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Review Codex reviews Space Rangers 2

VasikkA

Liturgist
Joined
Oct 21, 2002
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292
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DAC
It was an OK review, but you could have mentioned some of the flaws in the game, such as the simple combat and the boring and repetitive quests. Playing as a trader is unnecessarily complex and not rewarding enough(financially and mentally).

Nevertheless, Space Rangers 2 was the best game I played last year.
 

bryce777

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Feb 4, 2005
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In my country the system operates YOU
aboyd said:
This may be an odd question, but... does anyone know of gameplay videos for this game? I mean, something like a solid 15 to 30 minutes of gameplay footage.

I ask because I bought the game and actually didn't like it. But the reason I didn't like it is because after 10 hours my ship was barely improved and nothing plotwise had happened at all. I believe I simply don't understand how people are playing it and getting such good stories.

So if anyone has some gameplay footage, showing some successful progress in plot or ship enhancements, let me know. I think once I see how someone else plays, I'll probably catch on.

-Tony

Well, I don't think it is necessarily for everyone. It is more an exploration and mission game for most of the game, not a trading and combat game, then towards the end you can do a lot more combat.
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Jan 7, 2003
Messages
28,046
VasikkA said:
It was an OK review, but you could have mentioned some of the flaws in the game, such as the simple combat ....
From the review:
"Space battles are turn-based. There isn't much you can do, but chose the direction and aim your weapons manually, which comes in handy when you want to shoot down some missiles, while maintaining your attacks on the main target, which is not as much fun as it sounds. Some extra commands (anti-missile fire) and some TIE Fighter style depth like switching power from speed to shields would have been very, very nice. The way combat is implemented in SR2, it makes very little difference whether it's turn-based or real time with pause, which is a shame.

...and the boring and repetitive quests.
I didn't find them boring or overly repetetive. First, you can decline any quest; second, random quests always follow some pattern, but overall the variety is decent: fedex, patrol a system, protect a ship, search & destroy, etc. Considering the twists (i.e. it could be a simple and peaceful fedex quest or it could be a fedex where you will be attacked on site), your ship's capabilities (some quests are only for fast ships or ships with decent engines), and that quests aren't offered every time you land, I didn't really see a problem there.

Playing as a trader is unnecessarily complex and not rewarding enough(financially and mentally).
Disagree. Read the official forums to see how quickly some people make a lot of money and their strategy. I went to one of the Business Bases, paid $390 for a market analysis, and was offered 3 good routes: buy at 43, sell at 69. Worked for me. So, it is rewarding financially, and as for mentally, well, trading, in virtual or real life, isn't for everyone, is it? All you do, basically, is look for opportunities, buy low, and sell high. That's the life of a trader, and blowing up ships sounds a bit more exciting in comparison.

Nevertheless, Space Rangers 2 was the best game I played last year.
Amen.
 

Uz0rnaem

Scholar
Joined
Jan 12, 2006
Messages
308
The review left out a few very important facts about the game. You didn't mention the ranger rating feature or the hyperspace combat mode at all, or the fact that the game only offers a limited amount of quests and even ends after you killed the "boss". There's not a single word on the lackluster translation either.
I think this review (not unlike all the other reviews I've read before I bought the game) portrays the game in a wrong light. It sounds like SR2 is a nearly perfect, neverending space rouge-like, even though you eventually do run out of stuff to do, some features are half-assed and the translation can get on your nerves.
 

Vault Dweller

Commissar, Red Star Studio
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Uz0rnaem said:
The review left out a few very important facts about the game. You didn't mention the ranger rating feature
The game is too big to mention everything. Read the last paragraph. However, the core gameplay is well described.

... even ends after you killed the "boss".
What game doesn't? However, you don't have to kill the Dominator bosses, you don't have to fight the Dominators, you don't have to do anything in the game, so why bitching about it?

There's not a single word on the lackluster translation either.
The translation was passable, didn't bother me at all.

I think this review (not unlike all the other reviews I've read before I bought the game) portrays the game in a wrong light. It sounds like SR2 is a nearly perfect, neverending space rouge-like, even though you eventually do run out of stuff to do, some features are half-assed and the translation can get on your nerves.
Well, I simply disagree with you. I described the game as I saw it. I've been playing it for a long time, and so far I have plenty of stuff to do. My biggest disappointment is the combat, but that's been mentioned.
 

bryce777

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You can also kill them and then just keep playing - simply do not report to the ranger station.


the trading kind of sucks because it becomes a little less rewarding later on, but by doing drug trafficking (legal or othewise) I have made profits of 200k in a single run at times. The key is to build up stockpiles and not sell piecemel - sell all at once.

