Agree with Zak. I remember both X-Wing and Tie Fighter had some pretty brutal missions, especially if you wanted (as younger me did) wanted to complete all the objectives. As I recall, some missions came down to precise applications of power distributions, targeting specific ships with torpedoes within a defined time period, etc. Some of those missions felt a lot more like work than fun.
And the game definitely jumped the shark when it started having you destroy star destroyers.
Still, such a fun game. Though I detested the mine-clearing missions. Ugh.
You didn’t even tell ME? I’m hurt…
;) Seriously, looks great!
Hahaha :) First in line for a Steam key, my friend :)
Just a few more nuts and bolts to tighten…
Can’t wait to see what Travis and Co. have lined up here, and that it’s not another ARPG :)
Yaaaay, best news all day!
I’m not press enough to get Steam keys, except in the old-fashioned way which involves my wallet, but I’m definitely looking forward to this. I really like the aesthetic from the trailer.
I particularly love the music. More of that please!
That’s how you do a great trailer for your game.
Brian - the music is all from the game soundtrack. It’s a mix of slide blues for ambient, and blues-rock/roadhouse music for action. I dig it. I had classic, epic sci-fi music for a long time, but it made everything feel really cold and distant, and inhuman, so I found a place with affordable track licensing and did that instead. Way better.
I still want to license Ace Of Spades. So bad.
Yay! That’s my first trailer, and my first fumbling attempts with Premiere. It was super fun. I would kind of like doing later trailers like that too, introduce a character, and a sort of mini-story.
They had me at “capital ships” and “freeform procedural galaxy”
Yes, and Rebel Galaxy was just released today. You can buy it at… at… at…
fizzle
DAMNIT! I nearly had that time-traveling device working. Sorry, I’ll keep working on it.
Gig. Itty. ಠ‿ಠ
Don’t get me wrong. I think capital ships are super cool, but what REALLY does it for me is any sort of game that offers freeform play in a premade sandbox or procedurally generated space. Games like Freelancer, Mount & Blade, MineCraft, Elder Scrolls and the like. The first video game I ever got super into, and probably the most formative as far as my taste preference is concerned, was a shareware RPG for the Mac called Realmz. It basically ripped off 2nd ed. D&D super hard, but it offered a giant map you could explore as you wanted, with pre set encounters but also plenty of random events and encounters to deal with, and my love affair for open world games was born. Outer space and spaceships are two things I’ve loved since I was a kid (grew up watching TNG with the family every week, and it was all downhill from there) and if you combine that with a game that allows you to roam around freely and approach problems as you like, then you’ve got me hooked. Space games are a genre (they are their own genre, right? RIGHT?!) that lend themselves really well to that sort of freeform experience. I don’t like being told what my story is. I like making it up as I go along. I’ll give any game a chance if it gives me that sort of opportunity in a fantastical setting.
Razgon
1775
This looks incredibly interesting - As others have said, Capital ships are rarely done right. If I may comment on a single thing though. I don’t know if its because of the trailer or early build, but the Capital ships seemed to move quite fast? I’ve always wanted a game where capital ships behave more like the ships in Battlestar Galactica which did it quite well actually. Or, actually, Star Wars did it quite well as well. More like old sail ships than fast planes in space. I guess its harder to make it fun when the ships arent moving much?
They have variable speeds - the largest ones are definitely more cumbersome.
But they are generally a lot more maneuverable than a star destroyer, for lots of reasons.
- You have to get places, and maneuver around objects. This is awful if you can’t turn or maintain any speed. Part of the point of the game is exploring the galaxy, and if it takes you upward of a minute to face the other way, then that feels terrible!
- Dodging is a legitimate tactic for many ships, and using other objects and vessels for cover
- if you can’t turn or move with some degree of accuracy, you can’t line up broadside shots. Broadsides DO have angular aim and target leading capability (which differs from weapon to weapon) which must be charged, but still, you gotta be pointing in the general direction.
So… this is Starpoint Gemini 2 done right, then?
It doesn’t feel much like SP Gemini - that’s got a hugely different vibe. They do the full non-planar style navigation, and more ‘trek’ style combat (at least that was my impression from what I played) - more sedate and ‘epic’.
Some people won’t like that capships in Rebel Galaxy are nailed to the galactic plane, or the abstraction of scale that makes it possible to just fly around and come across stuff - but it just felt right to me. It’s much more Pirates in Space.
Different strokes and all that!
I wouldn’t worry, those people are probably still ranting about having sound in space.