reviewed by Chuck Moss
Welcome to the reefs of Space. In Reach for the Stars (RFTS), awardwinning Australian designers Roger Keating and Ian Trout have revised an earlier game of galactic exploration, development, and conquest. RFTS is Strategic Studies Group's computer game for would-be Overlords, available on Apple II and C-64, and it permits any combination of up to four human and computer players to duke it out for dominion. Solitaire suitability is fair to good. This review is based on the Apple II version. RFTS is exploitation and conquest on a galaxy-wide scale, a hex-map of star systems. Each system contains zero to three planets with varying resources. A player must develop his home planet, construct fleets, explore, catalog, and colonize other systems, and erect an interstellar industrial empire. Of course, the other players are doing likewise, and when interests collide, the fireworks begin. The packaging of RFTS is attractive, bold, and creative. Almost TOO creative, in fact. Much information and instructions are contained on gorgeous, black-background laminated cards. While I may hang one on my wall, they're the devil to read. A good tutorial game is provided; alas, its instructions and many important commands are printed on the inside of the folder-style cover, over a fabulous glossy star print. it's difficult to read and almost impossible to cross reference. In addition, the instructions are chaotic and dispersed. Much needed information simply isn't there, leaving the players to discover it by trialand-error. The saving grace is the rule simplicity and the tutorial game. While some commands, notably movement, are cumbersome, the resolution is quick and automatic. Once you've paid your dues and learned the system, playing by ear is easy. RFTS is a hex-and-readout game, similar to Strategic Simulations Inc.'s Imperium Galacticum, with which it must inevitably be compared. RFTS is much simpler, with much less detail, but one man's simplicity is another's elegance. RFTS moves a whole lot faster, no 45minute player turns. it can be played in an evening, although Strategic Studies Group includes a savegame initializing program. The balance among players is pretty even. While luck is present in which star system you originate, the resource situation is nearly even and balanced by other factors (nearness of planets, etc.). There are enough options, scenarios, and levels of computer ability to keep the game fresh. Over-all, RFTS is a good, intermediate strategic-level space colonization and combat computer game. As a solitaire game, it's flexible and challenging enough to absorb many playings. Although its support information is poorly organized, and the price ($45.00) is a bit steep, RFTS is quickly learned, intriguing, and appealing to earthbound Starlords with a weekend to kill. More War Game Reviews
Game Review: The Great Invasion ACW 1863 Game Review: Imperium Galactum A Strategy Game of Space Exploration and Conquest Game Review: Mission: Grenada Game Review: Cobra: The Game of the Normandy Breakout Game Review: Reach for the Stars: The Conquest of the Galaxy Back to Table of Contents -- Game News #11 To Game News List of Issues To MagWeb Master Magazine List © Copyright 1986 by Dana Lombardy. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |