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 Home -> Reviews -> Shattered Galaxy
Shattered Galaxy By John "Award" Del Percio,
October 17, 2001
..
Developer :Nexon
Publisher :Tri-Synergy
Release Date :Quarter 3, 2001
Demo Available : No
Table of Contents

· Introduction
· Closer Look
· Facts
· Final

A Blast From the Past

These days, MMO (Massively Multiplayer Online) gaming is beginning to represent a larger and larger percentage of the gaming market. Games like EverQuest and Asheron's Call are the titans of the genre which continually evolves as a result of the persistant world running on the subscription-funded servers. Until now, though, it seemed as though RPGs were the only games that could take full advantage of the peristant world setup, or at least the only ones for which it was desirable.

Shattered Galaxy proudly boasts that it is the first and only MMO RTS (Massively Multiplayer Online Real Time Strategy Game.) This is something of a half-truth, however. There was one other game called "10-Six", developed by Sega which followed an MMO format and was something of a strategy game. In reality, though, 10-Six was really a first person shooter with tactical elements, making Shattered Galaxy the first true RTS to be presented in an MMO format.

Unfortunately, it is all to frequent that it is thorougly impossible to adequetely describe a game that is the only one of its kind. Usually there are comparisons to be made to other games on similar lines, but SG really is the only thing out there with the feeling it has. If I had to compare the overall feel of the game to something, I'd have to go back about four years ago to a title that many will recognize as one of the first MMO games in existance: Subspace. For anyone who is unfamiliar with Virgin Interactive's early attempt at an MMO game, Subspace was essentially a simple arcade game with a feeling somewhat like Asteroids. All players would use the keyboard's arrow keys to maeuver their small fighter ship around the walls of the map and try to obtain power-ups. The game had a huge following while it was in its beta state, but when it went retail, most users weren't interested in paying money for something that simple when games like Quake II were on the horizon. Yet, thinking back, there was certainly something interesting about the game, something that kept me glued to it no matter how simplistic it was. It was short, you could hop on a server, play for a short time and leave, and it was convenient entertainment. I had not encountered a game like that until SG.

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