Reviewed By: Pugilist
Game Name: Starshatter: The Gathering Storm
Publisher: Matrix Games
Designer: Destroyer Studios
Game Type: Combat Simulation
Number of Players: 1 (on-line play in FPS mode available)
Solo Play Ability: High
Playing Time: 30 minutes to get started
Ages: 13
Game Cost: $39.99
Game Score: 88.9% / 100%
Background
The kind folks at Matrix Games recommended we take a look at Starshatter: The Gathering Storm, a combat simulation game they publish for Destroyer Studios. The description of the game piqued my interest immediately. It's a space combat and control game and I'm rather partial to that genre. Of course, that doesn't mean anything unless the promise of the game lives up to expectations.
It's been a long time since I've found a space simulation game I've really enjoyed. It could be that I'm a cheap assed bastard, but I've been so disappointed in simulation games lately that I hate to part with $50 just to find out if something sucks. Games offering demos address some of this but it's usually the exception rather than the rule.
And, truthfully, most game reviews concentrate on how pretty things are or how it's not a favorite game rather than how well they play so I've come to dismiss any review that spends too much time on graphics, explosions, other sparkly things or whines about unrelated issues. It's been my experience that the best simulation games tend to be the campaign versions of a First Person Shooter (FPS.) The problem is that these end too bloody quickly and are just focused on getting you competent with different aspects of the game. Of course, some FPS campaigns remind me of 1980's video games, hop, hop, crouch, skip, or die, but that's another rant for another time.
Starshatter: The Gathering Storm must have taken a look at this because they've addressed the issue head on. Basically, what you have in Starshatter: The Gathering Storm is a combat simulation that acts as a FPS at times, an Real Time Strategy (RTS) at times, and a strategy based campaign game at all times.
And just what does that mean? Let's take a look and see, shall we?
The Game Mechanics
As I fired up the game, I was impressed. First was the opening cinematics. I normally skip these as they rarely do anything but annoy me, but these were actually interesting. Granted, the quality of voice was not up to the quality of the cinematics, but that was a minor, if persistent, issue.
Next came a tutorial that did not bore me to tears. Admit it, most tutorials you blow through because, well, they're put in as an afterthought and it shows. The Starshatter: The Gathering Storm tutorial ain't that kind of experience. What you have here is a tutorial that introduces you to the concepts and options of the game. You get to pilot a space fighter against space, air, and ground targets. Anyone who loved the Hammerhead in the short lived Fox series, SPACE: Above and Beyond can appreciate how fun this can be. You also get a chance to run spaceships. These are not fighters, so you direct them rather than fly and each type of ship, frigate, destroyer, carrier, etc, has different capabilities.
And if it ended there, that would be OK, but it does not. As the tutorial progresses you evolve into running your fleet like you would in an RTS. Detail this ship or group to do action A, another group or ship to do action B. You get a feel for fleet operations without the need to hop from the pilot seat of each ship.
To support this change of perspective in the game, the Destroyer Studios folks have implemented a great heads up display and given you options for perspective. When flying a fighter, you can be in the FPS view. When flying a larger ship, a 3rd person view, when controlling a fleet, a strategic overview. Options like this give Starshatter: The Gathering Storm depth not found in a lot of other games in this genre.
Additionally, there are multiple modes for flight controls from arcade quality to a full blown flight sim, including having to kill velocity while operating in space. Add to this that you can control your ship via keyboard, mouse, joystick, game pad, etc, at the same time. There's no either or, pause the game, sap control via the options key-rap, navigate through the game menus and weapons load with your mouse, launch, and fly with your joystick, using the keyboard to issue fight and flight commands to your wingman and other units.
What happens when, like me, you forget to tell your flight mates to do anything? They operate to the best of their ability, an ability that had them completing my missions before I'd figured out what I was doing. These are not the units that mindlessly wander or attack; they actually use tactics and work for your victory. It was a welcome change in AI strategy.
