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Star Wolves

in library

4/5

( 48 Reviews )

4

48 Reviews

English & 2 more
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Star Wolves
Description
The action of Star Wolves takes place in the distant future. In order to fight piracy on intergalactic transit lanes humanity has legalized the institute of "head-hunters" - mercenaries owning high-speed space interceptors whose main goal is to struggle with all sorts of criminal scum. You're one of...
User reviews

4/5

( 48 Reviews )

4

48 Reviews

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Product details
2005, X-bow Software, ...
System requirements
Windows 7, 1.8 GHz, 256 MB RAM, 3D graphics card compatible with DirectX 7 (compatible with DirectX...
Time to beat
28 hMain
28.5 h Main + Sides
53 h Completionist
34 h All Styles
Description
The action of Star Wolves takes place in the distant future. In order to fight piracy on intergalactic transit lanes humanity has legalized the institute of "head-hunters" - mercenaries owning high-speed space interceptors whose main goal is to struggle with all sorts of criminal scum. You're one of those head-hunters, armed only with a small amount of money, a couple of ships and a strong ambition driving you ever forward.
  • A combination of role-playing and real-time tactics gameplay, set in the distant future
  • Extensive character development and ship fitting options
  • An interesting and non-linear storyline

© Fulqrum Publishing Ltd. 2004-2012. Developed by X-BOW SOFTWARE. All rights reserved. Uses Bink Video. Copyright (C) 1997 - 2006 by RAD Game Tools, Inc. © SoftClub IP Management Inc., 2004-2012. Developed by X-BOW SOFTWARE. All rights reserved. Uses Bink Video. Copyright (C) 1997 - 2006 by RAD Game Tools, Inc.

Goodies
manual (23 pages) artworks HD wallpapers avatars
System requirements
Minimum system requirements:

Please be advised that Windows 10 operating system will receive frequent hardware driver and software updates following its release; this may affect game compatibility

Please be advised that Windows 10 operating system will receive frequent hardware driver and software updates following its release; this may affect game compatibility

Why buy on GOG.COM?
DRM FREE. No activation or online connection required to play.
Safety and satisfaction. Stellar support 24/7 and full refunds up to 30 days.
Time to beat
28 hMain
28.5 h Main + Sides
53 h Completionist
34 h All Styles
Game details
Works on:
Windows (7, 8, 10, 11)
Release date:
{{'2005-11-18T00:00:00+02:00' | date: 'longDate' : ' +0200 ' }}
Size:
1.1 GB

Game features

Languages
English
audio
text
polski
audio
text
русский
audio
text
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User reviews
Overall most helpful review

Posted on: May 20, 2010

stonesurge

Verified owner

Games: 182 Reviews: 1

Good RPG, Great Fun

I'll start off by admitting to only playing 4-5 missions, but the game so far has been enjoyable and I understand the general mechanics. The game starts with some... interesting cutscenes filling you in on some backstory if you care to watch them though the voice acting seemed a bit bizarre. I recommend playing through the tutorial since it's really short and fills you in on all you need to know, which isn't very much as playing the game is super easy. You are the commander of a carrier, the Star Wolf, that can fire some pretty big guns but mostly just deploys fighters to battle pirates and other foes. You select a starting mission after choosing your fighters load out from some weak equipment stored in your carrier, and off into space you go. Despite it's appearance the game isn't a "roam the galaxy freely doing as you please" kind of game. Selecting a mission will bring your carrier right into the relevant system (which are thankfully not so big as to make travelling through them tedious). From there you can fly around and blow up whatever you want, so in a sense each mission is a sandbox-lite type of affair, but mostly you will just go to your objectives and fend off attacks from roaming Bad Guys. The missions so far have been pretty entertaining, and after each one you can choose your next mission from a set of about 2-5 (from what I've seen so far), but once you pick one from that set you can't go back and do the others. Again, this is just from about an hour or two of playing so that may change later in the game. Blowing up ships and starbases yields some nice loot in the form of weapons, systems (support stuff like ECM or afterburners), or even empty fighters that you can collect and immediately equip mid-mission. This feature is pretty cool as any fighters you have docked on the carrier can be re-fitted and re-armed on the fly. They are also repaired slowly while back on the carrier. I have yet to discover if this loot is randomly decided or pre-set as I'm only on my first playthrough but if anybody knows please leave a comment. The Star Wolf is your home base. Your fighters can be destroyed and the pilots recovered to fly another day, but if this thing blows up it's game over. With 4 huge gun slots and 5 system slots she is a pretty powerful beast, but the large guns you start with can only hit fighters somewhat reliably at close range (hence the need for well equipped fighters of your own). Having the Star Wolf open up on an enemy capital ship while your little interceptors pick off fighters and bombers is pretty damn cool, and made even better by the ability to pause and zoom in super close, or out super far. Fighter pilots can be customized by assigning their earned experience to a variety of skill branches such as Gunnery(cannons,lasers), Missiles, Piloting, etc. The further you advance down a branch the more expensive it becomes and there's about 2-3 choices per tier, so choosing a direction for your pilot early on is essential. Advancing through these branches seems to offer real benefit and is just not fluff. Level 2 Gunner gives you a +20% to hit for example, and doesn't cost much experience. The controls are simple and straightforward, the interface is clear and concise, and the camera works wonderfully. Those screenshots make it look kinda cluttered and confusing, but the graphics are really clean and nice. Space looks fantastic and the ships are detailed. The time it takes to cross a system is so miniscule that I really don't know where the complaint in the last review comes from. They are small enough to cross in a matter of seconds, especially on 4x speed, which you should be using as encountering an enemy auto-pauses the game. You would really have to be searching hard for nits to pick if you list that as a gameplay issue. What more can I say? Probably a lot since I apparently love typing... Anyway, the game is fun and looks great! It's not a huge space sandbox game, but it's definitely a fun Space RPG that I think everyone should try if they like one or both of those things.


