ability to recharge your weapons quickly, an EMP blast, and plasma shield. It's useful stuff, and a good inclusion into the space combat sim.

Granted, that's not as flexible as being able to swap between many different starships, which is something that has to count as a knock against the game. Then there's the content structure, which sees the Darkstar jumping to a new system, maybe taking on a mission or two, grabbing an artifact if it's nearby (if so, it'll be clearly marked) then moving on, until you've got enough artifacts and jump drive capability to reach more distant destinations.

It's a pattern that never changes, even when the opportunity arises to take on side missions or help out with 'official' campaigns against pirates. Darkstar promises an open-ended experience, and indeed there are choices to be made, between piracy, being a mercenary or cargo captain, etc, but the scenario promises so much more. There's nothing like the open-ended play of Oblivion, where you can ignore the central story altogether.

Instead, the choices all eventually tie into the storyline, since your jumps between systems are limited to a certain distance, and the ability to evolve the Darkstar is, in part, tied to systems that move the story forward. Sure, you can pick up escort missions and other extra work while jumping all over space, but sooner or later it's time to rejoin the game's routine (in both script and performance) tale of betrayal and intrigue.

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Posted: 14 Aug 2006

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