Of course, the enemy AI is no less ruthless and determined, as I found out as I was blown out of the sky when I ignored sensor lock warnings. And it served me right, After all, I never enjoyed the games that would let you one-shot an opponent while you lived through hundreds of shots. In a 1 vs. 100 scenario, this might be excusable, but in Starshatter: The Gathering Storm you have a real fleet, real support craft, and you are going up against an enemy of similar strength.
It makes you stop and think. As it's a combat simulation rather than an arcade game, it bloody well should.
The Play Experience
I had a few laugh out loud moments while playing this game. They were all based on my actions and spectacular failures. There was the time I wondered, "Hmmm, can you collide with your target?" Yes. Then there was the "Uhhh, did I put down the landing gear." right before I hit the runway? No. There is a GEAR DOWN indicator, I was just having too much fun flying and forgot about it until it was too late. Then there was the "I wonder if these mines have a defense?" Right before they blew me out of the sky. That would be a big yes on that one.
What I did not have was any problems with the game or interface. The HUD is great and you can choose different modes. In 3rd party view you have additional mini-maps/information available on your screen. Basically, the folks at Destroyer Studios have gone out of their way to consider what they saw lacking in a combat sim game and put it in Starshatter: The Gathering Storm.
All friendly units appear in blue on the screen, in the maps, etc. All enemy units are red. You can change mini-maps to be 2d or 3D, very helpful when you are right next to something and still can't find it because it's above or below you. Basically, there is so much information available that you would be overwhelmed, if it were not for the unobtrusive placement. And if you don't care for the info? Turn it off. Clicking in the display are with your mouse will cycle through different views, one of which is OFF. Want it on? Click again and there it is. No need to go into an options screen, no need to pause the game, no need to get annoyed.
Added to this is the fact that the game is visually pleasing. Cutting edge graphics? No. Excellent graphics? Definitely. From the ships to the space scenery, it really drags you in. Granted, planet based missions look a bit sparse but if I have to choose between great space graphics and fully populated colony worlds, I'll take the ships and planets and stars every time.
Starshatter: The Gathering Storm has several play modes available. If you're looking to do specific missions or types of missions, jump right into those. If you want to play a campaign, have at it. there is also an on-line mode that functions as a space fighter FPS. Granted, I did not see a lot of servers out there for the on-line version, but it's available. Setting up my own server was a piece of cake and when I jumped in I was pleased to find it loaded with bots I could take potshots at. That is, until they blew me the hell away; the bastards.
Additionally, the game supports user modifications and scenario designs. I glossed through this due to limited time, but confirmed it was available and the community supported it.
Of course, not everything is sweetness and light. I did once have a "spin out of control" moment as soon as I launched my fighter. A reboot of my machine solved that and as it's not happened since, I'm going for the fact that I run too many things at once and had an unclean shutdown of another application. I've heard others blame it on the autopilot, but have not had that issue.
One thing that was annoying was the tendency of my flight mates to pancake while landing. Since the mission was over or they were too badly damaged to continue, this was no great loss, but it pained me to hear their brave digital souls being snuffed out like overpowered pixel.
Additionally, I have a complaint about the voice-over choices. They never detracted from the game, but there was no time I thought "wow, they nailed that voice." The letters from home part in the campaign mode where nice. I listened through a couple before skipping the rest.
There is one last complaint I have heard but can't put any credence to; your fighter gets destroyed too easily. It's true, take two or three missiles or multiple gunshots and you will find yourself in a fireball. The thing I find annoying about this is that anyone can find it surprising. Starshatter: The Gathering Storm is a combat simulation game, not an arcade shooter. You don't want to get blown out of the sky? Fly smarter than your enemy. You want to one shot opponents while taking what amounts to unlimited damage? Too bad. If you're a fan of on-line FPS action, you know you can only take as good as you can deal.
Conclusion
The game was a blast to play. I did not walk through it disdainfully. Each mission made me stop and think and navigate and fight smart with my units rather than ignoring them and blazing away. I tried that once or twice, they're still collecting the pieces of my ship. If you're looking for an arcade space shooter, move along, this game will not do. If you're looking for a great space combat simulation game, give the demo a try and decide for yourself.
How? By going to Matrix Games of course!