EEVIAC
Erudite
I'm not sure what I expected of the game, and reminiscense over old freeform games like Elite and Pirates! can be misguided, but whatever I'd been hoping for, was not what I recieved.
It was a bad start, the first ten minutes of game time was taken up with in-game-rendered cutscenes. The monotony was broken up with a few conversation options, although these seem to be more a source of gaining information rather than allowing important gameplay decisions. That's ok, this is a space-sim, I define myself by my actions, not my words.
So I head off into the inky black, overwhelmed by a feeling of opportunity. As in most RPG's, the first task I set myself was to quickly map out my surroundings and perhaps visit a few places and get a feel for the economy. My first attempt at docking at a station was a hopeless (and amusing) excercise. I flew towards a station, sighted what I thought was a cargo bay, and taxi'd in. No response. On further contemplation it occurred to me that I had landed on their energy coils or some such. Slightly embarrassed, I jetted off again and explored some menus - Comms in particular sounding good, and eventually got my clearance. Docking is manual, by the way, but it can be automated.
I'm in a station, I look around my options - at this base I can only buy goods, some ship upgrades, and some weapons that I already have. It doesn't really matter because I don't have many credits anyway. I leave the base and head for my mission objective (the un-docking procedure is manual as well, and as far as I can tell, cannot be automated.) A quick trip accross the sector and I'm where I need to be. This is my second dock and already I wish I could just press escape and skip the sequence. So I dock, land, go through Comms, find my contact, and then sit back to read/watch another five minutes of cut-scene. I'm new to the game so I watch it, read every line, cringe every time I read my name as Julian. What's especially frustrating is that the mission is essentially fed-ex and doesn't need the build-up. "Go here" - Gasp! - "Deliver this" - Horror!!! - "COME BACK" - DUN DUN DUN DUNNNN!!! You get the picture...
So I go do the mission, which nets me a veritable fuckload of credits. I think about some upgrades to the ship, but haven't discovered where to buy them yet, so I go back to my temporary boss seeking another mission. Yet more cut-scene drama - "I want you to go to this place and pick up some scientists." Sensing my nonchalance she adds, "but wait... there's a twist." My interest rises, "a twist, you say?" "A twist, a Twist, A TWIST!!! that you won't believe..." "Bring them back here," she finishes - and the interest is gone. But there is a twist of sorts - I have to do this mission with a bulk carrier (couldn't I just cram the scientists in the cargo hold with the radioactive waste?) which has a top speed of exactly two mph. I'm starting to feel violent, I don't like being told what to do or how I should do it, especially in a game that purports to offer freedom.
Its around this point that I wonder whether there's something I'm missing. I haven't really had a lot of fun playing the game, which makes the all important carrot/stick dynamic of the game almost redundant. Maybe I'll grow into it, there's plenty of room for discovery and exploration, and perhaps I should be happy that the game hasn't shown me all it has to offer in a half dozen hours. My problem with it so far is that it hasn't shown me anything, other than bump-mapping and particle effects.
It was a bad start, the first ten minutes of game time was taken up with in-game-rendered cutscenes. The monotony was broken up with a few conversation options, although these seem to be more a source of gaining information rather than allowing important gameplay decisions. That's ok, this is a space-sim, I define myself by my actions, not my words.
So I head off into the inky black, overwhelmed by a feeling of opportunity. As in most RPG's, the first task I set myself was to quickly map out my surroundings and perhaps visit a few places and get a feel for the economy. My first attempt at docking at a station was a hopeless (and amusing) excercise. I flew towards a station, sighted what I thought was a cargo bay, and taxi'd in. No response. On further contemplation it occurred to me that I had landed on their energy coils or some such. Slightly embarrassed, I jetted off again and explored some menus - Comms in particular sounding good, and eventually got my clearance. Docking is manual, by the way, but it can be automated.
I'm in a station, I look around my options - at this base I can only buy goods, some ship upgrades, and some weapons that I already have. It doesn't really matter because I don't have many credits anyway. I leave the base and head for my mission objective (the un-docking procedure is manual as well, and as far as I can tell, cannot be automated.) A quick trip accross the sector and I'm where I need to be. This is my second dock and already I wish I could just press escape and skip the sequence. So I dock, land, go through Comms, find my contact, and then sit back to read/watch another five minutes of cut-scene. I'm new to the game so I watch it, read every line, cringe every time I read my name as Julian. What's especially frustrating is that the mission is essentially fed-ex and doesn't need the build-up. "Go here" - Gasp! - "Deliver this" - Horror!!! - "COME BACK" - DUN DUN DUN DUNNNN!!! You get the picture...
So I go do the mission, which nets me a veritable fuckload of credits. I think about some upgrades to the ship, but haven't discovered where to buy them yet, so I go back to my temporary boss seeking another mission. Yet more cut-scene drama - "I want you to go to this place and pick up some scientists." Sensing my nonchalance she adds, "but wait... there's a twist." My interest rises, "a twist, you say?" "A twist, a Twist, A TWIST!!! that you won't believe..." "Bring them back here," she finishes - and the interest is gone. But there is a twist of sorts - I have to do this mission with a bulk carrier (couldn't I just cram the scientists in the cargo hold with the radioactive waste?) which has a top speed of exactly two mph. I'm starting to feel violent, I don't like being told what to do or how I should do it, especially in a game that purports to offer freedom.
Its around this point that I wonder whether there's something I'm missing. I haven't really had a lot of fun playing the game, which makes the all important carrot/stick dynamic of the game almost redundant. Maybe I'll grow into it, there's plenty of room for discovery and exploration, and perhaps I should be happy that the game hasn't shown me all it has to offer in a half dozen hours. My problem with it so far is that it hasn't shown me anything, other than bump-mapping and particle effects.