As far as tired video game settings go, it sometimes seems like outer space may as well be World War II-era Germany. While angry space marines and ridiculous doomsday guns are growing in popularity, I can't help but feel that it's getting harder and harder to tell an original space-based story that's main selling point isn't "headshot!" What about the exploration? The ship-based combat? The customization? The seedy, otherworldly space ports and shady alien NPCs?
DarkStar One: Broken Alliance harkens back to a time when the starfighter simulation was still in its prime and titles like Starlancer and Wing Commander were the go-to names in deep space exploration. Following the 2006 PC release of DarkStar One, Broken Alliance brings the story of smart-mouthed pilot Kayron Davis and the titular DarkStar into a stunning HD playing field, all in hopes of introducing a new generation of console-based gamers to the tried-and-true space sim formula.
Broken Alliance follows closely in the footsteps of its PC predecessor, offering up the same deep-space dogfights and planet-hopping exploration featured in its original incarnation. Developers Kalypso Media have promised a whopping 30-35 hours of playtime in the game's single-player campaign, featuring 330 unique planets to interact with and over 200 different components for in-depth ship customization. The game also features a galaxy-spanning narrative that will not only feature 40 minutes of fully voice-acted CG cutscenes, but a full 90 minutes of original music.
While the overarching story is more or less a linear experience, Broken Alliance houses a massive open-ended galaxy that features both randomly generated and pre-scripted secondary quests -- many that take place behind the business end of a plasma cannon. During my short time watching Broken Alliance in action, the game's space-based combat was undoubtedly the most impressive aspect, and judging from how much time players are slated to spend plugging pirates in deep space, that's a very good thing. As my demo progressed and our ships exchanged missiles, both the DarkStar and its onslaught of enemies took localized damage in real-time, creating both a realistic dogfighting experience as well as a unique opportunity for player-specific tactics-based battles. The DarkStar controlled differently both in and out of battle depending on how it was outfitted, which I'm sure will leave room for plenty of component-based mixing and matching for all you modification-crazed gamers.
The customization doesn't end with the DarkStar itself, as players can also shape the overall experience of the game depending on which action-inspired archetype they choose to pursue. Where the battle-ready pilot might earn a Mercenary reputation, attracting higher bounties and better loot from defeated foes, a Smuggler will excel in illegal trading, but also draw heavy police attention when entering unfamiliar star systems. Each archetype features its own unique advantages vital to succeeding not only when exchanging missiles, but also for taking part in Broken Alliance's rich trading experience. Featuring seven distinct alien races to interact with, each with their own unique commodities, technology, and business principles, DarkStar will allow players to carve out a significant chunk in the game's galactic economy as a wealthy Merchant, or simply upgrade your weapons and make a living as a feared and respected Bounty Hunter.
While the fast-paced combat and detailed universe are more or less holdovers from the original DarkStar One, Broken Alliance sports brand new visuals rendered in crisp 1080p, and while it wasn't quite there in my demo, it's set to run at a consistent 60 frames per second. Met with tried-and-true enemy encounters and an engaging trading experience, DarkStar One: Broken Alliance's July 2010 release may just fill that niche that the Freelancers and Privateers of yesteryear abandoned so long ago.
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