C&VG


Risk

Categories: Review: Software
Publisher: The Edge
Machine: Commodore 64

 
Published in Computer & Video Games #76

Risk

How could the Edge ever improve on its fabulous Shadow Skimmer? That's the question I asked when Risk was delivered into my hands. I admit I expected to be disappointed.

My fears were, thankfully, unfounded but only because Risk is a superbly different game rather than a technically superb piece of software.

Come closer and let me explain...

R.I.S.K.

You play a "Risk" - Rapid Intercept, Seek and Kill - operative, the suicidal kind of person who's called in by Galactic Command to solve problems where all else has failed. This time the mission takes you to Christon 3, on whose surface is an important Space Weapons Research Establishment. They've obviously been watching too many Star Trek films because they've put in an SOS claiming that they're under attack from unidentified alien craft.

Galactic Command has ordered the scientists to leave the base and scatter on the planet's surface, ready for a rescue ship to pick them up, but since the command was issued no further communications from Christon 3 have been received. The surface of the planet is volcanic, mountainous and - naturally - unexplored. The research establishment is underground and connected to the planet surface - via a construct called The Tube. Your primary objective is to destroy all the aliens on the planet but you must also rescue as many scientists as possible and enter the underground complex to retrieve ammo, experimental weapons parts and the blueprints of a new super weapon.

You start the op on home base where you can use the command computers to set up the Commodore's display and sound capabilities. Once that's done, stand in front of your ship and press Fire. You've taken to the map room where you decide which sector of Christon 3 you'll investigate first.

R.I.S.K.

It's a big place, so keep a note of where you've already been, and many sectors on the map are uncharted. It's also your job to fill the map's banks by flying into the uncharted area, destroying and exploring. When you've completed that section, it'll be added to your chart.

You launch into each sector from a mini-pad which will restock your ammo and repair your damage every time you land on it. Sounds useful, but when you're in combat with an alien fighter it's difficult to break off and return to base.

I've always thought that The Edge had some of the most creative and imaginative people in the software industry and Risk proves me right. Every detail has been well worked out, there's little repetition on the planet's surface and the ships - both friend and foe - are finely detailed. Added to that the action is all you could wish for in an arcade game and there's little sign of characteristic Commodore jerkiness.