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The European releases, which use Federation Quest, have a much weaker title screen featuring that red planet below. |
Number:232
Year:1990
Publisher:Gremlin Graphics
Developer:Celestial Software
Genre:FPS
Difficulty:5/5
Time:13 hours
Won:Yes (102W/73L)
I have mixed feelings on Spacewrecked. I first loathed it for unusual mechanics and awkward controls, before considering it for the worst FPS before 1993...which was a fun mental thought considering the usual caliber of worst games I've played...but once I got past the first level the game sort of settled into a scheme so many games from this time fell into; Nice idea, mixed execution. The backstory, as given in the manual, tells us that we were sent to explore a distant planet. It turns out to be pointless, the planet had nothing of value. As you lift off, the scattered debris of an exploded moon damages your ship to the point that you can't return to Earth. So you enter cryogenic suspension and wait for your death or rescue. You are awakened some time later to find a fleet of twenty Scientific Survey Craft. Oh, but they're damaged too, they warped into an exploding nova. This caused most systems on-board the ships to become crippled, freed the aliens they captured, and set forth a process which caused mental degradation to the crew. So, you have to find the Energy Flux Decoupler for the power room, the old one is fried, find the inhibit lock and take it to the bridge so you can fly off, then fix the systems of the ship. While dodging everything on the ship that wants you dead.
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"Congratulations, you now only have to do this 19 more times!" |
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Most of the lower deck, as per the final ship. |
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A screenshot from the DOS version of the game. It's got some issues. |
That said, while this ultimately proved to be more bad than good, I note that the concept isn't that bad. It's quite similar to what would become the roguelite genre, taking the concepts of RPGs and applying them in an action game context. You get twenty randomly laid out ships, more than enough for anyone. This would be fine, if this were the extent of the RPG elements. It isn't, and this is where the game starts to fall apart.
RPG and action are difficult genres to balance together. RPGs rely on character knowledge and skill, action games are the opposite. This is why despite how beloved Morrowind and Deus Ex are, they still have their detractors. When you are playing a game in first-person and the action goes in real-time, when you swing at something, they should be hit if it seems like you hit them. They are loved for the same reason they are hated, they abstract something that is usually just depicted at that level of action. They try to balance the two systems and whether or not this works has been a debate that has simmered over the past two decades. And neither combat system is all that complex either, so this adds to the problem.
Spacewrecked could be said to be in a similar debate. In theory, it applies RPG systems to action gameplay. Similar to, but distinct from, Dungeon Master. We even get a new and exciting version of the combat waltz. Sadly, this is done terribly and drove me up a wall. This is not a RPG in the sense of being derived from actual role-playing games. There are no real RPG components. It's a RPG in the sense of using the level design of Dungeon Master, and the RPG mechanics if you miss or otherwise screw up, because the dungeon master hates your guts. Your attack accuracy is tied into some sort of anxiety your character has. That is, your cursor jumps around so long as you have a weapon equipped and have your cursor over the viewing area.
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Make no mistake, the artists on this game loved big heads. |
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Yeah, that's a sentient rock monster. |
I accept that many developers at the time thought that using the mouse only was a good design choice. That some developers decided that making the keyboard, if they considered it at all, just be a lame mouse. I get it, even if it's weird to me, someone who prefers the keyboard to move outside of strategy games. What I do not accept is that I am hitting the wrong buttons. This game was clearly not tested extensively, even by the dev team, which likely explains most issues. There were no testers outside the dev team, because even one would have asked why they thought this was a good idea.
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Your character's face gradually turns into a skeleton as you take damage. |
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We're just straight up kidnapping humans born on other planets. |
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Some people on this ship seem to have been missing a few screws before their brains got fried. |
All weapons have a reload wait time, even the knife. Less because they have ammo and more so you don't spam it. They each have differing crosshair sizes, and I think this is connected to how easy it is to hit an enemy. I think. If it isn't very clear by now, this game indulges in a lot of obtuse things that would take me more time than I care to spend deciphering. For instance, medical syringes which heal you come in multiple colors. What's the difference, and why was my guy's heart yellow for a while?
For most of the rest of the inventory, this isn't much of a problem. It's a grid-based inventory system, most objects are one tile big, a few are two. If you don't have a robot following along, unless it's a spacesuit or air tank, useful when the oxygen cuts out, the two tile ones need to be in your hand. You get two places to put items effectively, backpack and belt. They each have a different weight limit, 40 and 15. Unless you're grabbing everything you can, this won't be a problem. The problem is that it's slow to open up your inventory screen, pick up something, replace a weapon or even just using an item. Wait for it to open, wait for it to close.
Outside of items relating to functions of the ship, there's not a lot left that's useful. There's armor, but that might not appear on every level. Flashlights function when the lights fail, and in the rooms with damaged lights. Flares and probably candles also fill the same function, but can't be recharged. Repair kits are a vital part of fixing the ship, and for the frequent problems that befall your equipment. A coolant applicator is important for not getting radiation poisoning when you fix the ship. Then there are the function chips for the robots. There's a lot more that's basically just fluff. Ropes and goggles which don't seem to do anything.
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A T-Rex, biting my face off, along with an orange door on the left and a yellow or white door on the right. You won't find out until you try to open it. |
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Time for some nice, refreshing Tang. |
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The ship thirsts for Tang. |
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The bars fluctuate, so you're never entirely sure how good a shape they're in. |
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Simpler than regular coding, but quite complex for a random game. |
And finally, we have the robots. There are six, some mundane, some more useful off the bat, like a computer robot, a medical robot and a repair robot. The game's big selling point seems to be the robot programming aspect. You can basically order a robot to do anything except attack a specific enemy. If it ever attacks anything, I didn't figure out how. For all the effort the developers put into it, it feels quite pointless and possibly even counter-productive.
