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Hi there,

Has anyone had the chance to play with this? Any thoughts?
It looks interesting, but i spent so much money during the summer sale that I'm really holding out for something special. Is this it?

Any thoughts are appreciated :)
I just played a bit of the singleplayer campaign and I'm liking it so far....

I havent unlocked a whole lot of stuff yet but I feel like it was worth ever penny so far
Loving it so far, tight controls, TONS of ships and skills, clever writing, great soundtrack and the multiplayer got a lot of potential!
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Aviadmd: Loving it so far, tight controls, TONS of ships and skills, clever writing, great soundtrack and the multiplayer got a lot of potential!
Tight control? If having to press space just to gain control of your ship is called tight control... Other than that, it's almost perfect...
So far... tough to say. The battles seem arcade-fast to me so it's a bit more twitch than tactical; I'm coming from having just finished SPAZ, which is a bit slower and somewhat more tactical. Some interesting ship tools are used as weapons early on in the game, so that bit is fun as you learn new ways to blow up stuff. One game mechanic that takes getting used to is that at least some of the key-bound and mouse button-bound weapons and doodads are activated when you release the key / button. Makes sense for items that can be 'charged' for more power by holding down the key, but there is at least one instantaneous item that does this and it makes it somewhat cumbersome to use until you get used to it.

I need to dig into the graphics options a bit since I periodically have trouble losing the ship: the screen does not always stay centered on your vessel and a dark ship on a dark space background means you can lose it for a moment, especially after your ship gets knocked around a bit. If you look at the screenshots on the game card, you can see a sort green-gray line extending from the ship - this is your aim-line and also your steering / "nose is pointing this-a-way" vector. Like the ship, it can be lost in all the excitement so I need to see if that can be brightened up. The camera also zooms in and out depending on what's going on, and I haven't noticed (nor looked for, beyond the scroll wheel) a way to lock it or do manual zoom / retreat.

Hopefully there will be reverse- and sideways-thrust modules later on in the game, or maybe I'm missing those controls somewhere.

As far as "hilarious" is concerned, so far it's not. Funny-ish, sure. There are a couple "poking fun at games" comments early on...

I haven't yet bumped into any of the RPG or 'purchase stuff with the in-game currency' mechanics so I can't comment on those. Also can't yet comment on ship customization since that hasn't started yet (beyond changing your key- and mouse-mapping). Guessing that those will be introduced once they're done teaching the player how to play the game. Thing is, it doesn't really feel like a tutorial so you might feel like "Oh crap - what do I do?", but the game is doing a decent job of introducing concepts so far.

One big plus is the small installer size and the installed footprint on the hard drive. So far, the story is all covered in simple and easy-to-read dialog boxes so space isn't wasted on cut scenes, audible dialog, etc.

An annoyance on the missions: there are bonuses available at the completion of each mission (you can earn more of the in-game currency by completing certain objectives) but you don't know what those objectives are until the mission is complete. In general, they follow the lines of flying "clean" (not hitting obstacles), coming through unscathed (no damage taken), avoiding use of certain weapons, killing a certain number of enemy, or completing the mission in a certain amount of time. I'll never meet that last criteria since I plan and plod - probably not the best style in a twitch-like shooter. I'll check later to see if there is a 'mission objectives' screen available mid-mission where you can look up these bonuses.

The menus are purty but they can be a bit of a challenge to navigate. It has a sort of "smart pointer" thing that will move your pointer once you click a dialog; I'll have to see if this can be turned off. If I remember correctly, there are separate mouse sensitivity settings for the game and the menus, so I'll adjust that later on. Nice touch.

Mission failure means you can restart the mission. Basically, you replay it from scratch. Not sure if, later on, you'll have the chance to change your load-out if you fail a mission. Oh, and you don't have to fail a mission to replay it: once the mission is complete it'll give you a wrap-up detailing the time it took, what you blew up, and the bonus objectives that were and were not met. From there, you can go on to the next mission or opt to replay the last mission. Helpful if you found one particularly fun, want to play around with the weaponry, or want to get those bonuses.

