Showing posts with label Sci Fi. Show all posts
Showing posts with label Sci Fi. Show all posts

Tuesday, 25 September 2012

Humble Indie Bundle 6


For those of you not familiar with the Humble Indie Bundle may I, as a serious player of video games, suggest that you check them out. Not only are the offering a collection of some of the best indie titles out there at a price you decide, as well as offering Windows, Mac AND Linux versions of said games, but they're also donating some of your money to charity. There is absolutely no reason not to give these guys a round of internet applause.

The HiB payment system allows you to pay whatever you want, from a minimum of $1 up to any amount, and to decide who receives it. The website offers slider bars to split your donation between the HiB company themselves, the game developers or the charity(s) being supported with each bundle, which have included Child's Play, Electronic Frontier Foundation, charity: water and the American Red Cross

In the last six bundles there have been some phenomenal games available. Titles such as World of Goo, Braid, Machinarium, Osmos, VVVVVV, Atom Zombie Smasher, Bit.Trip Runner, Super Meat Boy, Cave Story+, Amnesia: The Dark Decent, Limbo, Psychonauts, Bastion and Lone Survivor. Any one of those games would be worth £10, and over the last few years I've managed to pick them all up for less than £40 in total, choosing to donate 50% of that to the developers, 40% to charity and 10% to the HiB team. More often than not, many of the official soundtracks for the bundled games are included.

So it's safe to say these guys are offering great games and a great chance to donate to some very worthy causes. But let's get into Bundle #6, the most recent, and cast a critical eye over the titles contained within:



Shatter

An updated version of the classic brick-breaker game, Shatter is by far one of my favourite 'casual games' I've played this year, only coming in a close second to Beat Hazard.

Originally released by Sidhe Interactive back in 2009 for the PS3, this brightly coloured, engaging title has taken the basic mechanics of a brick-breaker and added in a touch more depth and variation. The player still controls a paddle in order to bounce a ball against bricks, smashing them for points, however now the ball can be controlled with a 'suck' or 'blow' action. Simply put, you can alter the trajectory of the ball after it has bounced off your paddle in order to direct it towards that last elusive block, or to hit the critical spot on the end-of-level boss. These bosses are what I find most enjoyable about Shatter. They add a sense of achievement when defeated that brightly coloured squares don't give.

There are multiple game modes aside from the main 'story mode,' including time attack, endless play and pure boss battles including co-op versions of each, giving it a very long life. Shatter also features various power ups and paddle abilities, including a protective shield and a 'shard cannon' which turns your accumulated points into an offensive weapon which is useful for removing large sections of blocks or defeating a boss, adding an extra dimension to the well-known brick-breaker set up.

It is also worth mentioning the score, composed by Module, as it's absolutely cracking.



Torchlight

The highly-acclaimed 2009 title from Runic Games is, in my opinion, one of the purest representations of how to make a fantasy WRPG near-perfect.

Torchlight follows a very traditional path, with the player choosing from one of three archetypal characters, The Destroyer (melee) The Vanquisher (ranged) or The Alchemist (magic), and fighting their way through a variety of dungeons, mines, temples etc. slaying creeps, hoarding loot and levelling up in a similar way to the Dungeon Siege or Diablo series. It's simplistic beauty, in a genre that is quickly flaking away and becoming very bland and homogeneous, or just being abandoned all together.

The art style is simple, featuring a decent pallet, with terrain, creatures and object modelling all of a high standard. The combat system is point-and-click, meaning a faster trigger finger and a better sword will often win you more gold and fame than complex tactics, but thankfully combat is far from repetitive. Plot-wise, so far I have found it to be unsurprising, which is to say familiar and enjoyable as opposed to predictable and boring.



Vessel

Published by Strange Loop Games earlier this year, Vessel is a generic platformer/puzzle game that are two-a-penny in the indie market these days. To be fair, there isn't much here that hasn't been seen before, but Vessel still managed to initially interest me.

