Reviewed: 2002-06-20
No doubt that this is a good battle, but it doesn't deserve a 5 in my opinion (and I'm not lowering the rating because of outside decisions or events. People need to give missions the ratings they deserve and not go around saying, "Well, so-and-so was bothering me" or "This battle is over-rated so I'll make up the difference with an extra low score!" Sorry about the rant). Back to the mission: there are a lot of things I want to point out about this battle, so I'll go through the missions. M1--possibly the coolest breifing map I've seen! The lines tracing the ships' path...spiffy. However, the mission was rather average. M2--The new platform was interesting and obviously took some time and skill to create. Also, it was challenging to fly around it to get at the TRNs without crashing. But the fact that this platform is made of containers simply doesn't work. It has no weapons aboard and it just looks like a bunch of containers rather than a single station. That said, this mission was still the best of the lot. It was small, but very intense. It had great use of a minefield, and its compactness keeps the pilot on his toes avoiding crashes. M3--the fleet exiting hyperspace was dramatic, but this mission too was average. M4--Excellent ship placement (making the player fly into the hangar to make that ID was fun). Another group of containers that was supposed to look like a platform though. M5--The briefing got me all psyched up to fly this mission. It was on about how I'd need to use percision strikes to take out the turrets because there were to be no ion craft present. But the capital ships weren't much of a threat anyway. They just sat there with no useful orders. This mission was kind of disappointing and very easy. And the "eyebrow raising" docking operation was just a regular docking. The CRS to be docked with was simply ordered to zero speed (which makes no sense. Why would a CRS under attack just hold still?) and the ATR docked. M6--This mission was rather long, but that's not really a problem. This mission is the one that really killed the battle's chance of getting a 5 from me. It was a plot problem which I'll get to. OVERALL--Unfortunately, though good, this is not Drake's best battle. I think Drake tried too hard to make the plot a mystery, but instead of being mysterious, the plot became vague and uninteresting (until all was explained in the end). Thus, the whole story lacked the urgency and motivation that you get in Drake's FCHG "Shadow of Time". After mildly wondering why you should care, in mission six, you find out. And the reason you should care is so over-the-top and ridiculous that it nearly sends the player into a fit of giggles (which doesn't help the serious tone of the story). I mean, MAYBE, if we could have left out the part about growing new arms...maybe I could have still gone along with it. But the point is that the transformation that's supposed to happen to the villian is so silly and unbelievable that the urgency and drama that's supposed to be in mission six simply can't exsist. I also think there were too many characters and not enough time to develop them. By the last mission, all the names had run together in my mind. I kept re-reading the breifings saying to myself, "Now who's that guy again?" The missions we extemely well designed to look cool, but they didn't play quite as well as other missions Drake's done. This battle lacked the excitement and gameplay tricks of Drake's TIE-TC-171 "Fury of the Colossus", for example. Also on a minor note: there were quite a few typos in the briefings (the most annoying one being not writing "TIE" in all caps; it's an acronym, people!) But as I said, it is still a good battle. The plot needs lots of work, but the missions were enjoyable enough. (By the way, after reading Drake's review and playing this battle, I'm STILL wondering what Drake means by calling this the "first vertical mission in TIE Corps history".)