[ 1 DVD ]
- Published by : Atari
- Developed by : Incinerator Games
- Genre : Space Combat Simulator
It does seem awfully late in the day to be creating retro remakes of Atari VCS games. Considering the original version of Star Raiders came out in 1979, it seems fair to say that a sizeable proportion of modern gamers wouldn't even have been a twinkle in the milkman's eye when it was state-of-the-art. But it's those that do remember it that are likely to be most disappointed by this remake.
In actual fact the VCS version of the game didn't arrive until 1982 (the original version was for Atari's little remembered range of 8-bit computers), but as maths fans will have already worked out that still makes it almost three decades old.
The best way to think of Star Raiders is as the granddaddy of the whole space combat simulator genre. It's acknowledged as a direct inspiration for Elite and by association everything from Wing Commander to X-Wing. There's certainly more to work with here in a reboot, compared to the recent Yars' Revenge, and in gameplay terms this sticks relatively close to the basics of the original.
In actual fact the VCS version of the game didn't arrive until 1982 (the original version was for Atari's little remembered range of 8-bit computers), but as maths fans will have already worked out that still makes it almost three decades old.
The best way to think of Star Raiders is as the granddaddy of the whole space combat simulator genre. It's acknowledged as a direct inspiration for Elite and by association everything from Wing Commander to X-Wing. There's certainly more to work with here in a reboot, compared to the recent Yars' Revenge, and in gameplay terms this sticks relatively close to the basics of the original.
That's to say you control a single fighter patrolling around a Galactic Map, and trying to fend off evil 'Zygons'. What really secured the game's classic status the first time around was the freedom you were given to explore the map on your own and manage and repair your ship's damage and energy levels. The Zygons were also unusually unpredictable and could blow up your own space stations if left to their own devices.
For the time these features were unheard of in a real-time game, but today the most novel aspect is simply that this is a space combat simulator - since you don't see many of those around nowadays.
Space Raiders is third person now, with your ship transforming between three states that favour defence, speed and all-roundedness. This works fairly well, with the intermediary 'Assault' form good for fighting capital ships and fixed emplacements, since it's the only one with a strafe option. The slow-moving, defensive 'Turret' form is better for when your back's to the wall.
Inevitably though we spent most of our time in the speedier 'Assault' form, which is best suited to dogfighting. But this is where the game's noble intentions come crumbling down: the combat is awful. The Assault form's secondary weapon is a wearyingly accurate heat-seeking missile that means you spend far too much of the game simply firing and forgetting at tiny dots and ugly-looking icons, rather than doing your best Luke Skywalker impression.
All the ships are upgradeable with different weapons, as well as androids that can boost things like accuracy and shield strength, but they never stop looking or sounding like peashooters. In fact the sound effects in general are so dreadful we initially assumed they'd been taken directly from the original game, but they don't really sound similar at all - just so limp and gutless you almost don't want to press the fire button.
Just as frustrating is that the game doesn't build on the original strategic elements at all, in fact it seems keen to downplay them as much as possible - just so you can get on with all the dull escort missions and quests to 'kill 15 Zylons'. (Imparted by almost unreadable mission screens and generally terrible presentation.)
It's sad indeed to think that 30-odd years ago the game's ambitions were limited only by technology, whereas now it’s the fear that casual gamers will be put off by the idea that you have to do more than just point and shoot. Not that they wouldn't be within their rights to balk at the unnecessarily confusing controls and interface.
We say all this as huge fans of the space combat simulator genre, but as desperate as we are to see its return it's still no reason to put up with sub-par games. Square Enix's quickly forgotten Project Sylpheed remains the best example of the genre on consoles, but we'd give someone else's right arm for a new X-Wing game or the fabled Elite IV.
Especially if the latter managed to make better use of the last 30 years of technological advancement than this tepid shooter.
In Short: All the basic elements of the original game are here, but nothing of the technical wizardry or daring ambition.
Pros: Decent graphics and the relatively open-ended gameplay is still interesting today. Three transformation modes are handled well.
Cons: Vapid, unexciting combat and dull weapons. Awkward controls and general lack of ambition and artistry. Weak presentation and terrible sound effects.
For the time these features were unheard of in a real-time game, but today the most novel aspect is simply that this is a space combat simulator - since you don't see many of those around nowadays.
Space Raiders is third person now, with your ship transforming between three states that favour defence, speed and all-roundedness. This works fairly well, with the intermediary 'Assault' form good for fighting capital ships and fixed emplacements, since it's the only one with a strafe option. The slow-moving, defensive 'Turret' form is better for when your back's to the wall.
Inevitably though we spent most of our time in the speedier 'Assault' form, which is best suited to dogfighting. But this is where the game's noble intentions come crumbling down: the combat is awful. The Assault form's secondary weapon is a wearyingly accurate heat-seeking missile that means you spend far too much of the game simply firing and forgetting at tiny dots and ugly-looking icons, rather than doing your best Luke Skywalker impression.
All the ships are upgradeable with different weapons, as well as androids that can boost things like accuracy and shield strength, but they never stop looking or sounding like peashooters. In fact the sound effects in general are so dreadful we initially assumed they'd been taken directly from the original game, but they don't really sound similar at all - just so limp and gutless you almost don't want to press the fire button.
Just as frustrating is that the game doesn't build on the original strategic elements at all, in fact it seems keen to downplay them as much as possible - just so you can get on with all the dull escort missions and quests to 'kill 15 Zylons'. (Imparted by almost unreadable mission screens and generally terrible presentation.)
It's sad indeed to think that 30-odd years ago the game's ambitions were limited only by technology, whereas now it’s the fear that casual gamers will be put off by the idea that you have to do more than just point and shoot. Not that they wouldn't be within their rights to balk at the unnecessarily confusing controls and interface.
We say all this as huge fans of the space combat simulator genre, but as desperate as we are to see its return it's still no reason to put up with sub-par games. Square Enix's quickly forgotten Project Sylpheed remains the best example of the genre on consoles, but we'd give someone else's right arm for a new X-Wing game or the fabled Elite IV.
Especially if the latter managed to make better use of the last 30 years of technological advancement than this tepid shooter.
In Short: All the basic elements of the original game are here, but nothing of the technical wizardry or daring ambition.
Pros: Decent graphics and the relatively open-ended gameplay is still interesting today. Three transformation modes are handled well.
Cons: Vapid, unexciting combat and dull weapons. Awkward controls and general lack of ambition and artistry. Weak presentation and terrible sound effects.
Minimum System Requirements
Operating System: Windows XP SP2, Vista SP2, 7
CPU: Intel Core 2 Duo E4300 or AMD Athlon X2 4400+ Processor
RAM: 1GB
Video Card: Radeon ATI Radeon HD 2600 or NVIDIA GeForce 8600 or faster. Other integrated graphics, such as the Intel G43/G45 Express, are not supported
DirectX 9.0c
Hard Drive: 500MB free
Sound: DirectX 9.0c-compatible
Other: Microsoft Xbox 360 Controller for PC, Microsoft Xbox 360 Wireless Controller for Windows, Logitech Gamepad F310/F510/F710