CDMAG REVIEW Review by David Ryan Hurt Checking the scanners as you arrive in sector, a cluster of four blue blips catches your eye a distant trio of merchant freighters, flying in formation with only a single mercenary escort. Your cargo holds are empty and you have a full rack of torpedoes. It is a good day tobe a pirate. And thus the addiction began. Years later, people still speak fondly of the ancient space sim Elite and the slightly more recent Privateer. It's a rare treat indeed to come across a space sim offering that nearly complete sense of freedom and self-determination. Fans of those games have long awaited the arrival of a worthy heir to the throne. Vicarious Visions believes t hat it has finally come up with the answer: Terminus. Terminus is set approximately two centuries in the future. After the discovery of alien artifacts on the Jovian moon Callisto, human technology took a giant leap forward and a new metropolis of space stations was born. That's well and good, but you wouldn't have much of a game if something horrible didn't happen, right? As a lowly pilot, you know nothing of the events of the past. The only thing you do know is that you must decide where your allegiance lies-with the United Earth League (UEL), the Mars Consortium, the Marauder Pirates, or yourself (as a mercenary). Relations between the three main factions are strained at best, and the emergence of a fourth group only serves to spark the volatile situation. Although the UEL is officially in control of just about everything, a discontented Mars Consortium seeks to separate itself from the UEL. Of course, the Marauders take the opportunity to increase their raids on shipping lanes. Whatever side you choose, the plot is laced with politics, and news reports and conversations with the few characters you meet will inform you of any progress. The story itself is interesting but somewhat short of spectacular-expect your standard escalating conflict scenario. Some aspects of the story are actually quite poor, such as a final resolution that seems to come out of nowhere and which does not really involve your character. Despite this, Terminus takes a step ahead of its competitors in allowing a more dynamic plot progression. This game is no Wing Commander-it does not require that you win every mission. In fact, it's entirely possible to get yourself blown to bits on a regular basis as long as you don't allow your reputation to sink too low. It's a breath of fresh air for players who are tired of getting stuck on a difficult mission and eventually giving up on a game. Time for a coffee break: Although all four career paths are playable, enlisting in the military (either with the UEL or with the Mars Consortium) is a choice that you will ultimately regret. Two of the more interesting motivations for playing the game are nullified when you join the service- you don't get paid, and you don't get to choose your ships. All four of the careers followthe same mission structure, which consists of a selection of random (non-story-related) missions interspersed with scripted story missions (the game informs you when one of the latter is available). Your opportunities are time sensitive and are based on the constantly ticking game clock. Every so often a new mission will become available and you have thirty seconds to respond. Between plot events you can fly an assortment of generic, randomly generated missions. Imagine this scenario: after completing a military story-based mission, you decide to take a patrol (one of the random, generic missions). You're piloting a fast, maneuverable Bee. A few minutes after launching you return to base, having completed your patrol without firing a single shot. A bit disappointed, you decide to try another patrol to see if it's more eventful. Once again, nothing happens. And then a third time, and a fourth. Each generic mission becomes increasingly dull, as they are almost always uneventful. By the late stages of the game, most players will either abandon the military career track e ntirely, or leave their computer sitting unused so that the clock continues to count up until the game generates a real (story-based) mission. If they had simply cut out the generic missions for military pilots (or, ideally, made them more interesting), these campaigns would be worth playing. Instead, two of the four campaigns feel like a complete waste of time. A wonderful selection of doohickies: The real action lies with the Marauders and mercenaries, since they get to buy their own ships and components. Although these career tracks are intended for experienced players, they are also the only two story modes worth playing. In these careers you get paid for completing generic missions ("contracts"), which also tend to be far more eventful than military missions. After playing a military campaign, it's extraordinarily refreshing to fly a patrol in which you actually encounter multiple hostile ships. Contracts vary in pay from a few thousand to a few hundred thousand, depending on their demands. Spy and hijacking contracts tend to be especially valuable. As you could expect, you start off flying a virtual tugboat, capable of neither combat nor trade, with a handful of cash. You can either use your grubstake to upgrade your current ship, or you could save it to help pay for your next vessel. Either way, this is where Terminus really shines-getting money, buying new things and designing your ship. All it takes is a single look through the ship manager to realize that this game is incredibly deep in a mechanical sense. Ship hulls are divided into a variety of bays. Some are specifically designed for weapons, others for propulsion, and so on. Unless you want to purchase a pre-configured ship, you have to start with an empty hull and outfit your ship from the get-go. There are a total