So I finally bought this, what with the settlement and the desire to support the development team and the recent sale price on Steam.
And, boy, out of the gate I really really liked it! The writing is good, often hilarious. The Star Control tone is very well captured. The tutorial sequence around Sol was a nice ease in to the gameplay. The UI provides a lot of quality-of-life improvements. And I got quickly hooked on scouting planets and hoovering up resources. I was just delighted as I went out into the rest of the galaxy to complete my objectives, and a lot of what I found there was similarly delightful.
But not entirely. To break down the various elements of the game:
Lander gameplay: For the most part, I think this works. I can see why the team forcused their innovation on this part of the game, and making it more moment-to-moment engaging through the use of physics was a pretty good move. I think it just could have used more time and attention, to polish it up so driving around was consistently fun. I can never quite shake the feeling that this game wants to have me driving a wheeled rover, not a weird hovering bounce-ship. I wonder if that’s what they started with, given how it plays. But maybe the complications of modeling wheels reacting to the ground just turned out to be not worth the work?
Combat: It’s a bit… toothless? Not to stereotype, but I think what’s in the game is sort of what I would expect from a studio that makes strategy games when they go to make an action game. No juice. No impact. No crunch. Or not enough, anyway. You need the feeling of powerful impacts and bone-jarring collisions, and the anticipation of those to give you the feeling of close calls and smart maneuvers.
My biggest overall complaint, I think, is about a few areas of the game that I would describe as RPG-y. I think they RPGed the core of SC2 too much. This includes ship designs, where the deeply characterized ships have been genericized for the sake of variety. Ships of several different races fire the same bullets, and I can equip the same weapon on my flagship. It’s also a problem for what I would call the “minor content.” I can appreciate that every system seems to have something special going on within it. But unfortunately, that content is less than the sum of its parts, never rising to the level of the compelling storylines of SC2 or the rest of SCO’s mainline content. It feels like filler, and that means I both feel compelled to do it but don’t enjoy the process much. I also don’t care much for the RPGesque ship components, which operate on percentages and can be stacked, etc.
Stardock described SCO as an RPG, and I think it’s a fair category to try to place the series in, if you must categorize. But I would have liked it if the team was more attentive to what makes it different from a typical RPG, and what benefits you get from less system and more story.
I’m going to keep playing the game, to see more of the main storyline, which I’m still really enjoying. Hope to encounter more pleasant surprises as I do!