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Space Colony

Developer: Firefly Studios
Publisher: The Gathering / Take-Two Interactive
Genre: Simulation
Players: 1
Similar To: The Sims
Rating: Teen
Published: 11 :14 : 03
Reviewed By: Tom Keller

Overall: 8 = Excellent

Screenshots

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Minimum Req.: P3 800 MHz Processor, 64 MB RAM, SB, 4MB Video Card DirectX 8.1
Reviewed On: P4 2.66ghz, ATI Radeon 9000 (64 MB VRAM), 256 MB Ram, Win XP Pro

Intro

Space. The word evokes a myriad of emotions and its expanse and origins have been on the minds of humanity for countless generations. Whether in literature, cinema, or games, the word has always seemed to accompany a sense of seriousness and thoughtfulness. Colony. Perhaps one might think of English settlers in the early 17th century. Maybe the super-insect creatures known as ants might come to mind. Put the two together and you've got the title Space Colony, wherein you might expect a super serious simulation that follows the perils and hazards of exploring the final frontier by what's left of humanity after the earth is ravaged by aliens. Um, no, that's not what this is. Stay tuned, however, as it turns out that this offbeat "people-sim" is still worth exploring.


Gameplay: 8/10
By now, you've seen Electronic Arts' The Sims series, whether on a PC or the multiple console releases that are either here or coming. Space Colony takes The Sims ideas to the next step, by attempting to combine the "people-sim" elements of that immensely popular series with the world building elements found in other popular titles, such as the successful Sim City series and, most importantly, it's fun to play.

As you begin the game, you're given a few different options for gameplay styles. You can go through a story based mission mode, which will follow the antics of predetermined characters along a tale in which you'll have to accomplish tasks to advance to the next chapter, which usually involves getting more characters or having more difficult parameters to be successful. There's also the Galaxy mode, wherein there are specific missions on a group of planets that you can choose from. Also, there's Sandbox mode, which consists of planets that have specific challenges inherent to the planet that you select. This is a type of "free will" mode, where you can basically do whatever you want. There's also a fourth mode, which will allow you to download user contributed scenarios from online players who've taken the time to create them. Between those four aspects of the games design, it's readily apparent that there are plenty of challenges here and many rewarding scenarios in which to partake.

Initially, Space Colony puts you in charge of a small group of characters, usually, that perform various functions of everyday living. You are the hand that guides these gentle, (and, in some cases, mean-spirited), souls through the rigors of everyday life. You'll handle fundamentally basic tasks, such as bathing and showing up to work everyday, as well as trying to maintain or improve their relationships with those that surround them. You are in an incredibly small community of bio-sphere(s) that eventually interconnect to other bio-spheres (small and large, as you build them and progress in the game) and these usually come at a premium price with a severely limited amount of space. Within these confines, you'll have to regulate oxygen, gather nutrients to make food, maintain a continuous flow of power, and keep an eye on many normal, and not normal, aspects of every day living on a planet that you're probably not naturally otherwise supposed to be on. Each character has multiple aspects of things that you have to maintain, ranging from basic stuff like hygiene and food to more intricate things like the need for human contact and their happiness with the wages they are getting. All of which have to be monitored by you, oh God of game players, monitor of all that is.
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You'll even have to clean the living quarters or the residents become progressively dejected and under-perform or just plain cry the blues. Some of your cast of characters will be natural enemies of one another and serve as an anchor on the morale of your small community as well as your patience. It will be your task to make sure that these two have a conversation in a social area (which you'll need to erect, chief) to patch things up for the sake of the rest of the community. Unlike its older competition (The Sims), Space Colony's inhabitants actually speak English (not the psycho babble that you might have become accustomed to) and you'll find yourself smiling wryly at some of the clever commentary and witty remarks that will wreak havoc on your unsuspecting ears. There are even veiled references to Star Trek sprinkled in among that which will be yours to eavesdrop on.

There will be aliens that your little base will encounter that you'll have fend off. Get those Ikaruga thoughts out of your head though, as this has nothing to do with that. There are automatic sentinels and laser cannons that can be erected to tackle the swine, but you'll have to build them and maintain them or the base will fall to pieces. One will have a repair facility that will have to be manned and this will provide much needed maintenance to the exterior of the base. You'll be asked to raise space chickens. S-P-A-C-E C-H-I-C-K-E-N-S, you read that right. You see, you'll have to earn money for "the man" (i.e.… the large corporation that is financing this whole space gig) and make sure to keep them happy with your progress. Want to buy a Jacuzzi? Dance floor? Exercise equipment? A watering hole? Then get ready to mine iron, silicon or even do the space chicken thing to earn cash for such spending.

You can even try to get two particular people to fall in love (though, don't be surprised if the girl tells you to "Eat shit and die" if you ask her to "be yours" too soon) and it's also a requirement of one of the missions. As is the happy factor, where you have to try to keep the morale of the entire base above and beyond a certain number or the mission will be deemed a failure. As the game becomes more intricate, there are more and more factors that affect you and your base. Medical conditions, bio-labs to make medicines and food, volcanic vents that power your base and many, many more interesting factors come to bear on your success or failure.

Graphics: 8/10
This isn't really the type of game that one looks for when trying to determine if their new Super Rig with 14 gigs of RAM is up to snuff. The title has accomplished graphics that serve their purpose well without having any glaring weaknesses. The planet surfaces and the human engineered structures are obviously rendered a bit wryly and in good fun. They succeed. Perhaps the interaction with the characters could have been a bit more engaging, but there isn't much to complain about here.

Sound: 9/10
The characters always have a lot to say and most of it is intelligible and much of it is humorous. Obviously, over time one will begin to hear things that have already been heard before but it doesn't really get on your nerves and it's worthwhile to listen to for the humor. Occasionally, something will come across that hasn't yet been heard and that makes it all the more worthwhile. As an added feature, Space Colony allows you to integrate your own music (via MP3's) in the soundtrack, if you happen to disagree with the music selection that's chiming in the background.


Control: 8/10
Titles such as these require an intuitive interface, which Space Colony accomplishes. Anything that you need to do is easily accomplished for the most part. One notable exception is when you are trying to get two specific characters to interact romantically, it can be a frustrating exercise to get the two to actually talk and continue talking. This was the weakest aspect of the entire game and was somewhat frustrating and tedious chore.

Overall: 8/10
Space Colony is the natural evolution of The Sims, except it wasn't done by Electronic Arts, and is a great place to either start your people-sim addiction or to continue it. Buy some groceries before you install it, it might be a few days before you can find the resolve to leave the house again.

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