Sol Invictus
Erudite
So, I got this new game called Nexus: The Jupiter Incident. In case you were living under a rock for the past year, Nexus is Imperium Galactica III. After the original publisher shitcanned the game for the reason that "space strategy doesn't sell", HD Interactive liberated it and created Nexus.
The game raises the bar for space strategy games. It blows every single space strategy game (or arguably strategy game, for that matter) out of the water. Homeworld doesn't stand a chance against this game, and it's probably what Homeworld 2 should have been. As it was, Homeworld 2 was nothing more than Homeworld with a graphical upgrade, with the same C&C-esque 'build and rush' style of gameplay, like almost every other strategy title on the market short of the Total War series.
Most of the combat consists of capital ships and tactical decisions similar to one of the capital ship-to-ship combat intensive episodes of Babylon 5. There's fighters, but like Babylon 5, they're of fairly little importance in comparison to the giant capital ships that look and feel gigantic, as you would expect capital ships to be. The game just feels immense, and all of the ships are incredibly detailed. It uses realistic space physics, so you'll watch propulsion fire up from the sides of your ship in order to turn it in a certain direction. Tactical decisions are pretty well done, too. You can choose to simply bombard an enemy ship with Hull-destroying weapons or you can target specific components of the ship.
Before each mission, you're given a certain amount of resource points based on your accomplishments in the mission before (they appear at around Mission 3 or 4) which allows you to customize your capital ships by outfitting them with engines, batteries, shields, weapons and other devices. You can also equip them with fighters and (presumeably, I'm not that far into it yet) bombers.
Missions are huge, with a lot of variety. The majority of them are not linear, either. You're given the opportunity to make a lot of decisions during the game and it can either penalize or reward you for them depending on what you decide to do. Decisions that you make can yield additional secrets or tactical advantages for that mission. To cite an example: the one mission where you have to investigate an abandoned base allows you to send out a commando squad to investigate nearby ship wrecks. You can choose to go ahead and investigate the base itself due to the insistance of one of your scientists onboard, or you can survey the area before you decide to do that, because the base itself is well defended by automated gun platforms that will do a lot of damage to your ship. You can avoid them by checking out the nearby wrecks and getting access codes to shut them off temporarily. Once your marines are aboard the wrecked base, you can destroy the defenses while they're shut down so you won't take damage when they're reactivated. It would be a good idea to do that. After they've done searching the base you can order them to come out immediately or stay until you've destroyed all the defenses. Telling them to stay means you'll encounter other 'rescuers' and have to run from them. Telling them to get out as fast as they can means they'll likely take damage from the automated defenses if you haven't destroyed them.
Unlike the Homeworld games where the missions consisted of nothing more than a series of linear objectives with absolutely no choice. The decisions you make in Nexus literally decide the outcome of the mission.
The storyline is very well done, so far. There is also a Captain's Log detailing your progress throughout the game and what the protagonist is thinking, and plenty of background lore. The game has that same 'epic feeling' as Freelancer 2 did. It's one of the reasons I just can't stop playing this game.
Oh yeah, this game is fucking awesome.
www.nexusthegame.com
The game raises the bar for space strategy games. It blows every single space strategy game (or arguably strategy game, for that matter) out of the water. Homeworld doesn't stand a chance against this game, and it's probably what Homeworld 2 should have been. As it was, Homeworld 2 was nothing more than Homeworld with a graphical upgrade, with the same C&C-esque 'build and rush' style of gameplay, like almost every other strategy title on the market short of the Total War series.
Most of the combat consists of capital ships and tactical decisions similar to one of the capital ship-to-ship combat intensive episodes of Babylon 5. There's fighters, but like Babylon 5, they're of fairly little importance in comparison to the giant capital ships that look and feel gigantic, as you would expect capital ships to be. The game just feels immense, and all of the ships are incredibly detailed. It uses realistic space physics, so you'll watch propulsion fire up from the sides of your ship in order to turn it in a certain direction. Tactical decisions are pretty well done, too. You can choose to simply bombard an enemy ship with Hull-destroying weapons or you can target specific components of the ship.
Before each mission, you're given a certain amount of resource points based on your accomplishments in the mission before (they appear at around Mission 3 or 4) which allows you to customize your capital ships by outfitting them with engines, batteries, shields, weapons and other devices. You can also equip them with fighters and (presumeably, I'm not that far into it yet) bombers.
Missions are huge, with a lot of variety. The majority of them are not linear, either. You're given the opportunity to make a lot of decisions during the game and it can either penalize or reward you for them depending on what you decide to do. Decisions that you make can yield additional secrets or tactical advantages for that mission. To cite an example: the one mission where you have to investigate an abandoned base allows you to send out a commando squad to investigate nearby ship wrecks. You can choose to go ahead and investigate the base itself due to the insistance of one of your scientists onboard, or you can survey the area before you decide to do that, because the base itself is well defended by automated gun platforms that will do a lot of damage to your ship. You can avoid them by checking out the nearby wrecks and getting access codes to shut them off temporarily. Once your marines are aboard the wrecked base, you can destroy the defenses while they're shut down so you won't take damage when they're reactivated. It would be a good idea to do that. After they've done searching the base you can order them to come out immediately or stay until you've destroyed all the defenses. Telling them to stay means you'll encounter other 'rescuers' and have to run from them. Telling them to get out as fast as they can means they'll likely take damage from the automated defenses if you haven't destroyed them.
Unlike the Homeworld games where the missions consisted of nothing more than a series of linear objectives with absolutely no choice. The decisions you make in Nexus literally decide the outcome of the mission.
The storyline is very well done, so far. There is also a Captain's Log detailing your progress throughout the game and what the protagonist is thinking, and plenty of background lore. The game has that same 'epic feeling' as Freelancer 2 did. It's one of the reasons I just can't stop playing this game.
Oh yeah, this game is fucking awesome.
www.nexusthegame.com