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Posted on: May 20, 2010

Veloxi

Verified owner

Games: 934 Reviews: 24

Excellent Space Tactical/RPG Game

Star Wolves is, in my opinion, a successful mix of tactical and role playing elements in a science fiction wrapper. As most eastern European games go, the writing is questionable and the voice acting is atrocious, but the real star here is the gameplay. Being a linear mission-based game (unlike its two more open-ended sequels), Star Wolves has you following a merry band of...well...Star Wolves dealing with pirates and other criminals. The gameplay is fairly polished, allowing for fun, tense battles. It's in pausable real-time, allowing you to pause the game to give attack or move orders, for example, so things to get too hectic, and hectic they will get. The battles in the game are a joy to behold, as you watch your little fighters dart about, fencing with their targets at both short and long range. Pilots and ships can be customized to a degree, which is where the RPG element comes in. Pilots gain experience, which they can use to gain more specific abilities, like specialties with missiles or sniping or what have you. This allows you to custom tailor your crew as you see fit. The story of the game is pretty good too, what little I remember of it (I played this ages ago), but it was engaging enough to keep me going to the end. Overall, if you like the idea of small-scale tactical space combat with personalized pilots and tense gameplay, you should give Star Wolves a try.


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Posted on: February 14, 2012

Zoltan999

Verified owner

Games: Reviews: 1

Homeworld 2 & Freelancer Mix

Just wanted to put my two cents in here for those "space strategy" fans like myself. Actually just started playing Star Wolves, and am probably about a 1/4 of the way through the campaign. I can honestly already say, that if you enjoyed HM2 and Freelancer, chances are you will enjoy this game as well. To me, it really is a bit of a mix of the two, and then some (and less, lol). While over all, the campaign is a bit linear (you do have some choices, sort of, lol), and you can buy different ships, equip different weapons and systems, the choices are nowhere near as varied as Freelancer. On the other hand, they are much more varied than HW2. Like HW2 however, you have your "mothership" the Star Wolf, where you dock, repair, and re-equip your ships before, during, and after missions. The look and feel of the space battles was very much HW2, but your character's ship's weapons, and equipment were equipped a la Freelancer style. I also liked the RPG type of "leveling" up your individual character's stats in betwwen missions with experience points they earned during missions...and you can most definitely notice the difference in what attributes you put points into (or don't). The graphics are decent, and background music works nicely with the gameplay. All in all, though there is nothing to blow you away here, I am finding it a lot of fun, and very entertaining to play. If you're looking for something with a little different twist on our favorite classics we love(d) to play, Star Wolves just might be for you...and thanks to GOG, it's priced right, no DRM, and ready to play! :-)


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Posted on: April 11, 2011

Sanhael

Verified owner

Games: 75 Reviews: 1

Shoddy

The impression this game made upon me was that it was crafted with some haste from the free trial version of a commercial game engine. The graphics? Decent. The soundtrack? Excellent. Beyond comparison, truly. Controls... plot... voice acting... replayability... absolutely horrible. "Replayability" is supposed to mean "you'll enjoy playing the game again," not "you'll have to play each part over, and over, and over, saving multiple times on each level so the previously invisible threat that destroyed you can be avoided *next time*." Every pilot sounds like an Orc peon from Warcraft II; I'm continuously expecting to hear "zug, zug." I'm sorry, but when saving and restarting becomes a part of the standard strategy of a game, there's a problem. I shouldn't have to do that, and read a strategy guide, to have half a chance so early on in the game as the third or fourth mission.


