Posted on 09/30/02 @ 12:00 AM (updated 04/15/03
INTRODUCTION TO STORYLINE:
|Clone Campaigns required?:
|Number of scenarios:
The Empire is in decline, and some 15 years after the Battle of Endor it is but a fragment of its former self. But somewhere on the outskirts of the Galaxy, within the Empire's small corner of the Outer Rim, mysterious events are unfolding...
The lulling of an ion storm that has raged, on and off, for millennia around the planet Ayreon presented the perfect opportunity for the study of this virtually unknown world. However, the Imperial survey vessel tasked to Ayreon vanished without trace shortly after arriving in system. Worse still, the frigate Jagar sent to investigate this disappearance suffered the same fate. No communication with either vessel has since been established.
Moff Luarna, the Imperial Governor in this sector, has dispatched Odin Jen, a secretly funded Dark Knight self-tutored in the ways of the Sith, to Ayreon to resolve the situation.
On exiting hyperspace in the Ayreon system, Odin Jen's Infiltrator quickly intercepted a weak Imperial S.O.S. signal, which he immediately homed in on...
An expedition to investigate disappearance of Imperial frigate leads to a planet shrouded in mystery (due to many years of inaccessability because of fierce ion storms raging in the system).
There are 5 scenarios, varying from investigative missions, through supressing enemy defences, to a high mountain top fortress assault. A mix of fixed force with reinforcements, problems and role-play strategy. A few surprises in terms of other forces appearing, so not listed here.
Highly detailed pre-game, in-game and post-game briefings/descriptions and Lucasarts style pre-game briefing graphics. Alot of thought and planning gone into the story/plots, relating to Star Wars events from pre-Phantom menance to post-Return of the Jedi.
To play, extract the zip file into SWGB Game folder.
Good Luck - it's not easy! And please let me know what you think - any comments no matter how short :o)
'THIS SCENARIO IS NOT MADE, DISTRIBUTED, OR SUPORTED BY LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS tm & (c) LUCASARTS ENTERTAINMENT COMPANY LLC AND ITS LICENSORS'
|Author||Reviews ( All | Comments Only | Reviews Only )|
Playability: I loved it! Nice story, not too easy and mix of fixed force and RPS with a bit of (albeit scripted) problem solving/guessing. Overall it was consistent throughout and the scenario set-ups matched the story (e.g. you can't go building a new army on an inaccessible planet with no population, nor can you fly through a mountain). Ummm, other comments below...
Balance: Some scenarios were easier than others, generally getting harder as the campaign progressed. The last scenario was very tricky, but I found that once you've established a foothold on the mountain side (easier said than done), the rest was less difficult.
Creativity: Fairly creative in terms of the developing story. Some simple creative gaming elements (e.g. cloaked air turrets, malfunctioning shuttle) but not too many - not necessarily a bad thing though as the creativity was in the storyline/events.
Map Design: Pretty good. A bit too rocky everywhere perhaps, but all looked not auto-generated (good). I Don't think I've seen the use of caves and tunnels before and this was a nice touch. The 3rd (the important bit in the middle at least) and 4th scenario maps I personally thought were the best. The cloud effects around the mountain peak were used well to show how high it was too.
Story/Intructions: These were excellent and very well prepared. An original and fairly clever story line. Some nice intro graphics and fully detailed intelligence, recconaissance and objectives. The only thing that was missing in the background was why was the Imperial Governor secretly funding Odin's teaching - I presumed part of some other plan?
Oh and finally, thanks!
My comments run similar to the previous review. This is probably the best campaign I've played in a while, even though the scripting was minimal.
None of the scenarios were too hard, I felt. In fact, while the last two scenarios were a real challenge, I never felt like the author cheated to get the difficulty that high. Every unit had its purpose and even some creative converting of units had to be done, which I tend to do a lot of. Normally it breaks the scenarios I play - you're obviously not meant to convert the units... but this time, it was essential to victory in a few instances, and I liked that. Unfortunately, there were some glitches; the author didn't properly handle some AI surrender conditions so you got your enemies and allies bailing out in mid-story. didn't affect the game though, just a cosmetic detail.
The early scenarios were a little too easy. there wasn't much to them at all. the end scenarios were pretty tricky, and I had a really tough time with the mountain assault. Great, but not perfect.
A lot of nice touches all around. I remember when I finally realized *why* the turrets were appearing out of nowhere. what I thought was a stupid gimmick on the part of the designer to ramp up the difficulty of a scenario was really part of the plot.
Map Design: 3
The one poor element of the campaign, although that's not saying much. When the maps are good, they're great (the Mountain's snow and cloud effects were top-notch, in my opinion) but some of the earlier maps are pretty much blank except for the story areas. I like non-linear, non-pathed maps but these were *too* open. in the first scenario I covered the entire map before I found the third story point, and I got a little bored by then. plus, my units kept getting stuck in the Wookie caves.
The best intro bitmaps I've ever seen. The author used clips of the in-game tactical console dressed up with images from The Phantom Menace. Very colorful and very attractive. Good story, too. I especially like how Odin Jen gets "promoted" after the second-to-last scenario.
all around? I liked this one a lot. More, please!