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Master of Orion Remake ? :O

Snorkack

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Newest Steam review:


Will pick sniper

455 products in account
1 review


Not Recommended
277.8 hrs on record


This review may not accurately reflect the state of the released version.">Pre-Release Review
Posted: 25 August
One can fix the bugs, glitches and even contents with enough patches. However, one cannot fix bad gameplay design decisions no matter how much one can pour its money and time. The new Moo is the prime example of the latter.

I had been maintaining weapon mod list thread in the official Moo forum until I gave up on the game.

This game massively suffers in three areas: combat, content, and game design which is terrible.

I am not even going to talk about the tactical battle being real-time instead of turn-based, or staranes instead of free movements, because those issues are actually trivial issues compared to what I am going to discuss here.

No, there is no tl:dr version. You can always choose to not read this.

1) Combat :
The fact is that you will probably feel have even less control of the units in the battle than the games like Stellaris and Endless Space. Only game that provides even less interesting and uncontrollable battle is Gal Civ 3, and Gal Civ series was already infamous for such lackluster battle.

You will notice that you really do not have much control on the ship movements in "AI assisted" mode. You could try second option which gives you "total control" of the ships, which is nothing more than making ships basically immobile shooting turrets unless you order it to move. It's really badly implemented.

A good ship movements example would be games like Homeworld, where the capital ships properly make formations (this game's formations are hardly formations except 'bonus' stuffs) while smaller fighters/bombers and smaller ships move around to flank the enemy in fluent way. Despite 2016 game, New Master of Orion provides worse battle than a game that came out in 1999.

Also you will realize that you have no clue just how effective weapons or have no indication whether the weapons mods or special modules are actually working due to lack of the information. Even Stellaris provides a nice during-battle statistics such as damage, accuracy, and other useful stuffs. For Moo, this is very hard to tell due to fast nature of the tactical combat. One of the reasons why my thread was popular was that people have no clue whether the mod is working or not, and had to be manually tested each in optimal conditions.

This is already a fatal flaw, since the Moo is not really famous for 4X elements, but rather robust tactical battles. By throwing away having good tactical battles, the game is already in mediocre category.

Unfortunately, the combat is the least problematic of the three I mentioned.

2) Contents :
The game basically lacks contents. Even if NGO and Wargaming implement minor civs back in a good manner, the game still lacks a lot of stuffs missing. There is no governors, no interesting random events, pirates are half-baked, and the research tree feels shorts even if one can consider they have changed it to Civ style from binary choice method.

The main cause of the problem is... well, starlanes. So what happened? Since NGO has chosen to go from free movement to starlane movement, suddenly there was no need for implementing techs like fuel and reactors. The problem is that those fuel and reactors took a large portion of Moo techs. Because NGO has not sufficiently added additional content to fill this void, the overall tech tree feels short and feel something is missing.

Lack of governors and/or general are really missed features and most likely won't be ever implemented since it was NGO's decision to not implement in the first place.

However, even this content issue is not the most damaging issue for this game. Again, people can change their minds and spend money/time to implement said features, or you can just suck it up since the game is a bit cheap, however....

3) Game design :
....One just cannot fix design issues. You cannot fix it with time and money when you have a wrong idea. Try make gold from dirt, no matter how hard you try for next thirty years, you cannot transform dirt to gold.

This issue also unfortunately includes UI issues too. Here is copy-paste from my "My verdict on new Moo." thread regarding UI and micro-management issues caused by bad game design.

There are so many unnecessary, tiresome micro in this game. I think the developers believe making the game micro-intensive would make the game more 'complex' or something. No, it doesn't. It just makes the game chore. Here are the examples of this super duper terrible amount of unnecessary micro.


1) Pollution mechanic : The most insidious mechanics I've ever seen in any 4X games, literally. It is as insidious as Emperor Palpatine with his master's name "Sidious" implies. Basically, it works like this.

"You MUST babysit ALL non-barren, non-volcano planets with sharp eyes or they will degrade, forcing you to terraform the planet again!"

