Intro Years in development, and oodles of screenshots and press releases
later, Strategy First's real-time strategy space opus finally hits the shelves.
Taking action into the edges of space and time, players take the role of two races
of the same origin, but are unbeknownst to each other - before now, that is. With
a fairly interesting story, high production values, and the talent behind the
title, it would seem to stand to reason that O.R.B. had 'hit' all over
it; unfortunately, that is not the case. Gameplay: 6/10
After a great war, one faction escaped and, eventually formed two peoples: the
Malus and the Alyssians. Like all good stories, there has to be the militaristic
and the harmonious factions, with the Malus taking up the arm of the aggressive
and the Alyssians being their polar opposite. Being from the same people, each
followed the same religion and each group as a piece of the Torumin, their version
of the Bible. Being of different subsets, each interprets the message differently
and when they come into contact with each other, the Malus take the Alyssians
as 'The Great Betrayer', the name given to the being(s) that killed their creator.
Despite sharing the same sun, and having the ability
to create vast space armadas, each has never met one another. When the Alyssians
hear scrambled messages of the Malus, it's then that everything hits the fan.
The player starts off as the Malus and takes up arms to destroy 'The Great Betrayer'.
A tutorial helps to soften the blow of the complexity of space combat, but it's
also a bit deceiving. The intro and tutorial
really make the game out to seem like something new and exciting. Aliens warring
over ancient religious text gave a great sense of urgency and disparity to their
causes. At the beginning of the Malus campaign, I was really involved in the game
and wanted to destroy the Alyssians. Great production value helped with some strong
narratives and some initially impressive graphics. After a nice intro mission,
the game's entire tone seems to wane and the flaws inherent in the design become
very apparent. One of the first problems is that the enemy is technologically
and numerically superior; well, this isn't exactly a problem, since, after all,
this is a game about tactics. It does become a problem whenever the pace of the
game is slow - despite being able to ramp the speed up 3X faster. Fighting off
enemy ships also becomes needlessly difficult since the player's ships can't catch
a fleeing enemy vessel, despite the fact that the situation isn't true in reverse.
The biggest problem comes in resource collecting: the floating asteroids provide
minerals that each race can mine to make ships. A vessel is needed to scan asteroids
for minerals and another is needed to extract them. While the recon vessel can
proceed with its duties, the resource base implants itself into the asteroid and
freighters commence with extracting the goods. The problem comes in the fact that
a resource base is pretty costly and resources can get very scarce on most maps,
so having to allocate a sizeable chunk of material to simply making vessels to
extract said material is a bit annoying. Once
a money train or two gets established, it's time to start researching and producing
some offensive ships. The allocation of manpower is an important and subtle part
of O.R.B., as giving a bulk of labor to research will cause greater technological
advancements to come faster, but it'll come at the cost of a lack of men to pilot
the crafts, and those who can work in secret ops. Getting the right amount of
people to the necessary positions can also greatly improve chances of victory
as a streamlined and efficient organization can take a lot of worry off the gamer's
mind. With everything ready to go, it's
time for the fun stuff: making some ships and taking down the enemy. After a few
skirmishes with enemy craft, it becomes apparent that playing in the 3D view isn't
the best way to go, and that your pilots are idiots. I'm not really opposed to
switching to a larger map to play games; I enjoy moving dots and squares around
just as much as watching them in action, but when a game is set in space, it's
crucial that it's easy to attack and maneuver with ease, and I found that just
wasn't the case. Once using the map to do basic navigation, combat requires the
3D view because leaving pilots to their own devices is a huge mistake. Doctrines
-- instructions given to pilots that can be customized to say when to retreat,
who to attack, what formation to take, etc. -- are a cool feature, but they aren't
very helpful when the pilots can't do anymore that than shoot and turn, if they
can manage that. Constant babysitting is required of the fighters as they seem
to enjoy wandering off in the middle of combat, so following specific squadrons
around is key as they will do their typical maneuver of flying straight at the
enemy and turning, and to see that they don't wander off and get destroyed in
the process, the player has to keep constant tabs on them.. This has unexpected
pleasures as quickly tapping on an enemy will make your pilots turn faster and
stay on target, allowing for some solid kills, but constant vigilance is always
a must. However, if an enemy retreats, forget it; there's no way the player's
ship will catch up, much less destroy them. The
second level is also when a reoccurring theme presents itself, and that's having
the missions degrade into simply killing everything in sight. Now, I'm not opposed
to wiping out the enemy, but some cool objectives like 'disable the recon vessel
and capture it with a troop transport' are overshadowed by the following objective
of, 'oh, there's far superior fighters coming your way in huge waves, go ahead
and kill them too' because O.R.B. just loves sending a few more waves after
the majority of a level is complete and these are often superior ships in technology
and numbers. This also makes the levels drag on, resulting in some once-enjoyable
missions being turned into tedious struggles to survive. Completion
of levels bring some enjoyable cutscenes that explain the progression of the war,
but after a while, my initial impression of a fresh and stylish real-time strategy
title was replaced by the feelings that this was a mask for a pretty mediocre
game. Level after level of degenerating objects made all the levels seem like
one. The fact that a level has to be re-played due to the fact that it costs so
much to mine the minerals and the lack of them, knowing exactly where and when
to go is crucial, otherwise the enemy hops on them with their advance forces and
swats your brave squadrons away like they were flies. The story is one of the
game's strongest points, but it never really progressed at a satisfying level,
with no real twists or developments to make it very involving; that's a shame
too, as the premise is interesting enough, and taking it up a notch would've really
made this more than a standard RTS title.
