Chorus

Two of my favorite games in the space dogfighting genre are Freespace 2 and Colony Wars. These games aren’t on opposite sides of the genre, but they represent two approaches to the genre. Freespace 2 is the PC keyboard full of controls and systems. There is a large array of pilotable ships and weapons to equip them with. There are multiple ways to toggle targeting and what is being targeted on each ship. It’s complex and rewarding. Colony Wars, a console game, has simpler targeting, fewer weapons and ships, but a emphasis on using the right weapon for the right target. You’ve got to wear down enemy shields with one weapon, and damage the hull with another. Chorus lands in the Colony Wars end of this spectrum, with some twists.

What Chorus brings to the genre is an open-world style of gameplay, and special abilities. Once I got out of the (slightly boring) tutorial, the map opened up and I was free to explore a big area of space with lots of little stories. Chorus isn’t the first to do this, but other games in this genre with an open-world are closer to Privateer and Freelancer, where trade is part of the equation too. Chorus has no trade, except the accrual of credits and spending them on weapons.

The special abilities also make Chorus stand out. The first is sort of radar that highlights objectives, enemies, items to collect, etc. Again, starting a little boring. But the second is a teleport that puts you behind the enemy you’re facing. These abilities only get more powerful from here, and it’s how this game makes it possible for one ship to take out dozens. In Chorus, I was rarely supported by allies. It was me versus the cult, and the cult always had me outnumbered.

I liked Chorus a lot. Despite the limited ship selection and arsenal, it delivered some really intense and varied action with the special abilities. The open-world gave me things to explore and find outside of the relatively straight forward main quest. It left the door open for a sequel, and I’d welcome it.