Star Trek: Klingon Academy Review

Star Trek: Klingon Academy
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There are two versions of "capital" ship combat in space. In one the starship is treated like a large fighter plane. Loops, dives rate of turn, top speed are all critical to the ship's performance in combat (as seen in ST Insurrection). In the second the starships lumber towards one another and slug it out ( as seen in ST Wrath of Khan ). Klingon Academy is the first type of game. Event at its slowest speed setting this is a joystick game where you dog fight in space. If you are looking for slower pace and a more god like perspective on the battle get ST StarFleet Command). If what you are looking for is a fast paced game where you view space through the cockpit window and twist and turn trading shots with your opponents this is an excellent game. The graphics are very good, the performance requirements are not outrageous ( I have an older system and the game works fine even at the higher resolutions ), and the detail and complexity level are there. In fact the control complexity may be a little bit to great for a game where you can't take your eyes off the screen for fear of losing track of where you opponent is at. There is a wealth of controls and systems to use. A detailed command set for controlling you ship, and your squadron (wingmen).
A few design decisions mar an otherwise excellent game. The maximum range of your weapons is around 15k ( you more powerful weapons are shorter ranged ), your speed is on the order of 1kps ( in the faster ships ) that means head on collisions between star ships is a very real problem. Further, given that the ships are very large relative (some ships are up to 1k long ) to there weapons range "accidental" contact in a twisting dog fight happens a lot. ( Purest will complain that I am using metric kilometers not in game units, but this seems to be what the in game units translate too.) Damage from collisions is catastrophic so the propensity for traffic accidents in space is unfortunate. If the weapons had longer range this would be far less of a problem, but the advantage of the extremely good graphics would be lost ( you would end up fighting it out with a little white dot all the time), so the game's designers force you to fight it out up close so you can "see" your opponent very well. This was better handled ST StarFleet Command in which what you "see" are "icons" that are "larger" than the ship they represent. This allows two icons to "pass through" one another maintaining the ability to see large ship model without imposing collisions resulting from point blank range combat.
Space is very large, and this is handled very well with in system Warp maneuvers to cut down on flying time. On the whole the "realism" of handling large distances, large ships, and weapons ranges falls between Independence War and the Star Wars X-Wings games.The game includes a limited set of tutorial missions to get you started ( it is a training academy after all ), and seems stable right out of the box. All in all an interesting take on the starship combat genre.

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