I will also buy stuff if it is at a good price and just store it on the planet. You can sell it back for a profit on the same planet later.

The economy is actually very, very realistic.

You can do things like buy everything on the planet over and over to drive prices up and kill any traders heading towards the planet, and then sell a shitload of stuff to them once the demand goes up, for instance.


Like most things in the game, you cannot really do it casually but have to think. For me, the trading is not worth the effort to put that much energy into, but sometimes profiteering situations just fall into your lap....
 

Uz0rnaem

Scholar
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Messages
308
VD said:
What game doesn't?
A freeform game with no specific goal, which most of the reviews I've read portrayed SR2 to be. All I kept hearing was "An endless, dynamic universe, with an endless amount of quests!" and that's simply not true. In the case of Space Rangers 2, I really do think it's necessary to point out that it does have an end.
However, you don't have to kill the Dominator bosses, you don't have to fight the Dominators, you don't have to do anything in the game, so why bitching about it?
Well, I feel the need to do at least something and after a certain point, the only things you are left to do are fighting (which really isn't the game's strong point), looting and trading. I wasn't bitching about this "flaw" in my post, though, I just wanted to point out that your review lacks this info.
The translation was passable, didn't bother me at all.
I could live with it, too, except for a few text adventures where you had to figure out a certain logic. However, when a foreign game is released, one of the first questions people ask is "How's the translation?", so I really don't know why you didn't mention it at all in your review. A simple "It's not perfect, but it's not too bad" would've been enough.
 

VasikkA

Liturgist
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Messages
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DAC
Vault Dweller said:
From the review: "Space battles are turn-based. There isn't much you can do, but chose the direction and aim your weapons manually, which comes in handy when you want to shoot down some missiles, while maintaining your attacks on the main target, which is not as much fun as it sounds. Some extra commands (anti-missile fire) and some TIE Fighter style depth like switching power from speed to shields would have been very, very nice. The way combat is implemented in SR2, it makes very little difference whether it's turn-based or real time with pause, which is a shame.
:oops:

I didn't find them boring or overly repetetive. First, you can decline any quest; second, random quests always follow some pattern, but overall the variety is decent: fedex, patrol a system, protect a ship, search & destroy, etc. Considering the twists (i.e. it could be a simple and peaceful fedex quest or it could be a fedex where you will be attacked on site), your ship's capabilities (some quests are only for fast ships or ships with decent engines), and that quests aren't offered every time you land, I didn't really see a problem there.
5 or 6 different quest types doesn't seem very variable to me, especially if you turn down certain types of quests(RTS in my case). Fedexing required no effort whatsoever if you had a fast ship and you could finish 90% of the patrol a system and protect a ship missions without actually doing anything, at least on Normal difficulty setting. It felt like I did the same quests over and over again, only with a different quest description. Search & destroy quests required more effort than just pressing accept and wait until you can collect your price. Overall, the game lacks memorable moral dilemmas and choices that affect your character later in the game. I considered quests as a way to finance my endeavor in the universe, but for 'fun' I went fight the dominators or hunt for ship parts.

Disagree. Read the official forums to see how quickly some people make a lot of money and their strategy. I went to one of the Business Bases, paid $390 for a market analysis, and was offered 3 good routes: buy at 43, sell at 69. Worked for me. So, it is rewarding financially, and as for mentally, well, trading, in virtual or real life, isn't for everyone, is it? All you do, basically, is look for opportunities, buy low, and sell high. That's the life of a trader, and blowing up ships sounds a bit more exciting in comparison.
So you can make money, but you can do this even by finishing quests. To trade effectively, you need to check the galaxy news almost daily and visit business bases regularly. I actually tried this path in one game, but eventually became annoyed by the messy interface and lack of variety. It was a lot of work. A feature/instrument to monitor the prices on every planet would have helped a lot. Also, you could not equip your ship with much stuff. Don't get me wrong, the economy works in Space Rangers 2, so this is mainly an interface issue. With better implementation of the (now invisible)universal stock market, trading would have been a viable and interesting career path, even part-time.
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Messages
28,046
Uz0rnaem said:
All I kept hearing was "An endless, dynamic universe, with an endless amount of quests!" and that's simply not true.
I didn't say that though, did I?