Seriously, when the number of the planets goes up 20+, this just makes me crazy all the time. You know, original Moo and other Moo clones have chosen much sane way (by just reducing total production output) to cut off this unnecessary micro-management, for a good reason.

This pollution mechanic is perhaps one of the most discussed subjects regarding micro-management problem this game has, and yet no adjustment is being made.


2) Population : Yet another micro-intensive element that does not have to.

Even moving people around is challenging.
Why we have to individually move them around to properly balance planet output?
Why we have to make individual civil transport and disembark population individually in such tiresome manner? I mean for god's sake original Moo and countless of Moo clones got this one right a long time ago. There are just tons of unneeded and unjustified micro-management in population alone.


3) Colony improvement/management : another crucial element that riddled with terrible micro-intensive-ridden stuffs.

From EA1, we have been voicing about the fact that there are only 5 (what? why only 5? Just... why???!?) order slots available for planetary improvement building order, and the fact that we cannot make our own building order to save time in the late game.

After 3 months this issue, like other micro-management issues, is rarely (more likely never) recognized despite the fact that this is the most crucial reason why people easily get 'tired' after several hours of the play. Watching a person playing this game in twitch is insanely boring and exercise in futility that forced me to turn off the channel, because of these insane, endless micro-management feast.

After how espionage has been implemented, I have no faith that the micro-management issues will be ever fixed.(Reminder: this article was written in May. For more than 3 months these issues were never addressed.)

Sadly, it turned out that most of these issues were actually intentional(!!) When someone actually asked why there are only 9 ship design slots available, the dev said it's intentional. Just like terrible pollution mechanics, such arbitary restrictions that cause massive increase of micro-management are all intentional (a.k.a "features".)

This is actually a huge step back from the original Moo and Moo2. Even Moo2 had MORE building queue slots than this modern Moo. Yes, Moo2 had 7 queue slots instead of 5. Sad but true.


So, are there any positives? Sure yes, the game itself is very polished (tho Endless Space is about as polished as this game), and super expensive AAA voice acting, and surprisngly competent AI (then again, the game itself is not that complex to begin with) but none of these can overcome such fatal flaws this game has, particually game design issues.

Only saving grace is cheap price. At least Wargaming did not have balls to charge people AAA price for this game. It's only 30 bucks. If you can tolerate it, all power to you. But I'd recommend to spend money elsewhere.
:dead:
 

ArchAngel

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Mar 16, 2015
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Does not sound that bad, I played BotF for years and that game is micro management hell.
 

vonAchdorf

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Sep 20, 2014
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IT was just a joke, the review raises some interesting points (dumbing down one part and adding meaningless micro in others).
 

Fenix

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I want to give an example of what I have talked about (before trying release game).
You can see my system of same color as Cryslon, and Merklar's domain of different color. No f*** chances.

aa48e3733bf7.jpg


show-image.php
 
Last edited:

rezaf

Cipher
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Jan 26, 2015
Messages
652
Is that a galaxy option or are all stars always the same distance to each other?
Looks a bit weird to me.
 

RayF

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Only in the video game industry can someone be entertained for 15 cents an hour for 200+ hours and then claim with a straight face that it was a bad deal.
 

Space Satan

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>2016
>You can't issue exploring paths via shift or other keys.
>You can't issue queue in research screen via shift or other key.
That is all you have to know about Master of Orion: Remake.
 

RayF

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Only in the gaming industry can someone pay to work for dozens of hours and call it a good deal.

The vast majority of players who sign up for beta tests or pay for Early Access are doing so to play the game, not to serve as free testers. You can see this easily by the low percentage of these players who provide any feedback at all.
 

Fenix

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RayF - hay man, how you doing? )
Can you provide same links, my PC burned a little. )
And it will not be superfluous to do this now, when dissapointment in MoO start to increas.
 

Zboj Lamignat

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Feb 15, 2012
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So, what's the story with this game? Is it an actual remake (of MoO 1, 2? I assume no one would want to remake 3)? Or just good old use of a cult franchise for some (un)tasteful reap?
 