The cooler aspects of invading a ship with troops is offset by a squadron's leniency
on following their orders, and doctrines, not to mention the enemy's fondness
of stalking repair ships, and disabling a craft makes them extremely weak and
require immediate attention. Researching leads to more advanced fighters, and
eventually larger vessels like carriers and destroyers. The larger ships also
make the fighters nearly useless as they only serve to engage other fighters and
disable key vessels, but, for the most part, they act as laser fodder for the
bigger guys. The lengthy missions,
with most needing to be played at least twice, slow pace, incompetent pilot A.I.
- why couldn't they earn experience; I'd assume a pilot would become a better
pilot after a few sorties, but not these aliens - and spotty navigation on the
3D map really bring O.R.B. down. Another factor was that the Alyssian missions
weren't all that different from the Malus as the technology and mission structure
were so similar, it was like playing the same campaign but with a different ship
colors. There are some positives though, as special ops is an interesting means
of gathering information, and even though it's not fleshed out, it's a nice concept,
as is the ability to capture ships with troop transports. Larger engagements of
destroyer vs. destroyer are a nice sight, with a few fighters tossed in to give
it a more cinematic feel. The best portion has to be skirmish; it's customizable
and immediately accessible, and it's much more enjoyable than the single player
campaign and unlike multiplayer, I don't have to wait in a dead or empty room
for someone to come along.
Graphics: 6.5/10 What looks good from afar might not hold the same
appeal up close. That's kind of the rule in O.R.B., as none of the ships
look particularly well, with none having any exciting designs, and it's zoomed
up that one can see just how simple they are. Space is gorgeous for a time, but
the levels look the same, so the 'awe' factor diminishes fairly quickly. The load
time to get the pretty lasers and squadrons of fighters can be lengthy on some
machines as well. The larger ships do hold some appeal, but they lack the gigantic
scope that I would expect a carrier or destroyer to have. Aside from the close
views of the fighters, the rest is above-average, with the entire setting having
much more appeal on the outset of the war. Sound:
7.5/10 This is O.R.B.'s high point, no doubt about it. Even though
a narrator speaks in English and the pilots respond to commands in their native
tongues, it's easy to look beyond that as the strong narrative really helped to
keep the story interesting. The responses in native tongues is made better by
radio static, and getting close in view will increase the sound of the ships as
they hurl themselves through space. Effects are decent, with standard laser and
collision sounds, but the music fares better with a solid soundtrack of more dramatic
tones so familiar with titles set in space.
Control: 6/10 Implementing controls to handle a title in space is
pretty tricky, and for someone to even do a mediocre job is something pretty spectacular.
Dealing with the whole tricky y-axis isn't an easy task to tackle, and, for the
most part, O.R.B. does an admirable job of doing so. That really only pertains
to close combat, because otherwise, setting a waypoint on a plane higher or lower
than the selected ship is a huge pain, and it's also why the 2D map will be used
so often. Research, moving manpower, and launching advanced technology from mining
bases - satellites, turrets, military compounds, etc. - is done well, and all
in stylish menus to boot. It's a shame that the pilots are so simple-minded, because
their constant babysitting requires tapping on the spacebar (switch from 3D space
view to 2D map view, default) constantly so that they don't fly off into combat
and ignore the enemy, only to die while merrily traveling through space with not
a care in the world. Overall:
5.5/10 By the end of the Malus campaign, I had enough. The levels became
so tedious and time consuming, what with having to replay maps just to know where
the valuable and limited resources where, not to mention what 'surprises' (re:
wave of advanced fighters) will throw out at the end of a mission. The story itself
also grew stale as it was pretty basic and never really went all-out with the
theme; I'd love to have heard some Malus propaganda and some mock battle tunes
encouraging the slaying of the betraying Alyssians. The skirmish mode was the
most enjoyable part of the game as it allowed me to explore all the tech goodness,
and the advanced fighters, carriers, etc. without having to wade through poorly
designed levels. So, play single player until it gets dull, then switch on over
to skirmish mode and fight the computer on equal ground. [
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