A couple suggestions:

- if a mission gives you a chance for some free time to screw around (some of them don't end until you fly to a certain point), use this time to learn how your systems work, customize the controls, etc.

- sometimes your brain-implanted companion wants you to hurry up and get things over with, but many of those mission bonuses come from ignoring his whiny ass and instead flying around exploring or blowing up stuff.
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Aviadmd: Loving it so far, tight controls, TONS of ships and skills, clever writing, great soundtrack and the multiplayer got a lot of potential!
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Devspar: Tight control? If having to press space just to gain control of your ship is called tight control... Other than that, it's almost perfect...
Maybe in the 1st 30 minutes or so, started out feeling like I'm playing as a pinball with guns, but once I understood how to handle the inertia physics I've been flying circles around enemies and pulling some awesome maneuvers!

Like I said, takes a bit of getting used to but allow for a real high level of control when you do, for me those are tight controls.
One addition to HereForTheBeer's excellent review.
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HereForTheBeer: An annoyance on the missions: there are bonuses available at the completion of each mission (you can earn more of the in-game currency by completing certain objectives) but you don't know what those objectives are until the mission is complete.
You can in fact check the bonus objectives during the mission. Press the 'Esc' key and select 'Mission Info', it shows the bonus objectives and conditions.
Thanks for clearing that up. I was concentrating on learning the nuances of ship handling and system / weapon use and hadn't yet played around with that area of the game.
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Devspar: Tight control? If having to press space just to gain control of your ship is called tight control... Other than that, it's almost perfect...
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Aviadmd: Maybe in the 1st 30 minutes or so, started out feeling like I'm playing as a pinball with guns, but once I understood how to handle the inertia physics I've been flying circles around enemies and pulling some awesome maneuvers!

Like I said, takes a bit of getting used to but allow for a real high level of control when you do, for me those are tight controls.
Compared to something like SPAZ, the ships are really really hard to control. Inertia is really insane in this game, at least up to where I am which isn't completely through the mandatory arena stint at the beginning of the game. The least responsive ships in SPAZ were more responsive than the most responsive ones I've come across in my limited experience in this game.

Other than that issue and how slowish and linear the beginning is the game seems fairly good though. (Again to compare it to SPAZ, the beginning of SPAZ was reasonably long but each mission felt a lot faster than in this game which is at least partly due to having to avoid crashing into everything.)

Also having to alt+tab even in windowed mode while on the menu is slightly annoying but definitely not a deal breaker.
Using the space bar is a big help. One tough thing is that there are really quite a number of different tactics based on the large number of weapon combos, so it's easy to forget all of options available to you.

As suggested earlier: when you finish a mission's objectives but before you fly off-map to complete the mission (not all missions are like this), use that opportunity to play around with your weapons and to practice flying around.


Mini hopefully-not-a-spoiler:

On the first two "bosses", flying isn't much of a big deal since you're going to get tossed around like a ragdoll inside a clothes dryer that is in the path of a tornado. These first two are almost like puzzles, where you have to figure out the secret formula to beat these guys. The first one I managed after 10+ tries and, the second I tapped out once I figured out I wasn't making any progress with each subsequent attempt and my mouse was starting to look worried. Might go back and try it again today.


The game definitely has the "just one... more... mission!" thing going for it.
Considering we're talking about momentum in the vacuum of space don't see why the inertia is "insane" just a bit more realistic ;-)

From my experience so far you the biggest tip I can offer regarding the controls is trying to understand how movement is handled in the game, since you retain most of your momentum until an opposite force is applied. put it simply you have to composite for your current momentum when maneuvering.

For example, if you want to pull a sharp 90 turn, make a 120~ turn to cancel out your forward momentum.

