![]() Having played this game on the PC, I have a love/hate relationship with the new control scheme. Obviously, Darkstar One is the star, and not Kayron. Upgrading each part also morphs the ship, which means that everyone’s ship aesthetics will differ. Each artifact is a skill point that can be spent on upgrading the wings, the hull or the engine. You can focus on speed rather than firepower, or the strength of your hull versus weapon capacity. Rather than gaining XP, the player has to seek out ancient artifacts that the ship absorbs. RPG-style leveling and skill trees gives the ship customization a robust amount of options. Shopping, mission selection, and news updates are all done through static menus. You do have a chance to step out of your ship, but that’s only in space stations. Some quests give the players a moral choice of saving the crew they were ordered to destroy, but offer absolutely no impact on the overall story, or gameplay. The main problem is that most of these are a “go there, shoot (or escort) this, come back” ordeal, and become very repetitive. There are escort quests a plenty, pirates to be hunted, trading of resources, and even opportunities to become a pirate yourself. After the initial couple of hours, the game opens up, and let’s the player choose from a myriad of quests, and tasks. The two main draws are its open-world mechanics and ship customization. It’s a throwaway story that won’t keep you on the edge of your seat, and you will most likely forget what you’re main objective is, very early on. This ship is special in that it can change shape and level up using ancient artifacts. The story revolves around a young man named, Kayron, who is on a quest to avenge his father’s murder using the unique DarkStar One ship left behind by his father. Broken Alliance is a basic port, with a new control interface, and a shiny graphical overcoat. If DarkStar One: Broken Alliance for the Xbox 360 seems entirely too familiar to some gamers, it’s because it is a four-year old PC game.
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