This time, however, let us forget a title driven by a strong narrative vein and reformulate our expectations of a management / strategic, part procedural, which brings together under one roof Faster Than Light , a 2D version of Elite Dangerous , as far as the component exploration, and management of alien relations, similar to that of a shift strategist.
If you’ve been able to figure any picture in your head, you’re probably closer to reality than you can imagine, but if you think we’re talking Arabic, this game may not be the most suitable for your liking. In any case, we will go into the 30 minute analysis that we have gone through with the title, which, despite some improperion and a bit of confusion, has nevertheless been able to entertain us.
Space is immense.
The new game begins with the choice of ship, lander and crew, which can count 4 members. Each has different features that allow it to adapt in just as different to the three different phases of the game. The ship will come into play in exploration of space, with parameters such as maneuverability, speed, overhead range and cargo capacity; the lander will instead be useful once in the orbit of the planet to recover sufficient resources to repair the ship or blow up the gas tank; Finally, the crew will define specific boost or consumable skills to be used during the adventure, such as a total repair of the free vessel.
Appropriate initial assessment in these three fields will help us tackle the early phases of gameplay that, due to a strong sense of dissipation, also complicate the contentious scarcity of the tutorial, may seem somewhat difficult. Taking confidence in the state of the ship or just how to move effectively through the map of the Universe (far bigger than we imagined) was all but trivial, so that the rapid destruction of the ship was a virtually mandatory end.
A quick but intense test
Trying to try all the possible activities within half an hour proved to be a wise choice for understanding the game, but far less farsighted if we wanted to face a full run. After a first phase of training in entering the orbit of the planets, moving between the different systems or overcoming a field of asteroids, we desperately sought a place to trade the resources obtained and carry out some mission.
Without moving more than that, we were reached by an alien race, who called for support in its merchant activities. Taken a first delivery, we have been entrusted with another and we have continued misguided in our journey. Unfortunately, at any deviation on the way, aliens have wondered why we were not going to the meeting point,
Insulting the aliens on a frigate-sized frigate, having failed to deliver a parcel for the second mission they entrusted, proved to be a bad choice, as well as responding to the fire of the four ships that surrounded us shortly after our offenses.
The results were two: the first, find the hull destroyed, the second, the encounter in a few minutes with the fighting phases, the missions, and finally with dialogues with the alien races, which, though scratched only in surface, they seemed to be sufficiently logical and amalgamated with each other.
Like every rogue-like, once a game is over, another game will start immediately and the universe that will collapse in front of us will be different each time, thanks to its procedural generation. Improving, however, will not be our equipment but our awareness of mechanics, resource utilization and maneuvering skills, which are hardly mastery in just under an hour. The time we spend on running, in fact, until success or defeat, will continue to improve until we reach 6-7 full hours once we get in touch with the game.