Posted September 20, 2012
Okay, this is not a "this game is too hard" whine. It is a critical analysis of the game, its merits, and its weaknesses. I've played through literally scores of times. I've unlocked two additional cruisers, and played them to see if the gameplay was easier/more manageable than the Kestrel. I've gotten to the boss almost every time - and lost every one of those times.
So here goes:
STRENGTHS:
FTL has infinite replayability and allows you to specialize your crew in very real, meaningful ways; a well-trained weapon specialist will hit more often than an untrained one, for example.
It has a plethora of unique races and their skills compliment certain roles on the ship; Rock for ship defense and putting out fires, Mantis for ship boarding, Zoltan for that extra 'oomph' in systems without spending the scrap to upgrade the powerplant.
The weapons are well-balanced and interesting; hull lasers to punish the enemy, ion weapons to shut them down, missiles as the slow-but-powerful back up weapon, etc.
WEAKNESSES:
Skill ramp-ups don't seem to make a lot of difference in some cases; a 'gold' rank Mantis teleported over to an enemy ship can still get his butt kicked by seemingly-untrained Rocks or other Mantises, A highly-trained pilot with maxxed out engines still can't dodge more than 1/3 of the offensive shots, etc.
Special events can NEVER be planned for; three times I've carries the frozen, crystalline stasis pod to sector 8 and still not unlocked the Crystalline cruiser. Twice I've heard the message of Zoltan peaceniks and tried to convince the Rebel at the quest point to give peace a chance, only to be embroiled in a fight. I totally understand that "special events' are special for a reason, but the odds of getting the right combo at the right time, in the right place seem rather astronomic. Speaking of which, on the 2nd run-through, I got the 'astronomically low' achievement.
Final boss + 'repair' stations: the plot has you running from the Rebels while trying to deliver a message/information. In sector 8, you are given some fuel and told "Go get 'im, boy!" WTF??? Shouldn't the Federation give me a store at that point? or more scrap? or maybe something more than some gas? Repair stations are randomly scattered throughout that sector and screw with strategy; the enemy is approaching on a relatively direct course, yet often repair stations (when they haven't been taken over by the enemy) are scattered throughout the sector, making running to get repaired a HUGE gamble. Perhaps if the advancement of the enemy flagship were slowed a bit to give you breathing room, then it'd be worthwhile to jump to a repair station. Most of the time, though, it is not. The flagship has to be encountered 3 times to destroy it once and for all? If you fail on the first try, I can see the Flagship destroying the Federation. But shouldn't there be a % of success increase for the Federation depending upon how damaged the Flagship is? like maybe a 33% chance of survival each time you defeat the Flagship? But no, it is all or nothing. And you're in the ship which has been running from the enemy the whole time.
"Tips": most of them are okay, or even vaguely helpful. The one that got my goat was "losing is part of the fun" and I sort of agree; except in this game losing is not so much 'part of the fun' but a steady feature of the game. Something you will return to time and time again; ship a burning wreck because of solar flares + suicidal pirates, smashed to bits by asteroid field + mysterious boarders, hopelessly outnumbered because you took the wrong "path" through this sector, crushed like a tin can because the Flagship launches a slew of drones in the 2nd wave and you can't RELIABLY target the drone controls.
FINAL VERDICT:
A fun premise with random encounters that can make for harrowing, thrilling, and engaging play with a variety of ships, races, and weapons to fit any style of play. All of which is overshadowed by the CONSTANT losing. Literally constant. Played on Easy 40+ times and not one kill of the Flagship makes all your careful planning, cunning use of teleporters, cloaking, missiles, drones, weapons, and hoarding of scrap to upgrade your ship completely pointless. FTL has a lot of potential and a lot to recommend it but, like the 'Return of the Lizards' mod in Age of Wonders:Shadow Magic, it is ultimately an exercise in frustration for a player that would like the occasional victory now and again. Not an easy victory, mind you, but an occasional one. FTL fails to balance the challenge to the rewards, making it a fun, but ultimately frustrating game.