Taking out the whole attack aspect, you need the number of an item and the number of a room to go there, so you can't have it go anywhere you haven't already gone at some point. So, no using it to help you explore the ship. There is an implication that it can help with bringing coolant to places, but given the trouble I had with doing it on my own, having to manage a robot to do these things seemed like more trouble than just doing it myself. Especially if it had the same failure rate with bottles.
There are four systems you need to repair, not counting the item you bring to the power room. Bio Control handles the stasis of the aliens and the humans. As it fails, it brings creatures out. Despite how important this sounds, I found this a less important target to fix. It's not like the monsters will go back in. The various sources might spawn an infinite amount of enemies, but any attempt to find this out would take so long as to be far longer than you would need to fix it.
Then there's Life Support. This is the most important from many points. It controls the galley, where you can get food, an occasional healing item, lighting, doors, the rad filter and the oxygen in the ship. I'm really not sure what the rad filters do, they failed a few times, but I wasn't suddenly in bad shape. Maybe it causes problems if you also have trouble with overflowing coolant. The doors are the big problem. First, your keycards are drained of one level more than they should, no entering white doors with that issue. Then doors start getting locked randomly. At that point, well, you're pretty much guaranteed to lose.
The Computer, or the bridge, is the most important from the rest of the points. It controls the terminals and recharge stations. From the various terminals on the ship, you can see the ship's status and check the map. It's less effective than a map you would make yourself, but it's the only way you'll find room numbers. The recharge stations are absolutely vital. They recharge the cards, the robot and your weapons. It really doesn't matter if you have life support if you can't reach the bridge.
And then there's communications. It allows you to use the communicators you can find to give orders to robots and find out if you gave the robots a bad code. Oh, and it causes "Communications have failed" to appear when it fails, which often happens at amusing times. Basically, you will only actually care about this if you figured out the robots, and even then, it's going to be the last one.
Visually the game is a mixed bag. A lot of the scenery is good, but then you'll have the odd background object which looks like it was crudely attached to a wall then someone competent tried to do a good job coloring it. The enemies look nice, but they only face you and have limited animation. A few of the enemies feel flat too, like they have no depth to them. Of course, some credit must be given, some failings can be accepted when you're drawing this many enemies and animations. Possibly even for two different platforms. (The DOS version looked far worse than the Amiga version I played for the most part)
The sound design is good, but limited. There's one track that plays at the beginning, then another that plays once you finish a level. I wish there was a bit more. The slow beep of my character's heart monitor in the background isn't annoying, but isn't what I prefer to be hearing all game. And with that, let's get to the rating.
Weapons:
Nice variety, but very quickly falls into a few ones you can easily get. They're also frustrating to use, not a good feeling. 3/10
Enemies:
A lot less interesting than they should be for a game that has more than 20 different kinds of them roaming around. 3/10
Non-Enemies:
I acknowledge that if you're willing to put in the time to learn how the programming aspect of them works, the robots you find are useful. But since in order to actually use them, you need to have the numbers of rooms and items marked down, and their combat mode seems unimplemented, their usefulness is limited to the rest of us. 2/10
Levels:
Twenty ships, with the same layout but different contents. There's not really enough to the game to warrant such length, but if you wanted to play it for that long, you can. 3/10
Player Agency:
Mouse only, and your movement cluster has a poor hitbox. Everything works, but it's generally frustrating to use. 3/10
Interactivity:
Everything is annoyingly automatic, unless it's tied to item use. You go to a galley and eat something automatically or not. There is a lot of stuff here, but it just feels like it's part of the basic game function, not something you play around with. 2/10
Atmosphere:
I'm not sure if this is supposed to be serious or silly, but I enjoy the idea of going through a ship that's been heavily damaged and the crew have gone insane. 3/10
Graphics:
Overall appealing, with limited variation on enemies and robots, with some flat objects and characters. 4/10
Story:
The in-game version of the text crawl seemed not entirely satisfactory, as I didn't figure out why I was being attacked by the human enemies until I read the manual. I still don't know why there was a British bobby. 1/10
Sound/Music:
I think it's decent, but it really could have used some more variety and something beyond a heart rate monitor for background noise. 4/10
That's a score of 28...somehow. I don't quite think that's right, so I'm going to remove a few points for a 26 total.
I think it's far too broken to play unless you really like the genre, but there is some interesting stuff here. Add in some keyboard controls, tweak the aiming a bit, fix the robots and maybe add in some true randomization, and most of the egregious issues are fixed. Obviously there's a lot of tweaking here and there that needs to be done, but the game is uncomfortable enough that things still need to improve before you can start focusing on balancing the enemies.
Reviews of the time solidly stick around the 80% mark. Graphics, sound, controls and the map are soundly praised while the only people to mention the shooting or repairing refer to them as middle-of-the-road. It's somewhat strange. There's also a few people calling this a sequel to Federation of Free Traders, which was published and developed by Gremlin, whereas this game is them publishing something by a different company. From what I understand of the two games, it's unlikely the two share anything beyond a space opera setting.
Next time, I'm not quite sure what I'm going to do. I'm thinking Ixion (Which I have previously misspelled as Ixiom), but there's a bunch of stuff I want to do and work on and maybe the complex Acorn FPS that might just be an open-world adventure game is not what I want to be covering right now.