Another important this is using the dampeners in bursts as opposed to just holding it down, keeping you much more maneuverable overall

I just love the feel of some of the crazy maneuvers you can pull off when you get the hang of the controls
Post edited July 13, 2013 by Aviadmd
Realism is good but when it makes you fight the game constantly just to get around it detracts from the game quite a bit. As I previously compared the game to SPAZ I'll use that as an example. Even the biggest and least mobile ships in SPAZ feel more responsive than the most responsive ones I've come across here. It would be better if the inertia was closer to that of SPAZ. Maybe not quite as responsive though, I do understand it's supposed to be a factor and it often isn't in SPAZ but what the game currently has makes it borderline unplayable at times for me. When I'm trying to pilot through a field of trash and even using spacebar constantly I'm having a lot of trouble simply not continuing to go in the same direction (there's nothing like coming to a near complete stop and then turning and activating your thrusters at 120º or so only for you to start continuing almost exactly along your previous path, that seems like an issue to me) it makes me feel like the game is just going to be tedious to play rather than fun.
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HereForTheBeer: Using the space bar is a big help. One tough thing is that there are really quite a number of different tactics based on the large number of weapon combos, so it's easy to forget all of options available to you.
I definitely use spacebar a lot but it's nowhere near as effective as you'd think it would be.
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Onyx3173: Realism is good but when it makes you fight the game constantly just to get around it detracts from the game quite a bit. As I previously compared the game to SPAZ I'll use that as an example. Even the biggest and least mobile ships in SPAZ feel more responsive than the most responsive ones I've come across here. It would be better if the inertia was closer to that of SPAZ. Maybe not quite as responsive though, I do understand it's supposed to be a factor and it often isn't in SPAZ but what the game currently has makes it borderline unplayable at times for me. When I'm trying to pilot through a field of trash and even using spacebar constantly I'm having a lot of trouble simply not continuing to go in the same direction (there's nothing like coming to a near complete stop and then turning and activating your thrusters at 120º or so only for you to start continuing almost exactly along your previous path, that seems like an issue to me) it makes me feel like the game is just going to be tedious to play rather than fun.
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HereForTheBeer: Using the space bar is a big help. One tough thing is that there are really quite a number of different tactics based on the large number of weapon combos, so it's easy to forget all of options available to you.
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Onyx3173: I definitely use spacebar a lot but it's nowhere near as effective as you'd think it would be.
Are you using afterburners? I've added a reminder about afterburners in an early mission, since I have watched a couple let's play videos where people aren't using afterburners. =)

The Churchill you get early in the game is meant to be a bit of a clunker, but you should only be in it for ~12 minutes.
Post edited July 13, 2013 by miniplush
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miniplush: Are you using afterburners? I've added a reminder about afterburners in an early mission, since I have watched a couple let's play videos where people aren't using afterburners. =)

The Churchill you get early in the game is meant to be a bit of a clunker, but you should only be in it for ~12 minutes.
I have, although I may be using them a bit wrong there since it's part that I'm completely not used to admittedly. Coming over from SPAZ which doesn't have afterburners it's a new mechanic to get used to. In order to get the best use out of them I probably shouldn't use them for extended stretches of time and rather use them for maneuvering.
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miniplush: Are you using afterburners? I've added a reminder about afterburners in an early mission, since I have watched a couple let's play videos where people aren't using afterburners. =)

The Churchill you get early in the game is meant to be a bit of a clunker, but you should only be in it for ~12 minutes.
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Onyx3173: I have, although I may be using them a bit wrong there since it's part that I'm completely not used to admittedly. Coming over from SPAZ which doesn't have afterburners it's a new mechanic to get used to. In order to get the best use out of them I probably shouldn't use them for extended stretches of time and rather use them for maneuvering.
Personally I prefer the physics of this game over SPAZ

The main weakness of this game is that its multi-mission tutorial sucks. You want to first allow the player to get a feel for how to pull off a new maneuver, THEN put them in a dangerous situation that requires that maneuver to survive. This game skips straight to step 2.

A brief mini-tutorial mission before going into the trench run would make a world of difference for new players.
Post edited July 14, 2013 by MischiefMaker