I could read the menus and see the charts when tooling around at the local trading station, but the content was just there. I'm not sure how well it was received when it was first released, but compared to current standards, it feels extremely low-rent and in need of polish.įor example, participating in smuggling or in goods trading is not explained clearly, and there's no mission serving as a walkthrough for players to get the gist. While the first-person ship controls are fine and the graphics get the job done without being overly impressive, my main impression of DarkStar One is that the game feels like a bare-bones port with very little concessions or tweaking for console players. After completing a brief series of training exercises, the player is essentially set loose in the universe to either follow the storyline and solve the murder or participate in a number of other activities not essential to completion of the game- things like trading cargo between star systems for profit, becoming a pirate, or hiring on for escort missions. The main character's father is killed under mysterious circumstances, leaving behind the eponymous DarkStar spacecraft. There have been several notable PC entries in a universe-exploration vein (or so I'm told) such as Freelancer or Elite, but none have made the jump to consoles until now.Īs implied, DarkStar One is a free-roam spacefaring game. The absence of interstellar adventuring was understandable in previous generations when the hardware couldn't support that kind of scale, but while consoles have been lagging, PC developers have not historically been working under the same constraints. I'm surprised current console game developers don't tackle it more often. Taking command of a spacecraft and exploring the stars is a concept that I find extremely fascinating. WTF Have these developers never seen a good menu system? LOW Each star system is nearly identical to the next. To Middlingly go Where no one (on 360) has Gone Before…
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