To ensure Star Wolves isn't mistaken for some cheap imitation of a game you may have played before, the developer has added a twist by enabling you to upgrade and equip your fighters and mothership whenever you see fit, as well as spending hard-earned experience points on furthering your pilots down one of four skill-paths pilot, gunner, missile expert and electronic warfare.
The result is a game that offers far more depth and replayability than it might otherwise deserve. Certainly it lacks the pace of other sci-fi strategy games Nexus, for example, offers a far more tactical challenge , but Space Wolves has a sedate charm that's hard to resist, so much so that if you're hungry for a new deep space challenge, it's worth taking a risk on.
Browse games Game Portals. Star Wolves. Install Game. The music is a nice mixed bag of bluesy progressions with an occasional blend of ambient electronic music when exploring deep space and fast-paced, screaming heavy metal during battles. Moving on to game play, I'm sure we can all agree that a game can still be good if it has a fun and engaging way to interact with what is on the screen. Every other element can be horrible, as long as the game is fun to play right?
Star Wolves promises an "original blend of tactical and action game play. The game introduces you to the controls through a comprehensive in-game tutorial and unusually thick manual.
Maneuvering around in space takes a bit of getting used to, but once you do, it isn't so bad. The real problem arises during battle. Battles are fought in real time and can become quite large and complex. Once your party grows, you can orchestrate large dogfights by independently controlling the actions of each character at any given time. This is achieved by selecting an on-screen profile which displays statistics such as health and weapon caches.
Picking a fight is as easy as click on a target. Both concepts are simple enough, but whenever I engaged an enemy in a battle, my star fighter kept circling around its target in every conceivable direction and seldom hit its mark.
More often than not, I just sat there watching my ship fly sporadically around the enemy, flailing and shooting in all directions, yet hitting and destroying nothing. Needless to say, the controls are so inaccurate, they are almost obtrusive. I never once achieved a nice exciting flow in any battle. It was more like: click It was pathetic to watch. One battle with a relatively weak opponent unnecessarily took 20 minutes!
Who wants to sit there watching your character miss for a third of an hour? The controls only serve to distance you from the action and even for those hardcore RTS gamers out there, the click, pray, and go make a sandwich approach to gaming is about as exciting as watching paint dry, folks.
I felt I had no direct control over the action on screen, and I would have much preferred real time control over fighters. Instead of exhilaration from the heat of battle, one has the overwhelming feeling of frustration. I guess the idea behind this approach was supposed to simulate the frenzy of a space battle. Too bad it was more frenzy than battle.
I found this to inhibit the strategic aspect rather than enhance it. In their quest to re-create a lifelike control scheme, the developers only succeeded in making the game unplayable and more difficult than it had to be. You do eventually become stronger, and more able to successfully engage in fights. Leveling up is handled through a skill upgrade tree.
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