Destroid

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So, what's the story with this game? Is it an actual remake (of MoO 1, 2? I assume no one would want to remake 3)? Or just good old use of a cult franchise for some (un)tasteful reap?

It seems to have various mechanics from each of the games cludged together. But with the research tree from civ.
 

cvv

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A surprisingly non-retarded MSM review: http://www.eurogamer.net/articles/2016-09-02-master-of-orion-review

Master of Orion feels like it's been designed more for tablets than for the PC. Not a bad thing if such a conversion was being considered since the game would be virtually unopposed, but its simplicity of design, accessible though it is, feels oddly lightweight when lined up against the competition that dominates the genre on PC. Ultimately though, as well as being a breezy tribute act to Simtex's original, the new Master of Orion succeed as a gateway game for the 4X genre, a fine introduction for those who may be curious as to the attractions of being a space Hitler or a galactic Gandhi, but not a game that offers much for those who may want to take their interest a step further. Real-time battles and instant accessibility aside, Galactic Civilizations III pretty much does everything better, while the more recent Stellaris (itself a gateway to a universe of Paradox titles) offers a much more rounded and thoughtful experience, in spite of its comparatively dour exterior.

Compared to the more involved and evolved games that the original MOO inspired and to which lifelong genre fans have gravitated - the likes of Distant Worlds and Star Ruler - NGD's efforts will fuel some nostalgia, perhaps cause the odd tear to swell in the corner of an eye, but ultimately the game is too trifling, too willing to compromise accessibility for depth, and thus is a missed opportunity to push a beloved set of foundations forward after so many years buried in the past. As welcome as it is to receive a new Master of Orion, it follows a route that its many predecessors and spiritual successors have already been down.
 

BrotherFrank

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Pirated it, and this is the kind of game that really justifies it, i'd have been so pissed if i bought it.

TLDR finished a full game in 3 hours and was bored throughout, easily worst 4x i've played in recent years.
Oh it's pretty, with all sorts of fancy cinematics and graphics, and i am a sucker for a decent cinematic battle viewer (gal civ series+endless space somewhat got me used to it) but the gameplay has the depth of a kiddie pool compared to other titles in the genre.

What baffles me is even the parts from moo2 i loved are ruined. Tech is now a very short tech tree where i rarely felt i had hard choices to make, and even though the ship designer is the same as moo2, for whatever reason it felt really boring too.. Maybe i'm misrembering but in moo2 new weapons weren't always automatically better then old ones right? I remember loving gauss/kinetic weapons in moo2 and preferring them over more advanced stuff, but in this one it's pretty brainless, new weapons tech always seem to be better and seem to have rather similar stats.
Easily the worst research of any 4x game i've played, EVER.

Custom race creation is just boring, there are no abiities with radical effects like say..subterranean where your total planet pop is doubled or your high gravity race gets +1 to group troop hp (so takes 2 hits to kill them rather then 1), or telepathy or creative/uncreative. Yeah i know a lot of those abilities were cheese like creative/telepathy (why the fuck would you play that anyways? talk about boring) but all the traits are basically +10%/-10%,+20%-20% to something and maybe start with one of the basic techs.

The nicest thing i can say about the game besides the visuals is turn times are pretty quick, it's probably a large part of why i finished a game in an afternoon. But whilst i'd like to say this was the equivalent of some game made for phones/tablets, that would be an insult to tablet/phone games because i've played better moo2 ripoffs on tablet (starbase orion for those who are curious). I can't believe Total biscuit is praising this game, i've seen him ride games hard over lacking some options in the menu yet he gives this a pass? Bleh.
 

Destroid

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BrotherFrank in MoO2 a lot of weapons have different special effects (kill crew, ignore armour/hull, extra structure damage, no range dissipation) and modifications/miniaturisation can compensate for lower tech level, since you are expected to skip some weapons due to the pick one tech system.
 

BrotherFrank

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BrotherFrank in MoO2 a lot of weapons have different special effects (kill crew, ignore armour/hull, extra structure damage, no range dissipation) and modifications/miniaturisation can compensate for lower tech level, since you are expected to skip some weapons due to the pick one tech system.


