Title Exodus 3010 (Second Review) Game Type Action Strategy Publisher DMI/Demonware Players 1 Compatibility All (but problems above 020) Disks 2 HD Installable No Submission Angus Manwaring Profiled Reviewer Review I feel a bit of a fraud writing this review because despite my best efforts I've made very little progress with Exodus 3010, but then I don't think many other people will have either, given the game's lack of a reasonable manual, so that hopefully makes this less than comprehensive review a fair and valid reflection of the game. Exodus 3010 puts the player in control of a spaceship that has recently left the soon to be destroyed Earth. The Mothership (as it is referred to) contains hundreds of frozen humans that will become the new future of mankind when the chosen planet is reached. The journey will be long and difficult and encounters with aliens, some of whom are hostile, will be frequent. Resources on your ship, the Starlight, are very limited so you must plunder asteroids etc in the hope of recovering vital minerals and certain other supplies. The intention I believe was to create a sort of Space Ark based version of Millennium 2.2 or Deuteros. Presentation initially appears to be very good, with a nice high resolution title screen, and atmospheric and well arranged music. A short and simple intro animation shows the fate of the home planet and the mothership racing off for a safe haven. Clicking the mouse exits the credit sequence and the game itself starts. This is quite impressive actually because the main screen is composed of several rectangular displays, and these burst out of the screen at you leaving the impression that the programmers were familiar with the inner workings of the Amiga hardware. In conjunction with the look and feel of the intro sequence it seems likely that the programmers were former Demo coders, but I'm only guessing here. The main screen as mentioned above is broken into several rectangular areas including an Info window, a Located Areas display, an Alien Objects display and a selection area that allows you to access other parts of the mothership, and to load and save games. The engine room shows something more reminiscent of a WW2 U-Boat engine than the power unit of an advanced spaceship; full of complex mechanical parts moving back and forth. These can be clicked on and their damage assessed and repaired when necessary. The Pilots screen is similar in appearance to a music software package, and shows your 46 frozen pilots in graph form. In other windows on the screen you can access 102 tapes which will program the pilots with various levels of skill and personality traits, or, if you so choose, you can trim these by hand. The Products screen shows all the various materials you have to hand, as well as the equipment you can manufacture with it, so for example if you wish to make a Blue Giant Fighter, you will need three items; iron, a computer and an impulse system, although some of these in turn are composed of simpler components. You must find out what your chosen item is composed of and set about putting it into production. The problem is that you have a very limited stock of components and it is not clear how useful your chosen item will turn out to be. There is also a Laboratory screen where you can combine three componets and force a reaction, hopefully creating a new and useful material, but all too frequently damaging your ship instead. After you've produced a ship you'll be able to send it out on a mineral recovery mission (assuming you are near an asteroid) or a combat mission (if appropriate). Once you've succeeded in launching your ship you are initially presented with the ship control screen where up to 10 ships can be controlled at once. This is quite well designed, with separate windows, each with tactical displays and some simple objectives to give the corresponding ship. Flying the mission yourself though would seem to be a more challenging endeavour, and this presents you with a cockpit based 3D display. Suffice to say, that had David Braben been exposed to Exodus 3010's 3D specification it is highly unlikely he would have felt intimidated. It is not that special. Although it is fairly functional while flying and turning in a horizontal plane, any vertical movement (pitching up or down) is far more sluggish and raises concerns about the capabilities of the programmer involved, or perhaps the amount of time he was allowed. I can't tell you much more about Exodus 3010 because I was unable to progress further. My feeling is that while the idea for the game was sound, the designers failed to combine the various screens into a cohesive game that captivated the player. The necessity to search for the correct method (or key) for achieving even basic objectives felt more like frustration to me than well designed puzzle elements. The necessity for disk swapping (only DF0 is used) does not help things either. Sadly then, for me at least, this game failed to realize its considerable potential.