Omnitrend's Universe
William Leslie and Thomas Carbone's Universe game, published in 1983 for the
Atari 400/800 and later for the Apple II, is reminiscent of Edu-Ware's Space and
Empire series that we discussed in the previous chapter. It's a very interesting
game for a number of reasons, not the least of which is the rather shocking retail price of
$89.96, which adjusts to $181.18 in 2006 dollars. The game shipped with a 75-page manual
encased in a three-ring binder, as well as four floppy diskettes (a record at the time).
Like Space and Empire, Universe is a futuristic
CRPG that has players flying spaceships rather than slaying dragons. The game is set in the
Local Cluster, a galaxy colonized by Earth but now apparently abandoned by the motherworld.
Chaos is beginning to take hold in the outlying sectors, and piracy is threatening to disrupt trade
and fling the galaxy into barbarism.
In the midst of the crisis, rumors surface of a Hyperspace
Booster, which, if found, could reunite the Local Cluster with the Milky Way. However, players
are given considerable leeway in achieving this goal. For instance, they might opt to become
merchant traders, shipping cargo back and forth among the 21 star systems of the Local
Cluster. Or they might take to mining, touching down on mineral-rich planets in a search for the
mother lode. Finally, they might opt to become pirates themselves, earning rich rewards at the
expense of civilization.
Technically speaking, it might be a stretch to define this game as a CRPG, since
there is little in the way of character development. Although players must hire a crew, they are
represented almost entirely by number and do not benefit from experience. However, players
can turn their earnings into upgrades for their ship, making it more efficient or effective in
combat.
During this history, we'll encounter several of these space simulator/CRPG hybrids that
resist easy classification. Typically, they are characterized as open-ended games and usually
feature action-based combat in the style of a flight simulator, albeit with zero-G physics.
Certainly, games such as Accolade's SunDog: Frozen Legacy (1984), Firebird's
Elite (1985), and Origin's Wing Commander: Privateer (1993) spring to
mind. However, we'll be discussing such games only if the CRPG element, such as a class/level
system for the captain or crew members, is featured more prominently than the simulator-style
action sequences.
Universe II, released in 1985, introduces precisely such role-playing
elements. Now, the crew has individual names, grades, and skill types: astrogator, pilot, marine,
miner, and gunner. The combat that takes place when a crew boards another ship is now more
tactical and closer to combat in contemporary CRPGs.
Unfortunately, the game seems to have
been striving to be a jack of all trades; it incorporated a lengthy text adventure sequence with a
very limited parser. This segment was panned in reviews, and that, in addition to the again-hefty
price (this time $69.95, or $130.88 in 2006 dollars) may explain its almost total obscurity today.
Nevertheless, Omnitrend published yet another sequel, Universe III, in 1989,
though this game is most decidedly an adventure rather than a CRPG. Omnitrend would gain
more fame in the 1990s for its Breach line of futuristic, turn-based strategy games,
some of which contain minor role-playing elements.
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