So it wasn't my nostalgia goggles... Yeah i confirm that's pretty much out. Weapon tech is just purely a linear upgrade now and there are no secondary effects like what you describe. I think only differences is not all weapons could be modified to have certain mods like PD and that's about it. Also there's weapon arcs so you have to define if your guns are firing forwards, to the sides, rear, or all around. That didn't matter too much in my game though.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.rockpapershotgun.com/2016/09/12/master-of-orion-remake-review/

Wot I Think: Master Of Orion

mooheader.jpg


Master of Orion [official site] and its sequel (the less said about the third entry, the better) spawned a horde of 4X and space strategy fanatics, sending them out into the galaxy to explore, expand, exploit and exterminate. Wildly ambitious, full of fascinating aliens to meet and kill – they’re rightly hailed as classics with a legacy that continues even two decades later. Death to the past, I say. There’s a new Master of Orion now; fresh blood with an old name.

Just try to ignore the fact that it’s wearing the tattered and worn skin of its progenitor.

Unfortunately, the one big surprise that Master of Orion has in store for us is that it’s not fresh at all. Underneath the brightly shining stars and slowly spinning marbles, it is as musty as my grandfather’s slippers.

Gosh, it’s a shame to have to write that. My experience with the Early Access version suggested that I might come to this conclusion, but I’d hoped that over the course of development a massive injection of vigour would have been thrust into its veins. Nope! What we have here is a game that’s competent, sure, and polished, but entirely devoid of surprises; a game that acts like you’ve never played a 4X title before and thus will be satisfied by a string of extremely conservative features.

moo1.jpg


It has all the stuff you’d expect from a 4X, presented through a slender but legible UI. There’s a checklist somewhere with a lot of big ticks on it. From turn one, it follows the all-too familiar pattern of picking technologies to research from a flavourless tech tree, building stuff on planets to increase food, production and research, and sending out ships to explore the galaxy and eventually fight. There’s nothing inherently wrong with this pattern, but it should be a foundation on which more novel systems can be built. In Master of Orion, it’s essentially the whole experience.

Through the first phase of the game – where exploration and peaceful expansion takes up most turns – I found myself going through the motions: working through the clear but dreary technological paths, constructing the same types of buildings with increasingly larger numbers ad nauseum, uncovering the same mostly featureless star systems as I hurled ships down the network of starlanes. It didn’t help that I was playing as the Psilons, a race of boffins whose special ability removes some decision making from the tech tree. You see, most races are presented with a choice when unlocking certain techs, forcing them to specialise, even though the options are rarely stimulating. Not so with the Psilons, who get it all. Ostensibly, it’s a benefit, but it makes research a bit mindless.

moo2.jpg


My experience playing as the Psilons certainly didn’t make a good first impression, then. I played peacefully, for the most part, but with exploration and construction containing little nuance or interesting spins on old formulas, Master of Orion is not a game I recommend playing as a lover rather than a fighter. Things got a little more exciting, however, when I took command of a more aggressive faction. Conquest! Mayhem! All the best parts of being a space emperor.

As the Terrans, a rather mean human off-shoot who can be summed up as the ‘space arseholes’ of the game, there was simply more going on. Sure, diplomacy remained nothing but a collection of bland treaties and demands, trade continued to be almost non-existent, and the galaxy never stopped being a disappointingly shallow place, but there was at least a bit more tension as I found myself facing a multitude of enemies. On the default settings, those enemies posed little challenge, but I did start to have a bit of fun annihilating them, peppering space with the carcasses of a hundred frigates and destroyers.

moo3.jpg


While it’s possible to auto-resolve every battle, there’s also the option to take full control of a fleet in real-time-with-pause scraps. A small number of formations and limited fine-control over the ships means that the combat does wear out its welcome pretty quickly, but there are hints of good ideas buried inside it. There’s a bit of terrain, for instance, like gas clouds or destructible asteroids that can provide cover. Don’t expect to see these things often, however. I’ve played three games so far (I say so far, but I’m sure you’ve already guessed that I won’t be returning for more) and the vast majority of my battles have taken place in empty space.

