"You hit like kobold!" Almost a quarter century later, I still remember this from the game and smile. No doubt, the game sucks, but it sucks with that perfect style worth experiencing, which was probably what the devs were going for... so technically the game was a bizarro World success. 11 out of 10, Spinal Tap style.
The dogfighting in the game is completely unplayable with a mouse and keybroard. I don't have issues with any other space fight sims that set the standard for this genre like Freespace 2, the Privateers, the Independance Wars (which used initia physics), or even Everspace 1. They all worked fine. Moving the mouse is not smooth, but turns the ship at extreme speed which seems to increase exponentially as you get to the edges of the screen, even on 05 mouse sentivity. Why add this extreme 'drifting'? This makes tight turning in dogfights impossible, as you are fighting the exponiential speed drift when the target comes around. And since you can only look forward, you don't know when they will come around in time to counter the absurd turing speed. Fine if all the objects in the game functioned under these flight physics. We all skate around in a nice void ice rink, like hockey players chasing a puck. But none of the other ships are under these flight physics. They all move without any drift at all, like football players running on a grass field with cleated shoes. I'm the only one on ice. This is beyond amatuerish for the developer of a space flight sim. I strongly do not recommend this game at this time.
A true contribution to the Art of the Videogame. This game is more story than game play. The game play is simple, but perfectly suited to the needs of the game itself. The true majesty of the game is it's story. Here it shines above all else. Again, not the best story ever told, but indeed the best executed for its choosen art and acting of the main character. She did an awesome job. The strength of this game is as a whole, all parts fitting together in a real masterpiece.