ALL REVIEWS

Mission Name Northern Star (part II) File DarkKnight_02_a.fs2
Author A Betts Release Date 03/07/00
Players 1 Campaign No
Mission Type Defence Addons None
Reviewer Kellan Review Date 04/23/00
User Rating 40% Staff Rating 1.5 Stars

Description
The second part in the developing Northern Star series, is set 5 years after the origenel (4 years after Fs2) where the engineering section of your ship has been hijacked and you have dropped out of subspace into an asteroid feild crawling with NTF forces. Can you protect the GTD Crazy Horse and still survive yourself...

Storyline: 1.5 Stars
This mission continues the story set up by the mission 'Northern Star' which takes place five years before this one. Like Northern Star, this mission is riddled with spelling errors, some of which make it very difficult to read what's written. The briefing isn't bad, but is a little short, but the in-mission messages leave a lot to be desired – mostly due to the poor spelling. The debriefing contains some good advice for the player if they fail, which is one good thing, and the story does show some potential, even if it is very old.

Balance: 1.0 Stars
"Can you save the Crazy Horse and make it out alive yourself?" asks the author. Umm, no, not really is my answer. While saving the Crazy Horse isn't a massive problem due to the lack of decent, or rather any NTF bomber support for the attacks, saving your own skin is a real pain, as there are loads and loads of fighters, ranging in AI level greatly, from captain to colonel. They'll kill all your wingmen, and it's incredibly hard to escape from six Ulysses fighter...and not much fun to die right at the end of a mission.

Design: 2.0 Stars
Design of this mission is basic, at best. Ships aren't laid out too badly, but are mostly on the XZ plane, leading to something of a flat battle. There are a couple of waypoint paths, but for the most part they're not used. Still, most ships seem to get by without them. There are only two directives in the mission, one of which is broken. The event layout of the mission is the poorest of all design features – there are repeated events, curiously empty ones and all of the events still carry the name 'Event Name'. Many of the events could've been condensed – for example; there are 5 separate events to repair the Crazy Horse's engines at once...

Gameplay: 2.0 Stars
There's quite a lot of good dogfighting in this mission, but less defending of the Hecate destroyer – there are no dangerous bombers and so most of the opposition comes from capital ships. Some, like cruisers, can be engaged and destroyed by fighters, but the corvettes and destroyer are less engaging for the pilot. You can disarm them a little if you feel like it, and this does play a role in the game. Still, overall this creates some Endor and it's more of a mission to save yourself than the destroyer.

Other Thoughts:
What's up with the weird wing names? Nitro Hippie? Fragmenter.? Dot? What's with the dot?

Bottom Line: A Below average capital ship defence mission, with a touch of Endor and a lot of frustration.
Highs: Good dogfighting, no errors in mission.
Lows: Basic design, no bomber attacks, poor spelling, and it's almost impossible to depart.
Rating: 1.5 Stars
User Rating: 40%


This site was designed for 800x600 resolution and 16-bit color, so use at least this resolution and color depth.
Site was tested using Internet Explorer and Netscape, versions 4 and up. Use other browsers at your own risk.

All content on this site is produced here with the permission of the original author.
All content is NOT to be reproduced on other sites without written permission from Volition Watch IN ADVANCE.
Site design: Ben "Remora" Dekarske, June 2001. Copyright 1998-2001 Volition Watch Archives.