In December, Dynamix graced us with the entertaining
title, Starsiege: Tribes. This new engine featured some nicely
detailed graphics and a lot of action. Dynamix has used this
engine again to further the story started with Tribes and expand
from a first person shooter to a mech combat sim.
The plot follows closely with Starsiege: Tribes. In a
futuristic world, strife has broken out among the humans and their
own creations, the Cybrids. Additionally, conflicts have been
arising between the Imperials and the colonies. Typical futuristic
space turmoil cliches don't particularly help enliven the game, but
Starsiege does make up for it with a well conceived story line.
Multitudes of cutscenes, using the game engine, allow
the player to follow the developments of the campaign and how
they're influencing it. In between missions, there is also an
constantly updating newspaper and historical timeline showing
reactions to what's going on as well as key military incidents. This
definitely makes for a much more detailed, out-of-game
environment, which few games seem to ever make an attempt at.
Graphically, it looks virtually identical to Tribes, a lot of
sparse outdoor environments, combined with sterile outposts. The
eyecandy is well done, with decent smoke effects, lightning, and
all the other usual bells and whistles. Like Tribes, your mechs also
leave tracks as you traipse your way around each of the
campaigns. With Starsiege, Dynamix implements OpenGL support
for the nVidia TNT and Intel i740 chipsets adding to the current
3Dfx Glide support. A bonus as it might seem, the OpenGL
performance runs horribly compared to the Glide performance. **
CALL TO GAME DESIGNERS WITH OPENGL EXPERIENCE - PLEASE
HELP DYNAMIX OUT BEFORE THEY HURT THEMSELVES ** Glide
supports resolutions up to 1280x1024 while OpenGL supports a
measly two video options 640x480 and 800x600. On my PII 450 with
a Canopus Spectra 2500, Starsiege would crawl to unplayable
conditions at 800x600 with all the graphics turned on. On my PII
300 with a Voodoo Banshee, it played brilliantly at 1024x768. In my
opinion, this is totally unacceptable. Many gamers have opted
away from 3Dfx and want games to perform up to par with their
equipment. Obviously, these poor results state more about the
code of the game then the state of my hardware. In addition to the
Glide version playing better, it also looks much better. While Glide
does look better, OpenGL still looks passable, and I think once
Dynamix gets their coding together, this "performance" problem
can be resolved easily through a patch.
Audio is also quite well done. It supports all the new 3D
standards including A3D 2.0 and EAX. I didn't notice a significant
amount of detail to the 3D positioning, but it does enhance the
gameplay. Weapons are, for the most part, given decent sound
effects. The background music fits well with game and helps
maintain the feeling of desolation the sparse landscape creates. I
do wonder about the sound that seems apparently missing from
the game or just doesn't sound realistic, like the mech engine and
the actual movement of the mechs. I'd expect something a little
more profound in this area. The cutscene speech and briefing
intros fit well into the game as well to help create a decent
environment.
Getting down into the nitty-gritty, this AIN'T Mechwarrior.
It just seems to be lacking the gripping interest level and
complexity that Mechwarrior had. The actual mech in Starsiege
handles too simplistically, like a toy, instead of like a huge sixty
ton metal monster. A lot of what made Mechwarrior so good was
its complex instrumentation. There was much better control over
what was at your disposal. For some reason, I just found the actual
combat to be somewhat of a challenge, my teammates made
quick work of the enemies while I ran around missing them
consistently. It does take some mastering to get aiming down to a
science, but the actual targetting just seems a bit off.
Missions have a good bit of variety although the difficulty
in many may be a little too low. It does progressively get harder,
but it just seems as if the first five or six are too much of a
cakewalk for when you actually get to the heavy fire. It does have
a good number of mechs and tanks to outfit your squad with and a
long with a large number of parts and weapons, you can literally
build your squad vehicles from the ground up. This customization
makes choosing a mech a little more entertaining then
Mechwarrior's choose-your-own-weapon approach.
As for entertainment value, it's a worthy title. Although
it's not quite was I was hoping for, it doesn't fall too much short of
my expectations. I do have to grumble about the poor OpenGL
implementation since it just isn't fun to play on my primary
machine with the performance and graphic quality as shaky as it
is. It doesn't quite live up to the caliber of the previous "classic"
mech combat games, but it does have a solid graphics engine and
a pretty stable multiplayer backbone.
Since the Tribes engine is used here, the multiplayer
experience found in Tribes can also be found here. Many of the
game options found in Tribes, like Capture the Flag, are also found
in Starsiege. It does feature the relatively sound online multiplayer
qualities seen in Tribes and should get some good support through
WON.net and Dynamix's own servers. I'd expect to see this
become a semi-popular multiplayer game.
Overall, I, for the most part, liked what I saw. If the
glitches that really bothered me were fixed, I'd definitely enjoy it a
bit more. It's not quite the quality of Mechwarrior, so if you're
looking for the real meat and bones combat sim, I'd suggest
waiting for Heavy Gear 2 or Mechwarrior 3. If you'd like something
slightly less complex, that runs good on your Voodoo, has good
multiplayer, and isn't much too difficult, Starsiege may just be
worth a look.
Highs: good multiplayer, good cinematic storyline (though
cliched)
Lows: poor OpenGL implementation, doesn't stack up to
Mechwarrior