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Game News Daedalic's The Long Journey Home begins on May 30th

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Tags: Daedalic Entertainment; The Long Journey Home

Daedalic Entertainment's The Long Journey Home is a space exploration RPG inspired by Star Control 2 and FTL that we've kept an eye on since it was announced back in August 2015, mainly via our annual visits to Gamescom. The game was originally supposed to have come out in late 2016 and throughout that year its development blog received regular updates, but then it fell off the radar, leading some people to worry that something had gone wrong. In the last month however thing began to pick up again, and now the game suddenly has a release date - May 30th. Here's Daedalic's official announcement:

Daedalic’s highly anticipated space exploration RPG “The Long Journey Home“ to be released May 30th

Thursday, May 11, 2017 — Daedalic’s The Long Journey Home will be released on Steam for Windows PC on May 30th at the price of $39.99. In this space exploration RPG, players command a 4-person crew that ends up lost on the other side of the universe after the first light jump goes horribly wrong. Stranded with a rapidly deteriorating ship and dwindling supplies, players must manage the politics of different alien races, the limited yet valuable resources at their disposal, and the survival of the ship all while trying to bring the crew home.

Andreas Suika, lead game designer for The Long Journey Home, explains the idea behind the game: “Being lost and alone is a fear we can all appreciate. Now, imagine being on the other side of the universe, alone, low on resources, never knowing what awaits after the next jump. The Long Journey Home taps into that primal longing for home, while also providing a colourful, comic universe that players will have a blast exploring and returning to.”

Starting your journey


Lead Your Crew: Pick 4 out of 10 possible characters, from astronaut Kirsten to expert pilot Malcolm. Harness their unique skills and personalities to uncover the mysteries of the universe, salvaging lost wrecks, raiding ancient tombs, and investigating alien artefacts.

Real Flying: Flying in space is a bit complicated…really, we looked it up. “The Long Journey Home” provides a flying experience with actual planetary gravity, which can be difficult to master but can also be used to your advantage. Flying in Long Journey Home is a bit different than in many other space games. Be careful not to be sucked into a black hole or outmaneuvered by an alien warship!

Lost in Translation: Meet and try and befriend fifteen strange alien races – four empires out of eight, plus assorted smaller civilisations in every game. Will they appreciate you approaching with raised shields as a sign of respect, or see it as an aggressive display? Can you win their respect, and with it, their assistance? With over two novels worth of dialogue, you’ll feel part of a living universe full of memorable characters and big decisions.

Weigh Your Options: Players have to land on planets in order to gather resources. By doing so, you always risk damaging the landing unit or even losing a crew member. Be sure to carefully consider the risks involved in every reward. Andreas Suika notes that “‘The Long Journey Home’ is about making the right decisions. When you alone are in space, there is no room for wasteful choices. It’s important to remember: always think twice and once you’ve made a decision, be ready to deal with the consequences.”

Procedural, not Random: Although most of the game is procedurally generated, there are no random aspects in it. For example, dialogues with aliens may vary in different playthroughs but the lore behind each race is very much consistent. Quests or reactions might change, but their core attitude and character always stays the same.

Same Game, Different Journey: Thanks to the variety of the key elements of the game, the experience can be very different with every new run. Players can expect to see about 20% of the possible content in one run which should only take about 6 – 8 hours.
It's surprising that this announcement wasn't accompanied by a new trailer. Perhaps that will come later. If you'd like more information about The Long Journey Home, a number of websites have published previews recently, including Rock Paper Shotgun, PCGameN and a short video at Polygon.
 
Unwanted

Wonderdog

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It would seem Star Control 2 and FTL are pretty much as conflicting in design as possible. Hopefully it is more like SC 2 and less like the kinda underwhelming FTL. Sounds more like the opposite though.
 
Unwanted

Wonderdog

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You are just talking about the roguelike nature but there is more than that in conflict. They are just two games that are completely unlike each other in every way.

One is basically an adventure/RPG hybrid with arcade combat. The other is roguelike kind of survival game about going home (if it can be said to be about anything).

So it seems more likely that they are just completely full of shit and what they really mean is they will remake FTL with 3D graphics and added cinematics.
 
Unwanted

Wonderdog

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what they really mean is they will remake FTL with 3D graphics and added cinematics.

Judging from the Polygon video footage, its pretty much "an adventure/RPG hybrid with arcade combat." Just like SC2, you control your ship top-down on a 2D plane, you visit different planets for resources and quests, you meet weird and wacky aliens... In this way it actually resembles SC2 more than the new Stardock Star Control does (so far). And apart from procedural generation and some resource/risk management mechanics (not sure about this?) quite unlike the RTWP strategy/tactics game that is FTL.

The other is roguelike kind of survival game about going home (if it can be said to be about anything).

Really dunno what you're on about, that doesn't describe FTL at all. FTL is about "how can I, given the cards I drew this round, defeat the final boss".


The plot in FTL is that you have to return to your home world with a warning about some rebels.

Ok it did not look like there was arcade phase, but I could not find any video when I went to the link and description.
 

himmy

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I don't understand the FTL haters. It seems to me that it's not just the usual "good for what it is" game, but rather "perfect for what it is" sort of game. In that it managed to captivate somebody like me, who never played a roguelike for more than 5 hours. I'm sure it's not as complex as [obscure ASCII roguelike], but damn if it's not fun to play and, D: OS arguably aside, might just be the most successful crowdfunded game of all time.
 

MrBuzzKill

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ambassa.jpg


Uh-oh, I don't like the barebones GUI. Hope it will be improved in the final release.
 
Unwanted

Wonderdog

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I don't understand the FTL haters. It seems to me that it's not just the usual "good for what it is" game, but rather "perfect for what it is" sort of game. In that it managed to captivate somebody like me, who never played a roguelike for more than 5 hours. I'm sure it's not as complex as [obscure ASCII roguelike], but damn if it's not fun to play and, D: OS arguably aside, might just be the most successful crowdfunded game of all time.

I don't hate it, it's OK. A game like FTL is a popcorn game though, something like SC 2 is a pretty serious bidness game and if done decently I would definitely want to play it.

I was skeptical because they did not seem to be saying anything about aspects of the game similar to SC 2, but I did not have all the information. So now I am more optimistic.
 

Zeriel

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It would seem Star Control 2 and FTL are pretty much as conflicting in design as possible. Hopefully it is more like SC 2 and less like the kinda underwhelming FTL. Sounds more like the opposite though.

Star Control seems to occupy that sad role in modern marketing: use its name to trick a bunch of nostalgiafags who remember how good it is, but make your game nothing like it, because that would require a hell of a lot of work and talent. In this way, it's like Master of Magic for turn-based fantasy strategy, or Baldur's Gate for isometric RPGs.
 
Unwanted

Wonderdog

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Star Control seems to occupy that sad role in modern marketing: use its name to trick a bunch of nostalgiafags who remember how good it is, but make your game nothing like it, because that would require a hell of a lot of work and talent. In this way, it's like Master of Magic for turn-based fantasy strategy, or Baldur's Gate for isometric RPGs.

Yeah it's a genre that never caught on though it should have, and just gets used for name dropping mostly. X-com is kinda the same way, anyone making a tactical game mentions it even though it is seldom relevant.
 

polo

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Forty dollaru seems kind of expensive. idk im skeptical.
 

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