The game is amazing but I love where this thread is going.
I know Brian loves this game, and its full of good ideas, but the first one, that was gold, I hope he goes back for a sequel there, its just more a thinking game, than this twitch shooter.
Sorry Brian
Agreed. This game was good. The original Rebel Galaxy was great.
RichVR
3229
Also agree. I finished and replayed the original several times. I have not finished the new one.
Man, is this ever coming to consoles? Has there been any update on that? I though it was in cert months ago?
Y’all are entitled to your opinions, wrong as they are. ;)
Janster
3233
I get it, shooters fun, but I just don’t get it sometimes…
I mean, the game is just one big turn simulator, whoever spins the mouse fastest wins sorta…it even has autofollow, because that game mechanic is so boring to begin with, essentially removing ALL gameplay really other than pushing a mouse button
How can that NOT get boring quick?
Rebel Galaxy, had shield facings, weapons ranges, broadsides…djiz…
I thought I was the only one who though the original was better… but it seems that we are all coming out of the closet!
If he can do a “standalone-expansion” of the original that will be great. Add a new storyline and double the ship counts. Now that will be awesome. Unfortunately, Stand-Alone expansions seemed to have died as a business model/product.
Ah, the only game I’ve purchased to date on the Epic Store. Alas I couldn’t play it because it kept overheating my GPU and causing it to throttle, making it annoyingly jerky during combat. I then cleaned two dogs’ worth of hair from the cooling vents on my laptop and… well, I never went back. I wanted to like it because I loved the original, although first impressions were not great. Sometimes it takes a second pass at something for it to really click with me.
The way I get around that in space sims that allow it is that I always lean more on the Newtonian physics aspects of space combat, even for arcade space sims that mostly try to shield the user from that experience. But most of them still allow a button where you press the button, and you maintain that vector.
So for example, instead of flying straight at your enemy, you fly to the side, you press that button, and then you turn your ship front towards them. Then when you see them firing at where you’re going to be, you adjust by hitting the afterburner, so your real vector goes in a curve towards them in space. It makes for much more interesting combat then turn battles.
I like to also get more speed out of the deal by first hitting the afterburners and THEN hitting the button that allows you to maintain THAT vector (this also usually saves on afterburner fuel).
Unfortunately, Rebel Galaxy Outlaw is a bit weird in that the moment you let go of the afterburner, even though you have the maintain vector button pressed, your ship still slows down to its maximum speed without afterburner. Which,… grrrr, that makes me a bit angry, and that’s one of the reasons I had some trouble getting my ass kicked constantly in this game. I still don’t know why I can’t maintain the vector with the afterburner speed. It’s supposed to be my little cheat Newtonian Physics-lite button, damn it.
Yup, the original was a fantastic, unique game. I was really disappointed when it became clear the sequel was going to be a fighter turn-fest.
RichVR
3238
At first I was just so damn happy that there was another one. But honestly, I miss that gameplay. I’d like another one. Same dynamics. Same flight parameters. New story. New ships. Bigger universe. But same venue. Ya know?
Both games have their strong suits. One advantage to RGO is that every station and planet is hand-crafted and not procgen’d like it is in the other game. I like the 3D of the combat in RGO as well, although I also like that broadside and somewhat more tactical stuff in the earlier one.
Anyway, all this discussion reminds me that I haven’t finished either of them.
I thought I was gonna be more enthralled by Privateer’s baby, too. I got through a big chunk of it and then just never went back. It’s not anywhere near a bad game… maybe I just don’t have that itch to scratch any more.
The first RG was fantastic.
Bluddy
3241
I think a lot of us, including myself, had the illusion that first person space fighters are awesome, due to playing them in our youth. In reality, they really are just turning games. The thing that makes planes interesting isn’t the ability to turn and shoot – it’s the constraints that make it difficult or impossible to turn and shoot successfully unless you set things up right or just get lucky. If you don’t set up those constraints in a first person space game, there’s just not much involved there. Though I haven’t played the first game, I can see how a 2d plane abstraction and a third person view could actually make gameplay a lot deeper.
Yeah, I enjoyed my time with the game and don’t regret my purchase, but I learned that when I was playing Privateer too much all those years ago, what I really wanted wasn’t more of it - I wanted something more like X4 is. I’d sure love to graft RGO’s combat onto it, but ultimately if I have to choose, I’ll take the dynamic universe.
I don’t share the positive opinion of the first game, though.
I’d argue that the good ones were situational awareness conundrums; literally tests on recognition and prioritization. I’m using the XW and FS games as the benchmarks here.
And the thought of RG naval combat plus a bigger X style world makes me think dirty thoughts
I didn’t encounter egregious turning duels in RGO, certainly nothing like those in some of the classic space sims (X-Wing, I’m looking at you).
I do wonder how well the game sold. Was it enough to warrant an expansion or a sequel? Too early to tell?
I’m also quite interested in this, and if there is any perceived impact from going EGS exclusive. How does the upfront guarantee compare to any change in unit sales?