AstroAvenger Review
Published: November 30, 2005 Imagine you're at the controls of a nimble, powerful starship. You've been on the trail of an intergalactic super villain whose crimes are without number. You've tracked him across three solar systems already and blasted countless squadrons of his loyal compatriots into space dust. Now, as you draw closer to his stronghold, he has issued a mammoth bounty on your head, swearing to terminate you at all costs. As you maneuver past swarms of asteroids, above the churning atmospheres of gas giants and the glowing plasma of solar flares, your enemies come again, placing their ships between you and their pirate admiral. That's a world of difference between the vaguely implied quests of 8-bit yore, in which the most detailed story you got was a directive to keep the alien hordes from reaching the bottom of the screen. Likewise, AstroAvenger updates the languishing genre of 2D space combat in order to bring it into the present generation of video games by adding 3D models, modern lighting effects and a number of strategy elements, balanced by wrist-cracking action. Is the sum of these parts a revolution, an evolution or a conniption? Read on. Graphics: The high point of this category is the extraordinary dynamic lighting. Every explosion and laser bolt paints the environs with shifting shadows and patches of illumination. Silhouettes are even cast onto the surfaces of the 3D backgrounds - which are themselves quite impressive, complete with planets, orbiting moons, nebulae and burning suns. On the downside, I would have enjoyed more variety in the enemy ship models. After you get about halfway through the game, you've seen almost all of them. Ease of use: One slight problem I encountered led me to believe the game contained no save feature. When you press the escape key in the middle of a level, you just get an option to go to the main menu. As it turns out, accepting will autosave for you, but there's no way to know that the first time you do it. During my initial run through the game, I wanted to change the volume of the music and sound, but didn't want to risk losing my progress. This issue is easily balanced by the user-friendly nature of the menus and the astoundingly useful in-game refresh rate override. The latter feature allows you to manually set the rate for any resolution, and should be included in every 3D game (though it is often omitted). Gameplay: The experience is broken into the familiar format of stages, each filled with an increasingly deadly contingent of opposing fighters. If you can avoid their fire and destroy enough of them to get to the end of the level, you'll find yourself at a star base, where you're rewarded with the opportunity to exercise your strategic side. Each enemy killed earns you a bit of cash, which can be spent between missions on equipment and ammunition. Although there are occasionally pick-ups that can give you a new type of gun, you can't rely on them as you can in other games of this type. If you want to try out all the ordnance, you have to purchase it. Each of the various categories of blaster (some fire in a straight line, some in branching patterns, others seek out their targets) can be upgraded several times. The catch is that higher degrees of power draw greater amounts of energy from your batteries. If you run out of juice during a fight, your rate of fire slows to a trickle. This can be offset by purchasing larger generators for your vessel, but these are quite pricey. You're left with a number of decisions to make. Do you spend your money on a new cannon, do you save up and get the energy boost first, or do you stockpile missiles and upgrade your shields? Difficulty: Pilot level is the only setting on which I have completed all the missions, but I encountered a couple of confusing issues. For about the first one-third of the game, it varies from quite demanding to almost impossible to squeak through a level without dying a couple of times. However, as soon as you upgrade your armor, generator and the fourth-tier laser to a reasonable degree, you can wave goodbye to all the challenging and stimulating aspects of the game. I coasted through the last three worlds, thinking, "When am I going to get to the final boss, so I can use all these nukes I've been saving up?" I was able to finish the second half so quickly, my total time to completion was an incredibly short two hours. This wouldn't be so bad if the hardest setting wasn't impossible to play. The screen gets crammed full of enemies, all of which are tougher and fire at no less than twice the rate of those I'd been accustomed to. I couldn't even get past the first stage without losing a life or two. Sound effects: Music: Final analysis: AstroAvenger succeeds in walking this line in some areas, but ultimately, its reach exceeds its grasp. The graphics are about as good as a Galaga clone's should ever need to be. The effects and models are outstanding, but absent are the wide variation of enemy types and pilotable spacecraft that could have been included. Some strategy elements have been added to the mix, but problems with difficulty levels and a botched attempt to inject a back-story (via barely coherent paragraphs shown between levels) detract from the experience. Done right, this might have given a grandiose, though tongue-in-cheek, context to this shoot-em-up, but in the end, AstroAvenger's storyline is an unoriginal yarn sieved through an obviously un-surmounted language barrier. |
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