Well, I’ve finished Darkstar One, the space shooty tradey game from Ascaron.
I’ve always had a soft-spot for this genre (and I refuse to call it a Space Sim as some do, I’ll continue to refer to it as a shooty tradey thing until a really good label is created) ever since playing Elite on my old CPC 6128. I remember the astonishment at realising that not only was the galaxy in Elite huge, but that there was more than one of them (5 if memory serves). As such I really wanted to like this game, Freelancer was a brilliant game, albeit a bit too limited.
Ever since Elite this genre has struggled, the problem seems to have been compromising the huge galactic sandbox with the needs to deliver a strong narrative. (i.e. the plot always seems to spoil it.) Without a story the missions quickly become repetitive and with a story you lose the beautiful freedom that flying about in space should have. Freelancer did an admirable job of making an entertaining sandbox space to play around in, with sufficient politics to make it interesting – but clearly the game couldn’t have sustained interest for long without a plot. Darkstar one is a very clear illustration of this, the missions rapidly become repetitive, however where Freelancer’s plot allowed for imaginative scripted missions, Darkstar one fails to break out of the "Kill this man", "find this item" monotony.
The idea of upgrading the ship – clearly coming from the world of RPG – looked like it was going to provide some interest, but sadly fell a little flat. Especially as the upgrades stopped the moment the game was completed. There also wasn’t enough depth in the idea to warrant replaying, picking different features of the ship to upgrade simply didn’t lead to dramatic enough differences to warrant trying again with a different style.
All in all Darkstar one was nothing special, a workaday addition to a genre in need of a lot more imagination.
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