In the case of Space Rangers 2, I really do think it's necessary to point out that it does have an end.
The game is over when the main goal of the rangers (not your own) is achieved. Similarly, the game is over when the Dominators take over everything. Similarly, the game is over when your ship is destroyed. Such things are understandable. Considering that on normal difficulty, without your help, winning and thus ending the game would take an insane amount of time, there is no reason to focus on that aspect.

Well, I feel the need to do at least something and after a certain point, the only things you are left to do are fighting (which really isn't the game's strong point), looting and trading. I wasn't bitching about this "flaw" in my post, though, I just wanted to point out that your review lacks this info.
Like I said, it's subjective. The game is very, very, very long. If you could beat it in 15-20 hours, I would have mentioned that. Otherwise...

I could live with it, too, except for a few text adventures where you had to figure out a certain logic. However, when a foreign game is released, one of the first questions people ask is "How's the translation?", so I really don't know why you didn't mention it at all in your review. A simple "It's not perfect, but it's not too bad" would've been enough.
The fact that I didn't mention it means it's passable or good. Same applies to graphics, overall performance, menu, commands, presentation, etc.
 

Vault Dweller

Commissar, Red Star Studio
Developer
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VasikkA said:
Fedexing required no effort whatsoever if you had a fast ship ...
It's not that different from any other fedex in any other game, is it? They don't call it Fedex for nothing.

...and you could finish 90% of the patrol a system and protect a ship missions without actually doing anything, at least on Normal difficulty setting.
That's more of a hit or miss, I agree. Depends on the pirate activity in the system, although, realistically, not every patrol or protect mission should include a space battle.

It felt like I did the same quests over and over again, only with a different quest description.
Again, that's how such quests work, no? EVN quests worked the same way.

Overall, the game lacks memorable moral dilemmas and choices that affect your character later in the game.
Take a questionable quest and you will have more "affecting" than you can handle. Not to mention that the Dominators' activities affect you as well. No moral dilemmas though, but then again, it's not that kind of game.

So you can make money, but you can do this even by finishing quests.
Options are good, aren't they? Especially if you feel that quests are repetetive and boring.

To trade effectively, you need to check the galaxy news almost daily and visit business bases regularly.
Anything else, i.e. finding a good run and milking it until you are the richest person in the universe, would be boring and hardly interesting.

Also, you could not equip your ship with much stuff.
Didn't understand this one. Are you talking about equipment or cargo? What seems to be the problem?
 

VasikkA

Liturgist
Joined
Oct 21, 2002
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292
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DAC
Vault Dweller said:
Also, you could not equip your ship with much stuff.
Didn't understand this one. Are you talking about equipment or cargo? What seems to be the problem?
I meant that focusing on trading means that you have to leave enough cargo space for trade goods. You have less space to use to arm your ship thus limiting your options of nearly everything that involves asskicking. A gameplay choice, really, and on a closer thought it probably should be that way. Cargo ships should not be combat ships.

I've only gotten to play the first Space Rangers for a couple of hours. Might pick that one up when I get an itch to replay, instead of replaying SR2.

Tacticular Cancer should release their review any day now. It's interesting to see what NL's verdict is(although it's quite predictable).
 

Vault Dweller

Commissar, Red Star Studio
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VasikkA said:
Vault Dweller said:
Also, you could not equip your ship with much stuff.
Didn't understand this one. Are you talking about equipment or cargo? What seems to be the problem?
I meant that focusing on trading means that you have to leave enough cargo space for trade goods. You have less space to use to arm your ship thus limiting your options of nearly everything that involves asskicking.
And once again, I disagree. My third ship was designed for war (i.e. 5 weapons, heavy (literally) repair droid, shield generator) and I had 220 pts of available cargo space, used for collecting nodes and loot after battles. As you progress, bigger ships and smaller equipment become available. It could be tough at first, and when you start, you should sell all but the engine and the fuel tank to maximize the cargo space, but being a noob in a tough universe is never easy.
 

NoisyKillerHPB

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a pillar of skulls
I have a quick question VD or anybody who knows, when you buy a life insurance policy the money goes to the next character you make (who is supposedly a member of the family) but when I make a character he's still got starting money? I also got the impression I can start a new character in the same game world my last character died in?
 

