The European box art of I-War. The vessel on the top half is Under New Ownership, the former Navy destroyer captured and renamed by the Indies.The North American box showing the Dreadnaught.A Danube class cruiser as seen from the NAV workstation (software graphics).The WEP workstation (Glide graphics). The "ladders", which show the trajectories of spacecrafts, were a unique feature of I-War and its sequel.
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Independence War

I-War (known as Independence War after the North American release) is a space simulation computer game developed by English development house Particle Systems Ltd. more...

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The game was first published in 1997 in Europe by Infogrames as I-War, and in late August of 1998 in North America as Independence War. An additional campaign was designed, packaged with the original game and released in 1999 as Independence War Deluxe Edition in North America and Independence War Special Edition in Europe.

The sequel Independence War 2: Edge of Chaos was released in 2001.

Overview

In the game, the player takes the role of an unnamed 23rd century spaceship captain in the Earth Commonwealth Navy. The primary opponents were rebellious insurgents called the Indies, a group distinguished by their elaborately and colourfully painted ships.

I-War was different from most other space combat games in that player commanded a big, 162 meter long corvette named the Dreadnaught, and because the space ships flew according to Newton's laws of motion. In other words, the flight model took into account inertia caused by a ship's mass and the absence of drag in outer space. In addition to common flight dynamics, the vessels could move and accelerate in all directions: up, down, forward, backwards and sideways. The piloting was however considerably eased thanks to a simulated flight computer with autopilot modes and an assisted flight mode.

The game had two options to play it - the campaign mode and a mode for immediate space battle with endlessly spawning enemies. The campaign was linear in nature and consisted of a series of about 40 different scripted missions. One or few were available at a time and after completing a key mission new one or ones would become available. Sometimes a different set of missions would be unlocked depending of the out come in the previous mission, thus setting the campaign to different directions. Three different endings to the campaign were possible. The nature of missions varied between various combinations of combat and problem solving. The puzzles often made use of the game's physics modeling.

Depending on the mission Dreadnaught could be acting alone, support another vessel or have a group of wingmen under her command. Commanding your companions well could be crucial to winning the mission. Other missions had various special equipment at the player's disposal, like for an example a reconnaissance drone.

Player ship

Dreadnaught's standard weaponry was two Particle Beam Cannons (PBC) and various kinds of missiles. For protection the ship had two energy shield projectors - one at the bottom and one at the top (LDA's) - that could each track and absorb cannon fire from a single ship at a time. Shields did not cover the aft part of most vessels, which was a divergence from other space sims in which energy shields covered the whole ship like another layer of armour. Thus player's standard tactics were to try to get behind enemy ship's rear and, if assistance was available, to concentrate allied fire on one enemy at a time. The energy shields could be boosted for a very short time to allow ramming enemy ships.

Read more at Wikipedia.org


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Prices current as of last update, 11/30/08 11:35pm.


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