Towards the Frontier, and beyond!
The concept behind Lightspeed Frontier , a title developed by Crowdwork Studios in collaboration with Riveted Games , is as simple as effective. Equipped with a tiny modular unit with which to move into the deep space, our purpose will be
to build the dream spaceship and become the coolest captains of the universe. To do this, we will be able to follow the different ways that gameplay will offer us in Campaign mode, before the two available and currently being developed, whose basic structure is already quite well defined. Once the mode is started, we will be in front of
a space station from which we can move the first steps to reach the goal and from which we can accept the missions that will propose the npc present, which will allow us to compile the Wex credits needed for all ‘purchase of useful components for the improvement of our shuttle. Not only that, with the gaming currency, we will always be able to supply and play stock, via the sp
ace stations, by purchasing and selling the shares of the various lists present. This last aspect seemed to be the fastest way to earn Wex credits within Lightspeed Frontier, precisely because the fluctuations in the value of the shares are sudden and the system must in fact rew
ard the speculative approach. The main fear associated with this type of stratagem is the risk of flattening the player’s experience in performing the missions that will then lead him to acquire Wex credits . We are confident that anyway, developers will find the right balance in the final version of Lightspeed Frontier .
Fantasy (almost) unlimited
Another of the cornerstones on which Lightspeed Frontier bases its gampelay is undoubtedly the possibility of building its own spaceship. In this case we will benefit from a modular, straightforward and straightforward construction syste
m with which to give literally free venting to fantasy. We will therefore have several modules that we can hook up to our ship to give them the shape we want. The components, by type and shape, are, however, very small, while still allowing to create very special spaceships, suc
h as Batwingwhich we used to impose fear on the space pirates met. With regard to the latter, in our system scorings we got to meet several, all of them most menacing and ready to fire as soon as we got into their radar. In fact, in Lightspeed Frontierthere will certainly be spatial battles at the last stro
ke. The arsenal at our disposal will consist of weapons of different typologies, which will vary from the laser cannon to the machine gun, and the clashes will be articulated in frenetic fighting but at the same time fun and well-crafted. There will be presumably little room for tactical combat but, on the other hand, you will gain on the front of the speed of clashes, which will also be helped by a reactive and accurate control system.
The elements on which the Lightspeed Frontier show side by side critics are mainly two. The first is surely the technical sector. Ignoring the chosen graphic style, which is almost certainly the result of design and budget requirements, is the set to r
estore, during gaming sessions, a strong sense of artificiality, postage. Particle effects and textures do not help that, and are the two main aspects on which to work the most. In addition to these issues, even the sound track, in calm situations, appears to be heavily overtaken by the game’s philosophy and also has long silent pauses between a loop and another.
These are all aspects that certainly do not undermine the overall experience of Lightspeed Frontier, which is equally enjoyable and well-timed with his references to the sci-fi humorist, but on which you will have to intervene in order to give a quality product to gamers.