Major_Blackhart

Codexia Lord Sodom
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I can't wait to get the game in the states. How is the English translation of it (if there is one out there yet), and is it possible for me to get the game from overseas somehow, simply because it's possible it might not come to american markets.
 

Naked_Lunch

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You can get it at GoGamer and for the most part, the translation is alright. Definitely a bit quirky, but certainly readable and nothing gameplay-damaging.
 

Screaming_life

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On Maggie's Farm... No More
To trade effectively, you need to check the galaxy news almost daily and visit business bases regularly.
Anything else, i.e. finding a good run and milking it until you are the richest person in the universe, would be boring and hardly interesting.


Near the end of the game i was losing quite a bit of money with repairs etc. So i took out the highest loan possible, spent it all and completed the game before it was due for repayment! :)

So i finished the game completely broke and not the most famous ranger around... It was a cool feeling.
 

Diogo Ribeiro

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I'm not saying otherwise, but it's written in a way that's contradicting. They should've made a better job at pointing out it has both. Like "Space Rangers is a space RPG featuring breathtaking 3D turn-based and real-time action".

Maybe just nitpicking, though.
 

Halenthal

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NoisyKillerHPB said:
I have a quick question VD or anybody who knows, when you buy a life insurance policy the money goes to the next character you make (who is supposedly a member of the family) but when I make a character he's still got starting money? I also got the impression I can start a new character in the same game world my last character died in?

It doesn't go to your next character, it simply is added to your dead character's cash and increases the score a bit. It's also a nice but useless touch.

And no, I don't believe you can start a new character in the same universe the old one died in-it's a new game every time.
 

VasikkA

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Vault Dweller said:
And once again, I disagree. My third ship was designed for war (i.e. 5 weapons, heavy (literally) repair droid, shield generator) and I had 220 pts of available cargo space, used for collecting nodes and loot after battles. As you progress, bigger ships and smaller equipment become available. It could be tough at first, and when you start, you should sell all but the engine and the fuel tank to maximize the cargo space, but being a noob in a tough universe is never easy.
It's no point arguing when personal opinions clash, but I experienced cargo space as a problem in my games. As the hull size increased, top-end equiment size increased as well. You can leave more vacant cargo space using older and smaller ship parts and upgrading them, so yeah, you're right about that. The bottomline in my opinon is that the trading aspect in the game would have needed better execution from Elemental Games's part for it to be an interesting career choice, for example the possibility of becoming an influential magnate instead of running after cheap bargains forever.

Role-Player said:
Maybe just nitpicking, though.
Hey, isn't that what the Codex is really about? :wink:
 

Voss

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Messages
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Major_Blackhart said:
Space Rangers 2 is at Gogamer.com? I'll check it out then.

Its worth mentioning that the US release date is technically today. Though finding it on some websites (EB) is difficult.


I gotta say though, this is the first computer game that I've actually been interested in in well over a year. CIV IV got a mild 'might pick that up', but other than that, theres been nothing for the PC that I gave two shits about.
 

bryce777

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In my country the system operates YOU
VasikkA said:
Vault Dweller said:
And once again, I disagree. My third ship was designed for war (i.e. 5 weapons, heavy (literally) repair droid, shield generator) and I had 220 pts of available cargo space, used for collecting nodes and loot after battles. As you progress, bigger ships and smaller equipment become available. It could be tough at first, and when you start, you should sell all but the engine and the fuel tank to maximize the cargo space, but being a noob in a tough universe is never easy.
It's no point arguing when personal opinions clash, but I experienced cargo space as a problem in my games. As the hull size increased, top-end equiment size increased as well. You can leave more vacant cargo space using older and smaller ship parts and upgrading them, so yeah, you're right about that. The bottomline in my opinon is that the trading aspect in the game would have needed better execution from Elemental Games's part for it to be an interesting career choice, for example the possibility of becoming an influential magnate instead of running after cheap bargains forever.

Role-Player said:
Maybe just nitpicking, though.
Hey, isn't that what the Codex is really about? :wink:

Well, cargo space should be an issue. So should money. Those are things there should always be a use for more of.

I never have all of the latest equipment at each level. I might have one vertix when I first find a decently sized one, but I doon't think it's realistic to expect to have 5 of the latest, greatest weapons right when they come out.
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Hey Voss, long time no see.
 

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