|Title||Release date||Released for||Information|
|Colony Wars||1997||PlayStation||In the first game, the player assumes the role of a nameless colonist, in the service of "The Father" and the rapidly expanding "League Of Free Worlds" resistance movement. The player is thrust into the action following The League's miraculous victory at the Battle of Benay. As a skilled League fighter pilot, the character must struggle to overcome the oppressive Earth Empire and its massive naval fleets across several star systems embroiled in civil war. The character is tasked with multi-role assignments, consisting of perimeter defense, guarding supply lines, protecting capital fleetships, dogfighting against advanced Navy fighters, infiltrating Imperial territory and obtaining Naval technology. Unlike most video games, failure of a mission (or even several) does not necessarily cause the game to end. Colony Wars features a branching system with many separate endings, depending on the player's rate of success/failure; even losing every consecutive mission from the beginning of the game will result in the player "finishing" the title, albeit with dire consequences for the game's protagonist.|
|Colony Wars: Vengeance||1998||PlayStation||In the direct sequel, Colony Wars: Vengeance, the player switches sides and takes the role of Mertens, a pilot for the new Earth Navy, set approximately one hundred years after the events of Colony Wars, Mertens and the newly united Sol fleet, under the guidance of their charismatic leader, Kron, are bent on revenge for the Navy's defeat. Battling vast League fleets, battle-hardened elite mercenaries and alien opponents across unfamiliar and hostile territory, Mertens soon discovers that all is not as it seems within the heart of the Navy, and that the most dangerous of enemies are, in fact, not his enemies at all. Colony Wars: Vengeance features a "tech token" upgrade system, which allows the player to boost the combat prowess of each of Mertens' various fighters used throughout gameplay. Tokens can boost a fighter's shields, engines, firepower and hull strength, allowing the player to convert even the most basic fighter into a formidable weapon, provided the required number of tokens are available. The branching feature of the original title is also featured in Colony Wars: Vengeance.|
|Colony Wars: Red Sun||2000||PlayStation||Colony Wars: Red Sun places the player in the role of Valdemar, a miner turned mercenary, during the "Vengeance Wars." It expanded on the "tech token" upgrade feature of Colony Wars: Vengeance by allowing players to buy fighter craft, upgrades and new weaponry from money (or credits as they were called in-game) earned on missions. It also introduced alien interaction into the storyline, which had previously focused almost entirely on the League/Navy conflict with little more than minor comments regarding the status of the civilian/neutral populations throughout the war. Valdemar is able to accept missions from anybody capable of providing the money, and can often choose from several mission at any given time. Clients include pirates, conglomorates, security forces and both The League Of Free Worlds and the Colonial Navy. Of all three characters, Valdemar is of the greatest importance, as his journey ultimately leads him on a desperate race to rescue the human species from complete destruction, whereas the first two titles, and the characters featured, focused entirely on the League/Navy war. Colony Wars: Red Sun was criticised for the removal of the branching system featured in both Colony Wars and Colony Wars: Vengeance, which many fans considered a unique and impressive characteristic of the series. The ability to view cinematics was also removed, which was also perceived as another drawback to the title.|
Read more about this topic: Colony Wars (series)
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Famous quotes containing the word games:
“Intelligence and war are games, perhaps the only meaningful games left. If any player becomes too proficient, the game is threatened with termination.”
—William Burroughs (b. 1914)
“As long as lightly all their livelong sessions,
Like a yardful of schoolboys out at recess
Before their plays and games were organized,
They yelling mix tag, hide-and-seek, hopscotch,
And leapfrog in each others way alls well.”
—Robert Frost (18741963)
“In 1600 the specialization of games and pastimes did not extend beyond infancy; after the age of three or four it decreased and disappeared. From then on the child played the same games as the adult, either with other children or with adults. . . . Conversely, adults used to play games which today only children play.”
—Philippe Ariés (20th century)