If you had to describe Battlecruiser Millennium in a single word, the first
one that would come to mind would be 'ambitious'. It is a game of epic
proportions that allows players to select from a variety of careers which range
from a starship
commander to a lowly grunt of a space marine, and provides an expansive universe
in which to pursue those careers. The game provides a high degree of
freedom to players, providing them with missions to accomplish, but also giving them
the option of ignoring these missions and pursuing their own goals. The autonomy
afforded to players extends beyond just mission selection; they are free to move around
the Battlecruiser Millennium universe with a high degree of freedom. For example, the player can direct a starship battle in space, hop on
board a
shuttlecraft, land on a planet, and then exit the shuttle and attack enemy soldiers on
foot. This potential for wide-open play makes Battlecruiser Millennium
more than just another space sim, it incorporates gameplay elements usually
reserved for RPGs and first-person shooters as well.
After starting the game, players will be given the option of playing an
"Instant Action" scenario, an advanced campaign, or a roam
campaign. The scenarios are self-contained missions that range from
battles between starships to ground-based assaults. They are a good way for
players to try out the various aspects of the game without first creating an
in-game persona. The campaign games are the heart of Battlecruiser
Millennium. Players select from 12 different races, 13 castes (these are
akin to character classes from RPGs and include such roles as explorers,
scientists, and mercenaries), and six careers. The career choice affects
the player's primary duties, be it to command starships, fly fighters, or fight
it out as a foot soldier. Your choices at this stage will have an impact
on how the residents of the game's universe treat you. Play a paramedic
and you can pretty much go where you want without any trouble. Play as an
assassin, though, and don't expect to see a welcome map at every starbase. The roam
campaign allows the player to do pretty much anything, from staying at home
defending a base to going into the universe looking for trouble. The
advanced campaign will actually provide a series of missions to the
player. The player can choose to pursue these missions and be awarded with
experience upon their completion, or to ignore them and pursue other
interests. Should the player pass on a mission, it will continue to
resolve itself, so players are not forced to complete a mission in order to be
presented with a new one.
All of the freedom of choice and diversity of gameplay in Battlecruiser
Millennium comes at the cost of complexity. This is not one of those games
that you can jump right in and begin playing. Starship management is very
complex, with a dizzying array of controls and readouts available to
players. Players will need to learn the meaning of, and become familiar
with, a plethora of system acronyms from ASD to WHI. The great majority
of these acronyms are specific to the game, so a solid background in sim game
play will not be much help in understanding the game's many systems. The
game's learning curve is made even steeper by the lack of a good in-game
tutorial. The game provides training scenarios, but these just dump the
player into enemy free environments without any guidance or instruction on
anything. An HTML file is included which provides some guidance to a few
of the instant action missions, but the help is pretty basic and not always easy
to follow. The game does come with a thick manual, but it is almost
written as a reference for someone who is already familiar with the game,
contains only two screen illustrations, and is missing an index. Casual
gamers will quickly become frustrated with Battlecruiser Millennium and will not
likely want to spend the several hours it takes just to get up and going in the
game.
Battlecruiser Millennium's scope also makes it suffer a bit from the
"jack of all trades, master of none" syndrome. The individual
components of the game would not stand too well on their own. For one
thing, space combat just doesn't seem as exciting in Battlecruiser Millennium as
it does in other space combat sims, perhaps because the player often has to
spend much of the time changing settings on a multitude of cascading
menus. Also, no doubt in order to keep the game's complexity from getting
completely out of control, every ship has the same displays and control
layouts. The only real difference between them lies in whether a certain
weapon is resent or not. Thus, despite the availability of a number
of them, the ships classes do not have much of their own individual character.
The first person shooter aspect of the game is also a bit flat.
Unimpressive weapons, poor control, and lackluster enemy AI will probably have
most players avoiding this aspect of the game when they can. While it
might be asking too much of the game to expect it to compete with the
first-person shooters available today, this component of the game could
definitely use some more work. As it stands, it feels more tacked on than
an integral part of the game.
Page 2 »