![]() ![]() However, after getting to grips with it (I'd hazard a guess at anything from half an hour to two hours), you'll be exploring the Gemini sector in eager anticipation of your next mission or encountered. You'll probably own it at one point, but only because it's cheap.įinally, the games is a bit difficult for the uninitiated. And the Orion's fun, but certainly not a serious choice. Sure, if you're a merchant you can go for the Galaxy (don't even think about sticking with the starter Tarsus ship), but it's weak and relatively unarmed and just not dog-fighting material (which you'll have to do whatever you are). you will want the Centurion if you're to have any chance of success. Yet there is no competition between them. The games offered four pilotable ships - three that can be bought and the one you begin with. Reflecting the merc/merchant problem are the available ships. A pirate on the other hand, has far more chance of making dough if they decide to pursue a life of smuggling, but there are far more militia and Confed in settled Gemini space than pirates, plus you'll still be facing the retros (and possibly Kilrathi depending on how many 'good guys' you've wasted). Some might think that's fair - choose a quiet life, make a small buck, but the fact is a merchant is still having to fight off masses of pirates, retros and (if you're foolish enough to trade within the frontier systems) Kilrathi. But profitability is balanced, and for a merchant to achieve a fortune equivalent to what a merc might, it could take five times as long. ![]() The game boasts your ability to be either a merc, merchant or pirate, and that's fair enough. However, one area that I guess is seriously skewed are the different lines of employment you can pursue, and the pilotable ships that reflect them. These include the generic nature of planets and bases, the pointlessness of some features (like barmen, although they're great for atmosphere) and the unbalanced weaponry (go for Tachyon cannons every time). Considering its age and quality, most of the little problems are forgivable in my opinion. The musical score holds a particularly special place in my heart, and it suits the grim Gemini sector to a tee. Visually and audio-wise, the game is amazing for its time. There are also hundreds of planets and stations throughout the sector, varying from the agricultural farm worlds to asteroid-occupying mining bases, luxury pleasure planets to hidden (really, they aren't identified on the nav map) pirate installations, and even a few unique, especially cool places like the sector capital, New Constantinople. However, the presence of Confederate and Kilrathi forces, actively opposing one another, is reassuring enough for the WC veteran. ![]() The Wing Commander universe isn't exactly the same in this game as in the rest of the series, but rather you occupy the newly chartered "Gemini sector". The game is initially difficult for the novice, but once it is mastered it proves the perfect fusion of rewardingly tough enemies and player-favouring odds. The storyline is good enough (I finished and was amply satisfied), but it is the open-ended nature that is so perfectly scaled. The GoodDespite some people writing this game off as an elite clone, Privateer is groundbreaking for its atmosphere and pace alone. SummaryDespite some mild flaws, an absolutely superb game that everyone should try 3 out of 3 people found this review helpful write a review of this game
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