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    Master of Orion 3

    Game » consists of 3 releases. Released Feb 25, 2003

    The third in a series of 4X (eXplore, eXpand, eXploit, and eXterminate), turn-based, strategy sci-fi games. MoO3 lets players take command a potentially galaxy-spanning civilization through colonization, terraforming, economy, diplomacy, and war.

    binarydragon's Master of Orion 3 (PC) review

    Avatar image for binarydragon

    Too big, too confused. Just not good enough.

    Master of Orion 3 (sometimes referred to as MOO3) is the sequel to the highly acclaimed Master of Orion 2 (often referred to as MOO2), which must to its testament is still played today. Master of Orion 2 is still on my hard drive, I do in fact have two copies (I encourage you to read my review of MOO2 which can be found on the Master of Orion 2 page, but I digress).

    The main problem with Master of Orion 3 is that it suffers from being too big for its shoes. The game is vast; a small galaxy is, for example, about 200 stars - each with upto 7 planets orbiting. That is alot of space to explore. The problem lies in the fact that the player has great difficulty feeling like he actually has any control; the micromanagement AI is so good you might as well just click the turn button.

    Battles are another problem, where as in the previous game the player could command each ships exact deployment of weapons and its motion on the field of battle. MOO3 dispenses with this wonderful game mechanic and replaces it with a general system in which the battle is predominately controlled by the AI. Simple 'go kill that guy' commands can be enforced, but there is no real sense of power or authority with the players actions on the battlefield.

    The depth found in ship-design in Master of Orion 2 is gone replaced with a shallower system. One of the greatest things about MOO2 was the detailed and varied ship parts you could install on various hulls. This depth is gone. How boring.

    Graphically the game is quite lacking, now I realise that the game was released in 2003, however the menus are blue. All of the menus are blue. I have nothing against blue, it's a nice colour; but as they say variety is the spice of life. On the field of battle the ships polygon models are blocky and uninspiring. The map for star systems is actually quite attractive, it has a 'Star-Trek: Next Generations' feel, and is quite pleasant to the eye; even if it is blue in places.

    Sound wise the game has a wonderfully forgetful soundtrack, just what you need when you have to listen to it for hours.

    Sometimes it feels like the game is playing itself. And although I have heard reports of players finding that the game eventually can reveal a good time.  I gave it the benefit of the doubt I tried it for a week. It shouldn't have to take more than half an hour to hook me.

    It didn't. So I deleted it.

    The Bottom Line


    Very disappointing. Let’s hope that if (I'd like to type when...) they make a next one that they learn from their mistakes and 'upgrade' MOO2.


    3 Comments

    Avatar image for ahoodedfigure
    ahoodedfigure

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    Edited By ahoodedfigure

    It sounds like in some ways they actually improved on the MOO system, but if they reduced player control in ship construction that's a definite minus.

    I read that there was quite a variety of races in this one.  Do the different races have much impact on the game?

    Did you try multiplayer?

    Avatar image for binarydragon
    BinaryDragon

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    Edited By BinaryDragon

    Most of races were interesting. But the multiplayer was broken when I tried it. Given this was in the early days.

    It still was too removed.

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    Earthborn

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    Edited By Earthborn

    Yes, you're absolutely right about the automation in your review. It totally broke the game and made it worthless to actually play. I thought the races had enough differences at first, but in the end you were just racing for the galactic senate. One of the features I thought had a lot of potential was the ground combat, which sorta showed a bunch of options open to you, and according to what the enemy did you either pushed forward (on this sliding scale) or lost ground. It was a sort of paper-scissors-rock battle of the bulge. Neat idea. 

    I missed the ship customization the most, and the AI "real-time" battles were laughable. I just ended up putting tons of long-range weapons on my ships and then close range in case there were fighters. 

    Went on to Galactic Civ from here and from ther GCII.

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