Thursday, October 16, 2025

Game 458: Koronis Rift

 

I'll give LucasFilm credit for one thing - their original wave of Atari games might not have all been fantastic, but they've all been original. Even as the third and final game to use the Fractalus engine, Koronis Rift is wildly different from either of the games that came before it; a flight sim, a dungeon crawler, and finally, well, this one's a little hard to pin down.

 

The manual, once again placing more emphasis on backstory than gameplay instructions, explains a familiar scenario. You are a space scavenger, you've been searching the galaxy for scraps of valuable precursor technology, and you've hit the motherlode - the legendary Koronis planetoid, the dumping grounds of the Ancients, whose garbage makes your state-of-the-art science computer look like a ZX80. 

With 20 rifts to explore and loot, you land your surface rover into the nearest one and start searching for caches of their strange technology, all of which is compatible with your rover, and some of which enhances it.


And in about five minutes, the planet's drone defense system blows you and your underpowered rover into space dust.


What the manual doesn't tell you is that you're on a time limit. The game starts seeming like a tank sim, with some pretty convincing movement and acceptable visuals, with a looter shooter element as you need to explore the rift for upgrade modules like better shields and better lasers, but you absolutely do not have time to wander. The drones get powerful fast, and you need to keep up.

The modules and their locations are not randomized, but their purposes are obscure. Each module comes with two symbols and colors with some cryptic meaning to puzzle out - the manual gives some explanation, but it's badly explained, and deliberately incomplete. For instance, it will tell you that the eye icon represents shields, and that power and efficiency are both important stats, but do you want the pink Terran shield with 12% power and 12% efficiency, or the green growthform shield with 11% power and 15% efficiency?

Then, to actually analyze and equip these modules, you've got to wrestle with a horrendously over-engineered interface.

 

PSYTEK, your onboard science droid officer, is cute, but makes the simple act of comparing two modules a laggy, frustrating experience. You've got to move stuff from the rover to the conveyor belt. You've got to activate the belt to bring the thing in front of him. Selecting "Analysis" begins an overlong animation of PSYTEK punching numbers into the computer before he eventually comes up with the power:efficiency ratio of the selected module, but it also might do nothing, because this screen tends to drop inputs and lags when it doesn't, giving you no immediate feedback to indicate your command was accepted.

Worst of all, when you move a module back into the rover, it's incredibly easy to move it onto an occupied slot by accident, which deletes the module already in it. Forever. This will almost certainly happen if you touch the joystick during the conveying animation before it finishes. If that happens to a module you wanted to keep, then you might as well restart the game, and this has happened to me a lot.

One thing is clear by now - this isn't merely a tank sim looter shooter, but a metapuzzle to be solved through trial and error. You've got to learn where the good stuff is stashed, you've got to learn what it does, and you've got to be efficient about it, and you've got to accept that you're going to die a lot in the process.

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