Once those brief conflicts are over the game goes back to being dreadfully dull, the only thing that makes it stand out from its contemporaries being that it seems content to wallow in the past.

On paper, the 11 races (10 in regular edition) all seem fairly diverse. While most fall into the typical 4X archetypes – the science guys, the warmongers, the boring humans – there are also a few that aren’t so easily pigeonholed, like the lava-breathing Silicoids who consume rocks rather than food. Lamentably, most of their differences prove to be superficial and don’t really translate into noticeably distinct playstyles beyond being peaceful or aggressive. And as I noted earlier, only one of the two is remotely compelling. Attempting to win the game through diplomacy, for instance, amounts to having a big population, while an economic victory involves merely building a lot of economic structures. The rest of the differences between the races largely amount to statistical variations, while everything else, from the ships to the buildings, remains the same.

moo4.jpg


Not only does this lack of meaningful variety cause the game to run out of steam after one playthrough, it doesn’t make sense. Let’s go back to the Silicoids for a moment. They don’t eat. They don’t farm. Their biology and culture is entirely unique in the galaxy. So why the hell can I construct fungal farms? There are several technologies and buildings that the Silicoids can research and construct that are entirely useless unless they eventually conquer planets with other species living there. It’s confusing and counterintuitive (especially since the game fails to make it clear how pointless they are), but the strangest part of this is that solution to this problem can be found in the original 23-year-old game. The first Master of Orion gave the Silicoids a more specialised tech tree and stopped them from being able to use things like farms and soil enrichment unless they traded with other races for them.

If I wanted to be generous, I might suggest that Master of Orion is not for the likes of me, and is instead a game designed to gently introduce a new generation of armchair space admirals and emperors to the genre. But if I was inclined to be that generous, I would also note that this doesn’t preclude Master of Orion from doing interesting things, and using a game like this to ease new players into the genre makes about as much sense as introducing someone to EDM via Gregorian chants.

There’s a glimmer of originality in the espionage system at least. 4X games traditionally fail to do much with the shadier aspects of running a space empire, but Master of Orion allows you to establish a whole network of spies to carry out a plethora of tasks. They run the gamut from simple information gathering missions to poisoning food supplies and inciting revolts, softening up the enemy for invasion. Eventually you can embed spies and saboteurs all across the galaxy, destabilizing worlds and helping you pick choice targets.

moo5.jpg


Unfortunately, however, it’s another victim of Master of Orion’s obsession with simplicity. Spies are simply a resource that generates over time, and they never grow or develop new skills, meaning that the death of a spy and the failure of a mission never really feels like a serious loss. Espionage effectively stays the same, from the moment you build the necessary structure to spawn your agents.

It feels like a huge waste, Master of Orion’s caution. A great deal of effort has obviously gone into the game. Just look at the voice talent found within: Alan Tudyk, Michael Dorn, John de Lancie, Mark Hamill, Robert Englund, just to name a few. And it’s striking, with fanciful spacecraft, stunning, kaleidoscopic galaxies, animated and colourful alien races – it might feel like an anachronism, but it’s a hell of a pretty one. The aesthetic doesn’t make up for its lack of depth though, nor does the plethora of talented voice actors make up for the functionally similar factions.

moo3.jpg


Master of Orion’s biggest crime is that it’s simply boring. One of the greatest powers of a long-form strategy game, whether it’s a 4X or historical grand strategy, is its ability to spawn emergent narratives that make players feel like they had a unique experience. I have no stories about Master of Orion to share. They’re all too dull. Nobody wants to hear about the time I found a space monster and just killed it, or the time I fought a war and won because I had a stronger military. They were just events that are already quickly fading from memory.

So desperately, it seems, the developers wanted to recapture the magic of this series that they forgot the context of its many successes. Master of Orion and its sequel were bold games, forward-facing and bar-setting at the time, and you can’t simply recreate a game that’s over 20 years old and expect it to have the same impact. If it wasn’t for its name, Master of Orion would be forgotten in a year. And even with it, I don’t imagine anyone is going to remember it fondly two decades hence, if it’s remembered at all.
 

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