Mean Machines Sega
1st April 1996Defcon 5
After the gold-rush excesses of the late 22nd century, when deep space travel led to far-flung stellar mining colonies and attendant conflicts, the planetary resource operations of the 23rd century are ordered, peaceful, profitable. For one sector of the industry, this has spelled disaster.
The Tyron Corporation, which set itself up as the frontier defence system against alien attack is being forced to scale down its operation for lack of need. Its outposts are to be automated, and its budget cut. You are charged with effecting these changes on one major outpost, MRP-6F. But shady dealings personify the upper echelons of the Tyron board. An attack on one of the outposts at this time would be just what was required to convince the Earth Federation that more, not less, defence spending is required. But that's not going to happen, is it?
Origin
Defcom 5 appears inspired by the Alien movies, but there's a touch of Doom in there too.
Game Aim
Install the defence software. Escape off MRBF-6.
Spaceballs
The automation system on MRP-6F is structured on a series of terminals called VOS. These use a graphic interface of spinning golf balls with menus set within menus. Not all functions are open to users without the correct access. There are VOS terminals on most floors, but the one set in the control room at the top of the admin block controls several key functions.
Wreck And Recce
Two priorities for the budding base manager are operating the defence system and recovering items from downed attackers. The base is defended by six laser/missile turrets. These operate automatically, but you can override this and control any turret, either by travelling to it, or using the remote monitor in the control room. After an attack, you commission droids to recover useful items.
Watch Your Back
When the base is infiltrated, armoured mechanisms will seek you out tirelessly. Those berserkers become more vicious in time and fire-fights ensue. Fortunately, the station maps on the VOS show their location, and the intercom issues warnings. However, firing weapons pollutes the surrounding air, and eventually areas of the base will be sealed off for poor air quality.
Virtual Reality
The MRP-6F base spans a wide area, which needs to be covered for the purposes of completing the mission. The main action is centred in the twin admin/domestic blocks, which cover seven floors. Use the signs and decor to orientate yourself, although it's easy to get hopelessly lost. The peripheral service levels, hangers and turrets are serviced by a fast 'limo' service, with access on the second level of the main blocks.
Gus
Defcon 5 is a great idea and I was as enthused by it as the game's designers when I visited Milennium to see it. Unfortunately, I see it only appealing to a small niche of gamers, with most others becoming annoyed and frustrated.
The game is so non-linear in design that it's bewildering. The detail on the 3D is also quite poor and moving around some of the narrower areas with huge pixilated textures in your face is disconcerting. It never quite sells on the Doom aspect, or indeed, the external shooting scenes.
You'll find immense satisfaction discovering the intricacies of the defence software or locating the self-destruct key if you like mind-based games. If you go for Myst or D or such like, Defcon 5 will be a refreshing and innovative experience, but otherwise beware.
Marcus
Much like the recently reviewed Cyberia this is a patchy attempt to combine RPG gameplay with shoot-'em-up action. Much like Cyberia, the result is lacking in the more action-orientated sections. The cinematic feel to the sequences requiring base navigation/negotiation is excellent and genuinely atmospheric.
Which makes the 'rough around the edges' feel of the base defence sequences all the more jarring. That is, however, successful in enough quarters to deserve attention from anyone demanding a cerebral long-term challenge. And any observant movie buffs, who are likely to marvel at a catalogue of 'homage' that would put Quentin Tarantino to shame.
Verdict
Graphics 73%
P. Well devised intro sequence. Effective menu and computer presentation.
N. The space battles and base interiors are poor.
Animation 51%
N. No scenery movement makes the base look fake and flat.
Music 76%
P. Atmospheric music pops up at the right times.
Effects 79%
P. The gameplay makes good use of a voice.
N. Skipping menus breaks off important messages.
Playability 72%
P. Intriguing and different.
N. Also, slow and bewildering. Too subtle.
Lastability 78%
P. The mission is cunningly structured, and not too obvious.
N. Defcon 5 has a strong frustration factor.
Overall 74%
Millennium make a bold stroke with a game that breaks new ground. But don't quite pull it off.