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Shattered Galaxy

Score: 85%
ESRB: Teen
Publisher: Nexon Interactive
Developer: Nexon Interactive
Media: CD/1
Players: 1 - Many
Genre: Miscellaneous

Graphics & Sound:

Expect to be unimpressed by Shattered Galaxy's presentation. When it comes to both graphics and sound, the game definitely lacks. The visuals look like something from a time between the original Diablo and StarCraft, with the same isometric viewpoint. The textures are muddied and boring, the HUD is considerably more cluttered than it probably needs to be, and the units are often almost indifferentiable--not so much the raw types, which are obvious, but the differences within the various groups. Of course, the low graphical requirements also mean that the base system can be much lower-end. Indeed, I had to turn the scrolling speed down to make the game playable; my system was simply more than the game was really intended to use.

Sound in the game is similar--generic sound effects, the sorts of things you've been hearing for years in low-budget real-time strategy games. The unit acknowledgements are occasionally pretty witty, although the 'Wazzup?' references already feel old; for the most part, the sound effects fail to impress. I found myself liking the music, however. It had the proper epic tone for a game of Shattered Galaxy's scale, and I liked how it changed whenever something bad happened to your side (like a Point of Contention getting taken over). It's a nice effect.


Gameplay:

And once you get past the dated graphics and sound, you'll find a quite immersive real-time strategy game that will probably suck many hours of your life awway. It has a rather rough learning curve, and some of its 'traditions' seem rather silly, but once you get into the groove of the game and start to have units that can actually hold their own in a battle, you'll find that there's a lot to enjoy.

There's a plotline here, but it's nothing that anyone would much care to remember. It involves some humans on Earth getting transported across galactic space to an alien planet, where they quickly devolve into a tribelike manner. Of course, along with this cultural devolution, they continue to progress in the sciences--one has to wonder if these two things aren't usually more opposite. And then the inevitable alien attack occurs, but instead of getting back together, the world of Shattered Galaxy fight each other and the aliens.

One of the first things to wrap your head around is the fact that the sides don't matter in the sense that they don't change the way the game is played. Indeed, every once in a while Nexon rearranges the various sides, making sure that everyone gets some variety as to who they play with. So giving a list of faction names is silly; they're A, B, C, and D for all the game cares, and while you should definitely play to have the faction you're currently in win, you shouldn't become too terribly attached to them.

The game itself consists of two distinct parts--the wandering around the world RPG style bit, and the real-time-strategy combat bit. The wandering around is sort of a 'filler' between battles; you can go to various locations and repair your units or buy new ones, upgrade their abilities and so on. You can also walk between all the various territories on the world map. This makes for a nice touch of realism; if you want to participate in a battle half the globe away, it'll take you a good two or three real-time minutes to get there, as your character walks between the various portals that divide the lands.

Once you get into battle, the game goes into a more standard RTS mode. You'll be controlling a small group of units--six at the start, increasable by raising one of your statistics. The difference between this game and most RTS games is that there are usually a dozen people on either side controlling units, making teamwork an absolute must. The general flow of battle is usually similar; you're either attacking enemy territory or defending home territory. Either way, there are a number of Points of Contention on the map, which look like big circles with pizza wedges sliced out of them. They all start off belonging to the defender, and it's up to the attacker to control a majority of them before the twenty-minute battle timer runs out.

The core mechanics are very much based on RTS sensibilities, with a few leanings towards the RPG side. Your units gain experience in battle, and even if they get destroyed you can repair them practically for free afterwards. You've got the anti-air units, the fast infantry, the bombers, and everything in between. You'll start off with the base models of the various units, but as the game progresses you can upgrade their chassis to more advanced forms and jam new and spiffier weapons into their cockpits. It actually works quite well; the default setup is good enough, but the tweakfiends who spent hours adjusting their MechWarrior 2 designs will find a lot to enjoy here as well.

And so it goes. Land switches back and forth often, and you're never at a loss for money or resources, making the limiting factor your various attribute levels. You gain attribute points by gaining 'levels'; there are four basic classes of units (infantry, mobile artillery, air, and organic) and as you gain a skill level in each of the classes you gain one more attribute point, along with strenghtening your units of that class. It's a nice system, and it keeps things interesting.


Difficulty:

The game has a pretty tough learning curve, to be honest--when your level 1 beginner units get trashed by a high-level opponent, netting you very little experience, you'll find yourself frustrated. Indeed, the first few hours of the game seem almost futile. As you keep playing, though, you'll find yourself unlocking new chassis and technologies, and soon enough you'll be the one doing the whomping. Of course, besides the various unit strengths, a lot has to do with the strategical ability of you and your teammates. A well-organized group will beat a bunch of disorganized fighters virtually all of the time, and careful team considerations are a must. Don't feel bad if you have to sacrifice yourself for your faction; you'll always get the units back, and you'll get more experience if you help them win than if you stayed alive but lost.

Game Mechanics:

The basic controls of Shattered Galaxy are nearly identical to just about every RTS you've ever played. There's a minimap that you can scroll, you can right-click to give orders or use hotkeys for 'attack' and 'move' and so on, and you can draw bounding boxes around your units to select them. For reasons that I'm not entirely sure of--ease of play, perhaps?--the game and the gamers all suggest you use identical units for your entire group; so, for example, you'll command six Imps (infantry). The 'backspace' key selects all of your units, which is handy. The HUD takes some getting used to, and some of the basic buttons aren't labeled as well as they should; I had to have someone point out the Options button to me, and it took a while to figure out that I raised my statistics through the 'view myself' screen. There's a nice instruction book that comes with the game, though, and the people in-game are always willing to lend a hand. There are a few nagging issues still with the game; my main one is the godawful pathfinding, which is very frustrating in large battles, especially with ground units.

Despite its problems and primitive looks, Shattered Galaxy can offer up many hours of enjoyable gameplay for those willing to invest time into getting past the boring starting hours and getting into the real meat of the game. A lot of people will be turned off, I imagine, by the dated graphics and the downright frustrating gameplay at the start. Give it a few hours, though, and you'll find yourself inexorably pulled into the world of Shattered Galaxy. Those people who have been looking for something different when it comes to real-time strategy--and don't mind paying about 10 US dollars a month for the privilege--would do well to check Shattered Galaxy out.


-Sunfall to-Ennien, GameVortex Communications
AKA Phil Bordelon

Minimum System Requirements:



Win9x/NT/2K/ME, P2 233, 64MB RAM, 28.8K modem, 16-bit video card w/ 2MB VRAM, 250MB HD space, 4x CD-ROM
 

Test System:



Athlon 1.1GHz running Win98 SE, 512MB RAM, GeForce 2 GTS w/ 32MB RAM, SoundBlaster Live!, 8x DVD-ROM

Windows Starfleet Command II: Empires At War Windows Shogun: Total War - Warlord Edition

 
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