of thirteen basic components: computers, scanners, detail scanners, devices, engines, thrusters, fuel systems (and fuel pumps), energy systems, weapons, surge cells, cargo, ammo (unlike most space sims, every weapon requires ammo) and armor. Additionally, there are dozens of peripheral components available for most slots. It's entirely possible to get wrapped up in building a ship and spend an hour tinkering with the design, adjusting and tweaking to get everything just right. Of course, if it's your first time, you're likely to find you've created a barely functional Frankenstein of futuristic technology. On the flipside, the sheer level of detail can be overwhelming at first. There are no pictures of the components, and many names are obscure combinations of capital letters and numbers. Pictures or icons would have been useful to help you remember what is what; as it stands, it will take you a while to get familiar with the various weapons and gizmos. Even so, collecting funds and building a fleet is a lot of fun, and there is always a reason to fly more missions and earn a few more credits. And since it's possible to own multiple ships, you can work on building up that bulky transport/mining ship even though you may already have a super-fighter. This is why games like Elite and Privateer are remembered to this day-the sheer amount of fun that you can have in a dynamic universe. "Oops, I'm flying sideways again" Wing Commander-style flight sims all tend to use the same basic flight model-that is, one in which you can loop circles around your opponents and stop in an instant. Turn off your engines and you bleed off speed, even though there is no wind resistance in space. Newtonian physics are nonexistent in most space games; Terminus is one of the few exceptions. If you spend ten seconds accelerating to reach a certain velocity, for example, you must allow yourself another ten seconds to come to a stop. Fuel can become a consideration in particularly long missions, and each time you trigger a thruster a small amount is consumed. In these cases, you will learn to ration out your fuel and spend most of your time coasting, saving thrust for combat maneuvers. With a Newtonian physics model, you will continue to travel in the same direction no matter which way you turn your ship (unless you use thrust to alter your vector). Head-on charges are a whole different ball of wax here, and using them effectively is a crucial part of any combat mission. Should you choose to fly at maximum speed towards your target, you will simply zip by him and find yourself way beyond the range of your weapons. Speaking of which, your weapons are also affected by your speed. So, if you are right next to a hostile ship but flying in the opposite direction, he will likely be out of range because your shots will never catch him. Inertial compensators are fitted on every ship to help you cope with the complex physics model. Basically, these components help ships fly in the direction they are facing by automatically applying the lateral thrusters. Even the most skilled pilots can take advantage of the inertial compensators, but sometimes it's best to disable them and control the ship manually-this allows you to perform some of the more elaborate maneuvers such as torpedo evasion. Of course the computer tends to benefit far more from the complex physics model than most human players could be expected to. As a general rule, you are always outnumbered, thus it wouldn't be too helpful to fly backwards to fire upon your pursuer. On the other hand, for the computer (who only has to deal with a single aggressor), this is an effective tactic. Wing Commander fans can probably recall a fight in which they were severely damaged, and they were only able to survive by tailing the last ship so that there would be no possibility of hostile fire. Simply put, the player can learn to fly backwards to shoot the computer, but it's no easy feat and thus it may be better to fly in a more traditional manner. Finally, Terminus further differentiates itself from the standard space sim by eliminating shield generators. The only thing standing between you and your opponents' Proton Particle Bolts is the hull of your ship. Every possible scratch must be avoided, because you can't simply keep your shields up and recharge them by evading the enemy. Dueling the masses Amongst the more appealing features of Terminus is the multiplayer support. Just about everything available in the solo game is also present in multiplayer. You can play through the campaign story, of course; there is also a melee mode (deathmatch), a unique zero-g hockey game, and free mode (like campaign mode, but minus the plot). The campaign mode eventually turns into free mode once the story has run its course (you can continue playing indefinitely). In both campaign mode and free mode you must choose a career path, making both a little less "free" than they could have been. Changing careers mid-game is possible but extremely difficult, and often times you severely damage your reputation in the process. Changing from a military career to either a mercenary or pirate career is essentially the same as starting the game over (since you don't earn money in the military). The bottom line is that there is never a compelling reason to switch careers. A more truly free environment would have made for an incredible multiplayer experience. When everything is said and done, Terminus comes out looking-and feeling-good. While the detailed ship design and physics model won't appeal to everyone, the ability to purchase ships and dumb-down the physics give the game more widespread appeal. For those of you who are interested in the meat of Terminus, there's only one thing to say-ignore the military campaigns and dive right into the good stuff... you'll have a ball.