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Colony Wars: Vengeance

Colony Wars: Vengeance
Colony Wars - Vengeance Coverart.png
Cover art of Colony Wars: Vengeance PAL release
Developer(s) Psygnosis
Publisher(s) Psygnosis
Designer(s) Mike Ellis
Programmer(s) Mike Anthony
Artist(s) Dave Crook
Composer(s) Stephen Murphy
Platform(s) PlayStation
Release
  • NA: October 31, 1998
  • EU: November 1998
Genre(s) Space combat simulator
Mode(s) Single-player
Aggregate score
Aggregator Score
GameRankings 86.67%

Colony Wars: Vengeance is a space combat simulator video game developed and released by Psygnosis for the PlayStation in 1998, and sequel to the original Colony Wars, released the previous year. In it, players complete space combat missions using preselected starfighters equipped with various weapons. The game features multiple paths of missions and outcomes, depending on the player's performance.

The game retains the win-lose scenario styling of its predecessor, only now the player controls a pilot, Mertens, who has enlisted in the Colonial Navy.

Players do combat in mostly space missions using one of four Colonial Navy starfighters. Each starfighter carries a certain combination of energy weapons, missiles or torpedoes, and a number of units are equipped with nonlethal EMP cannons. The player can also use countermeasures to shake off inbound enemy missiles or use a grapple gun to capture targets of importance. The game introduces the ability to upgrade the starfighters' attributes in terms of engine power, maneuverability, shield capacity, and afterburner duration through points collected after every mission. The game's heads-up display also introduces a lead pursuit indicator to assist the player in targeting the enemy with cannon shots.

Atmospheric missions are available for the first time in the series, with players getting to pilot the Navy's Spook drop ship. Some missions may involve the player facing giant League boss machines called "Sentinels".

The stages are divided into several "Acts" with a number of missions each. Multiple paths and outcomes are available throughout the game, depending on the player's performance. Completing or failing missions does not always define the ultimate success or failure of the campaign, and certain missions are turning points which can affect the game's plot.


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