Developer: Psygnosis
Publisher: Psygnosis
Text Review
Text Review
The original Colony Wars might be showing its age now, but at the time, it was a
well-received title with gamers and media alike, going so far as to receive 9
out of 10s from several popular outlets.
Its sales must have been strong as well,
because the sequel, Colony Wars Vengeance,
launched exactly one year after its predecessor. You’d think this meant the
game was little more than a hastily developed cash grab, but the people over at
Psygnosis must have been wizards because Colony Wars Vengeance improves on the
original in almost every way.
Taking place a generation after the events of
the first game, Colony Wars Vengeance,
has us play from the Colonial Navy’s perspective. Surprisingly, it ignores
the original Colony Wars’ true ending, choosing instead a middle one.
Here, The League of Free Worlds drove the tyrannical Colonial Navy back to the
solar system, but were unable to take overthrow the Earth’s government.
Instead, the League of Free Worlds closed down
all interstellar travel to the solar system keeping planet Earth exiled which
eventually sparked civil wars, poverty and extreme famine. Essentially, this
means the player lost at the final mission of the previous game which
has unexpected repercussions in Vengeance's plot, but more on that later.
Many of the previous game’s features were
streamlined for a smoother experience, for example, your aiming reticule now
tells you where your target is heading so you can now shoot where they’re going
instead of where they are. This change may seem minor, but the fact I don’t
have to get near enemy fighters and shoot them at point blank range like I did
before means I didn't have to deal with friendly fire anymore.
The graphics were also improved considerably,
using better lighting and more complex capital ship designs. Yes, the
embarrassing Enterprise clones of the first game are finally gone and instead
we get original designs with moving parts and weakpoints such as shield
generators, reactors and engines which can be picked off individually. Friendly
capital ships are also more resilient so you don’t feel like you’re constantly
being forced to babysit them.
Not all streamlines were positive though, in
the first game you could control several ship types with different strengths
and weaknesses. Here, you’re down to just four vessels, all of which are
unlocked as you progress in the game and each one is a direct upgrade over the
last. So once you gain a new craft, there’s no reason to return to an older
model.
The branching path system was also simplified
for a more linear experience. The first game had several endings which could
range from utter defeat, to peace between both sides or even a complete victory
depending on how well you performed. Here on the other hand, all endings except
one lead to some manner of defeat for the Navy. It just seems like the first
game was more freeform in how it handled its branches.
I did notice a flaw or two in the branching
path system. Namely how some plot points can be raised and then promptly
forgotten depending on which missions you succeed. One example is the
widowmaker arch, in which the League hires an ace pilot to intercept your
missions and it all culminates in a one-on-one showdown. However, if you
complete a certain order of missions you’ll only meet him once and then the
game promptly forgets about him.
Some of the issues I had with the previous game
are still here as well, namely how fighting capital ships is still a complete crapshoot.
You have no way when they locked on to you and when they do, their main attack
always hits, no matter how many evasive maneuvers the player takes. It might
even be worse in Colony Wars Vengeance than in its predecessor because capital
ships are much stronger in this game. Enemy fighters will still spawn endlessly on
most missions like they did in the first game. The problem here is that this
time there are no EMP weapons, so you can’t just leave them disabled.
As a general rule, the mission design in this
game is better than in Colony Wars,
they give you more diverse objectives while still maintaining the same sense of
scale as before. You’ll be doing everything from targeted attacks, defense and
bombing runs to more unique assignments such as uploading viruses, stealthy
maneuver past their defenses and even take on the occasional ground mission.
Most of these are really solid in concept but there’s the occasional miss like
here where you have to close a warphole by playing a game of Simon. I got
nothing to say about that.
The Colony Wars series is famous for its
difficulty and this game is probably the reason why. A lot of your mission
objectives have to carried out in some pretty strict time schedules. Either because
someone needs saving, your target is fleeing or simply due to a fixed timer
that is constantly reminding you of how little time you have. Even missions
that aren't time-based are still pretty difficult because of how easily the
League can swarm you or due to special enemy that needs to be taken out a
certain way.
It’s during these moments that I truly find
myself missing the overpowered EMP weapons, but at least, this time around you
can upgrade your ships. The ground ship is the only one that can’t be upgraded
so after a while I started fearing these assignments the most simply because of
how weak my vessel was when compared to the rest. After completing each mission
you get a certain number of tech-tokens which can be spent upgrading your
shields, speed, afterburners and turn-rate. There are also new weapons some of
which are pretty fun such as a plasma weapon where you can guide your shot
towards your enemies.