GRADE C-
So here goes:
STRENGTHS:
FTL has infinite replayability and allows you to specialize your crew in very real, meaningful ways; a well-trained weapon specialist will hit more often than an untrained one, for example.
It has a plethora of unique races and their skills compliment certain roles on the ship; Rock for ship defense and putting out fires, Mantis for ship boarding, Zoltan for that extra 'oomph' in systems without spending the scrap to upgrade the powerplant.
The weapons are well-balanced and interesting; hull lasers to punish the enemy, ion weapons to shut them down, missiles as the slow-but-powerful back up weapon, etc.
WEAKNESSES:
Skill ramp-ups don't seem to make a lot of difference in some cases; a 'gold' rank Mantis teleported over to an enemy ship can still get his butt kicked by seemingly-untrained Rocks or other Mantises, A highly-trained pilot with maxxed out engines still can't dodge more than 1/3 of the offensive shots, etc.
Special events can NEVER be planned for; three times I've carries the frozen, crystalline stasis pod to sector 8 and still not unlocked the Crystalline cruiser. Twice I've heard the message of Zoltan peaceniks and tried to convince the Rebel at the quest point to give peace a chance, only to be embroiled in a fight. I totally understand that "special events' are special for a reason, but the odds of getting the right combo at the right time, in the right place seem rather astronomic. Speaking of which, on the 2nd run-through, I got the 'astronomically low' achievement.
Final boss + 'repair' stations: the plot has you running from the Rebels while trying to deliver a message/information. In sector 8, you are given some fuel and told "Go get 'im, boy!" WTF??? Shouldn't the Federation give me a store at that point? or more scrap? or maybe something more than some gas? Repair stations are randomly scattered throughout that sector and screw with strategy; the enemy is approaching on a relatively direct course, yet often repair stations (when they haven't been taken over by the enemy) are scattered throughout the sector, making running to get repaired a HUGE gamble. Perhaps if the advancement of the enemy flagship were slowed a bit to give you breathing room, then it'd be worthwhile to jump to a repair station. Most of the time, though, it is not. The flagship has to be encountered 3 times to destroy it once and for all? If you fail on the first try, I can see the Flagship destroying the Federation. But shouldn't there be a % of success increase for the Federation depending upon how damaged the Flagship is? like maybe a 33% chance of survival each time you defeat the Flagship? But no, it is all or nothing. And you're in the ship which has been running from the enemy the whole time.
"Tips": most of them are okay, or even vaguely helpful. The one that got my goat was "losing is part of the fun" and I sort of agree; except in this game losing is not so much 'part of the fun' but a steady feature of the game. Something you will return to time and time again; ship a burning wreck because of solar flares + suicidal pirates, smashed to bits by asteroid field + mysterious boarders, hopelessly outnumbered because you took the wrong "path" through this sector, crushed like a tin can because the Flagship launches a slew of drones in the 2nd wave and you can't RELIABLY target the drone controls.
FINAL VERDICT:
A fun premise with random encounters that can make for harrowing, thrilling, and engaging play with a variety of ships, races, and weapons to fit any style of play. All of which is overshadowed by the CONSTANT losing. Literally constant. Played on Easy 40+ times and not one kill of the Flagship makes all your careful planning, cunning use of teleporters, cloaking, missiles, drones, weapons, and hoarding of scrap to upgrade your ship completely pointless. FTL has a lot of potential and a lot to recommend it but, like the 'Return of the Lizards' mod in Age of Wonders:Shadow Magic, it is ultimately an exercise in frustration for a player that would like the occasional victory now and again. Not an easy victory, mind you, but an occasional one. FTL fails to balance the challenge to the rewards, making it a fun, but ultimately frustrating game.
GRADE C-
Post edited September 20, 2012 by VetMichael