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Posted on: October 4, 2011

Curunauth

Verified owner

Games: 1226 Reviews: 23

Fun and customizable small-team tactics

A small-team space tactics game with RPG elements, Star Wolves looks good and is fun to play. The character advancement and ship equipment systems offer meaningful customization without forcing too much experience&loot grinding, and advanced character abilities give you a lot of options in combat. VISUALS and AUDIO: The game looks pretty good. There isn't a lot to render, so the render budget can be spent on detailed craft, good particle effects, very nice explosions, and just an overall nice visual experience. You'll spend most of your time zoomed out some distance, but you can pause at any time to examine the battle, frozen explosions, laser beams and all - and you'll occasionally need to, for example when a lucky hit forces you to split your squad for some evasive maneuvering. Sound is used sparsely but effectively. Weapons, explosions, etc. are all pretty standard fare, distinct enough to be flavorful and informative. Most communication is not voiced, but squad members verbally acknowledge orders, as well as speaking during a small number of cutscenes. The small, randomized selection of ambient and triggered combat background music is pretty decent. CONTROLS and GAMEPLAY: You control a mothership and a squad of 2 to 6 fighters, piloted by a motley crew with various specialties that can grow as you progress through the story. Pilots whose ships are destroyed will always eject, so you can keep going as long as the mothership remains intact (although ships are expensive to replace!). Destroyed ships and stations drop salvage that can be sold or used to equip your own velssels; this is a critical source of income at all stages of the game. Every character has a specialty and several unique abilities, but can train to some degree in all skills; combined with the wide variety of ships and equipment, this will allow you to define strong combat roles for every squad member but also switch up tactics when required. Available experience and money are well balanced, giving you enough to get by but not much more - for most of the game you will be forced to make compromises in your equipment purchases, prioritizing certain upgrades and relying on salvage for the balance. Controls are fairly standard RTS fare, although in a 3D environment. You can attach a camera to a unit, group, target, or free-roam, but you can only see units that are within your sensor range; the camera can be freely rotated around its anchor. There is a pan&zoom sector map that can be used to give long-distance orders as well. Everything can be controlled by mouse-clicks alone, but a few important commands have keyboard shortcuts. Since the game is single-player, it is possible to pause at any time, so targeting individual fighters is never problematic. Time can be accelerated up to 4x to shorten time spent crossing open space, and your mothership will alert you (and optionally auto-pause) when enemies are detected. STORY/ACTING: The story isn't terribly original, but it is engaging enough, and each mission has some character to it. You have the ability to play as you like to a degree, but your behavior outside of story branch choices has no lasting impact - you can wipe a sector clear and not only get no reputation for it, but even find everything restored if you take a future mission there. Still, being able to refuse evil missions is nice, and the split at the end is just long enough to be interesting and short enough not to be a pain to play through both. There are no big surprises, but it is still nice to hear each side of the story, particularly in the endgame - your choices there do have a significant impact on the universe, and said impact even affects gameplay in those last levels. Of course, even the smart villains never learn that betraying you is really stupid. (Admittedly, their odds in your final confrontation are pretty good.) DIFFICULTY: The difficulty varies considerably, and depends on your play style. Fortunately it doesn't depend *too* much on past performance, as a kill is a kill and much of the XP is gained via mission objectives . . . but in later levels, opponents provide a lot, so taking the hard route / level cleaning is somewhat important. At that point you should be able to wipe out patrols by just running into them, but if you can't, you're in a bit of trouble. That said, even if you haven't been maximizing XP, you'll probably only miss out on one or two high-level abilities, thanks to cost escalation. This could matter a fair bit, esp. with things like missile guru for 90% ECM resistance (without which missiles are nigh useless against top-tier opponents), but good use of abilities can carry you through most situations - I found I had lots left over for many missions, and some uses were superfluous (Viper, anyone?). You *are* stuck with any bad advancement choices you make, and characters don't "level up" except through the abilities you select and equipment you buy for them, so you should be a bit careful. That said, the same applies to your enemies. The final missions do involve an unavoidable uptick in difficulty of course. LEVELS, STRATEGY, and OTHER ELEMENTS: Invest in experience-boosting abilities early on! After that, defensive buffs are rare and therefore really important. You can't individually control squad members, so when precise or fast maneuvering is required, remove pilots from wings. Doing this also tends to make enemies re-target, further assisting when a lucky inferno hit forces you to take evasive action. Switching squad leaders can also redirect pressure. Note that squads will try to move in formation when not in combat, so you may find that only the leader fires at targets such as stations, particularly if he has longer-range weapons. When individually designating targets, the whole wing will attack until the ship has blown up, including after it has been reduced to 0 health. To save missiles and maximize combat effectiveness, re-target often, or use escort mode once enemies are in range - in that mode, wing members can attack different targets and will also take shots of opportunity. THE VERDICT: The game is fun and occasionally quite challenging. The system somewhat unavoidably encourages grinding for XP, but there's not too much of that - sector contents are finite (although randomized a bit at start). The time speedup function means that even sweeping a sector isn't all that tedious, although I'd have liked an 8x occasionally.


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