![]() I will mostly focus on the differences here. Note that this AAR will be fairly short, as the game is very similar to the Warp Factor, which I previously discussed in my AAR and Review. Actually, this is an understatement : the Cosmic Balance forces you to create your own ships. The Cosmic Balance solves this problem by allowing you to create your own ships. If you recall, there were 12 ships available in the Warp Factor (all of them derivatives of well-known licences), but the difference in size and power of the various ships was such that only a few combinations were, in my opinion, really viable after all Tie Fighters can’t really compete against the USS Enterprise. The Cosmic Balance fixes one of the weaknesses of the Warp Factor : the lack of playable ship combinations. Hence Joel Billings and Paul Murray decided to return to space with what was, in everything but name, a sequel to Warp Factor : the Cosmic Balance. ![]() It was a major success, unlike Murray’s later historical games ( Napoleon’s Campaigns and Road to Gettysburg). ![]() Paul Murray, the only full-time designer/developer SSI had in 1982, had started his video game career with the Warp Factor in 1981. ![]()
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