Perhaps the game’s greatest improvement is its
story. In the previous game you were a generic pilot who simply narrated the
progress of the war while praising the League and vilifying the Navy at each
turn.
Here things are different a lot more grey in
terms of morality. Your character, Mertens doesn’t see his side as either good
or evil, but rather as a necessity for survival. And depending on which missions you succeed or
fail, the game can go through some really dark places including torture, secret
police and even mass suicide. In one possible ending, for example the Navy
destroys the Sun as a final act of defiance against the League and Mertens gladly
accepts his death and that of everyone on Earth.
Yet other times you’ll see him questioning both
the League and the Navy’s methods and motives including missions where you
attack civilian targets such as mining and manufacturing operations. What’s
interesting about this is that you also attacked similar civilians targets in
the original Colony Wars, but it was never questioned or even portrayed as
evil. In fact the game seemed to hint they military targets as well and it’s
only now in hindsight that you come to the conclusion that maybe the League and
Navy aren't all that different. In one ending, you even learn that the League
has no problems in torturing and humiliating its POWs before executing them.
All of this while the game is constantly reminding that you’re just another
soldier, ready to be murdered by
the league or discarded by your own.
It’s this sort of self-questioning that makes
the narrative in Colony Wars Vengeance such a compelling one. It manages to
tell a ‘war is hell’ story that retroactively spans both games, while blurring
the lines between good and evil. Interestingly, the game’s heaviest moments are
all set to classical music, though I don't know if this was a stylistic choice or a
budget one, but it surprisingly fits the themes of war, politics, betrayal and
genocide.
Also surprising is that according to Steve
Gilbert, an ex-employee at Psygnosis all of the game’s cutscenes were made in
just four weeks, this means everything from design and animation to editing and
post-sound. This does explain why you see so many shots re-used, but
regardless, each cutscene feels like a reward as you bare witness and
contribute to the evils of war.
But the most surprising revelation comes during
the game’s final acts, where it's revealed that the
leader of the newly resurrected Colonial Navy used to be a League pilot during
the first game. This pilot was a fanatic, someone who loved the battlefield and
was seen as a butcher even by own peers. He was sent as the only fighter support during the final missions as League superiors hoped the pilot would meet his demise, the same
final mission that you canonically failed.
Yes, the big reveal is that the noble
freedom fighter you played in the first game was actually a bloodthirsty
warmonger who resurrected the faction he nearly destroyed and created this
second conflict. Outside of RPGs, you didn't really
see this sort of brilliant storytelling ideas in videogames and it’s a shame
the story in Colony Wars Vengeance seems to have been largely forgotten.
Colony Wars is a hidden gem in the original Playstation library. The gameplay is showing some age, but it feels much fresher than
its predecessor. The graphics and ship designs are generally appealing and the
mission variety is some of the best you’ll find in a console space sim, all while being complemented by gripping narrative. Unfortunately, some of the gripes from the previous game are still here
and the overall difficulty level might turn off some. Still, if you can endure
these issues, I recommend you pick this one up.
Trivia: Did you know the creators' original intention was to create a setting in which neither side was 'good' or 'evil' ? In the their own words they wanted to make a game that 'focused more on two factions that were forced together to fight over what remained of dwindling resources. There was no right or wrong, just two very hungry animals'
Trivia 2: According to an ex-employee at Psygnosis,all cutscenes were developed in just four weeks, must have been quite the crunch time.
Video Review:
Pros:
- Engaging 'war is hell' story
- Graphical step up from its predecessor
- Greatly improved mission design
- Graphical step up from its predecessor
- Greatly improved mission design
Cons:
- Alternate path options were downgraded from the first game and may "forget" plot points
- Enemy capital ships rely on cheap shots
- Extreme difficulty may turn off some
- Extreme difficulty may turn off some
Final Grade: B+
The cover looks nice and action packed, featuring two fighters dogfighting with an ominous presence in the background.
The manual features some very high quality paper by game manual standards and it fills you in on some backstory for both the settings and some of the characters, it also gives you a short description of every weapon and item which can be pretty useful.
Overall, not a bad packaging, it's not perfect by any means but it has enough content and is just flashy enough to warrant a second or even a third look.
Packaging Grade: B
The cover looks nice and action packed, featuring two fighters dogfighting with an ominous presence in the background.
The manual features some very high quality paper by game manual standards and it fills you in on some backstory for both the settings and some of the characters, it also gives you a short description of every weapon and item which can be pretty useful.
Overall, not a bad packaging, it's not perfect by any means but it has enough content and is just flashy enough to warrant a second or even a third look.
Packaging Grade: B
I think they should have left it that way. Good vs. evil is way overdone.
ReplyDeleteCompletely agreed!
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