Darkstar One
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GameShark takes a closer look at CDV's promising space adventure.
Developer
Ascaron
Publisher
CDV Software
ERSB Rating
T
Rel. Date
July 30, 2006
Genre
action adventure
Players
1
Date: Saturday, May 13, 2006
Author: Dave 'Parias' VanDyke

CDV Software is one of the smaller companies that has interested me greatly for E3 this year – specifically given their development of Darkstar One, a fascinating space-based adventure and action game, mixed in the same vein as Freelancer or Tachyon . This morning I had the chance to stop in personally to check into the development of Darkstar One, something I consider a blessing given my instinctive desire to jump all over any space title offered my way.

The demo I was shown was relatively brief, but offered some useful insight into how the game is going to work. Taking place deep in the future (as most space games do) and promising a major focus on storyline and quest-based action, Darkstar One is a free-form game that will enable players to choose from a multitude of ways to progress and advance in the game. Playing through the storyline-based missions can unlock new areas, equipment, and artifacts to use, but players can also choose to branch off from the storyline at any time and engage in side missions, trading, or just run amok in the universe. This effectively sounds similar to how Freelancer was set up (complete with scripted 3D station interiors – let’s hope minus the corny randomly-generated bar conversations), but I feel this game will offer much more versatility in terms of gameplay and action. For example, many fans of trade who were disappointed by Freelancer’s rigid economy will be happy to know that Darkstar One will instead rely on the old system of supply and demand – and as such prices will fluctuate depending on the current state of the game universe and how the player interacts with it.

In addition, there will also be quite a focus on modifying and expanding the functionality of your ship. While it is expected this would be the case (as apparently the player only has one ship throughout the entire game), I was impressed at how easily changes could be made to almost completely change the way the player’s ship appeared and functioned, and really look forward to tinkering with this system in more detail upon the game’s release. Combat also looks quite intense, with two shield locations on the player’s ship (forward and aft), and even locational damage which can affect the condition of your ship – from the look of it, the engine, weapons, and core could be damaged, and I’d venture more subsystems would be added and taken into account for damage depending on the configuration of your ship.

Graphically the game looks very nice – dynamic shadows, careful use of shaders and bloom, and some really nice explosions to boot (directional even – when a ship blows up, the inertia will keep carrying the debris in a trail of flames, making for some very nice destruction. I also liked the small-scale 3D cockpit effects they had going, complete with some reflective glare of the cockpit interior while looking at the sun.

Disappointingly Darkstar One is fated to be a singleplayer-only game and will not feature multiplayer (giving Freelancer a slight leg-up on it), but I’m deeply hopeful this will give the developers the opportunity to create a more engaging and involving singleplayer campaign and story. Expect Darkstar One to see a release within the next couple of months. - Dave VanDyke.

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