The game centres on M. Arkwright, the inventor of the Fluro, a liquid-based automaton designed to replace human workers. Inevitably, the Fluros don't entirely fall in line and it's down to M. Arkwright to assert control over his creations. An interesting plot, that disappointingly boils down to little or no motivation or relevance during each level.

Vessel comprises mainly of single room puzzles revolving around the use of liquid to activate switches, create and manipulate Fluros, via activating lights, and pushing switches in order to advance to the next room. For the first few puzzles this seems remarkably easy, but the difficulty curve quickly ramps to a point where so much is going on at once it can confuse the player.

I feel that there is potential in Vessel to be a truly great platformer/puzzle game, but not everything works together to give a genuinely enjoyable experience. The mechanics are often haphazard and counter-intuitive, the plot's existence doesn't seem to matter and the controls are sketchy and often woefully inaccurate.



Rochard

"Rock is hard, John Rochard is harder" reads the subtitle to this 2011 title from Recoil Games, and whilst rock may be hard, Rochard the game is fairly weak. A cartoon-style science fiction setting for a 2D physics/platformer mechanic sounds great. However, a weak plot and poor mechanics really lets Rochard down.

Set on an asteroid during a mining expedition, Rochard is essentially another puzzle/platformer with the player controlling John Rochard and navigating him through each level, comprising of a series of individual rooms containing puzzles to be solve by utilising local gravity controls, John's gravity gun and any available blocks in the nearby area.

I wasn't impressed, as the early puzzles were barely a challenge, usually consisting of moving a single block around to be able to jump high enough to reach the next platform. But quickly the difficulty increased, sometimes leaving me downright irritated by the physics engine/my inability to fling blocks with accuracy.

I'll admit that I've not spent a great deal of time playing Rochard, but what I have played of it didn't satisfy the most basic criteria of a video game; to be fun.



Dustforce

Hitbox Team's 2012 title Dustforce is high on my list for Best Art Style of 2012, with its blend of cell-shading aesthetics and animé action I instantly warmed to it.

The game focuses on four super-hero janitors, each armed with a broom or vacuum fighting to clean up the various levels of the game that have been covered in leaves or dust by four enemy characters.

The basic mechanics of Dustforce can be likened to those of Super Meat Boy, (another game I loved but was awful at as timing and speed are the two most important factors) featuring wall running, complex jumping and chain-maneuvering combos and other such precision play. Upon completing a level the player is awarded a rank based on percentage of the level 'cleaned' and the speed at which the level was completed. 

Dustforce also features multiplayer modes for up to four players, but I feel this is very much a side-note to a really good looking, good feeling game that I'm just not good enough at to fully enjoy.

Here's another title who's score deserves special mention for being awesome.



S.P.A.Z.

SPAZ, or "Space, Pirates and Zombies" to give it it's full title, was developed by MinMax Games, a two-man Canadian team who begin SPAZ by telling the player that they've developed it because they wanted to blend HD graphics and modern engines with old Golden Age gaming styles. And boy, have they done it.

SPAZ puts the player in control of a space ship, The Clockwork, as a member of a pirate organisation in search of Rez, a most precious element, by venturing into the galactic core. Along the way the player will encounter the authoritarian forces of UTA, the more amicable local colonists and space zombies. Yep.

The top-down RTS style is incredible engaging, with the player controlling one ship within a small fleet (but with the ability to swap between all members of said fleet) as they scout star-systems for resources, defend possible allied planets from raiders or take on the role of raiders themselves and pillage UTA supply depots.

Each ship is able to be customised with a variety of armaments, defenses and utility equipment to specialise in combat, mining or trade, and range in size from tiny scout ships with one laser and a pathetic shield, to huge ships with multiple lasers, missile launchers, turrets, shields, tractor beams etc.

Not only are the general mechanics well hammered out, balanced and sensible, but the progression through the galaxy has been well refined as well. There are consequences to your actions, resulting in improvements in relations with various factions and subsequent bonuses as a result. Additionally, when starting a new game the galaxy is randomly generated, allowing players to choose a smaller, more difficult campaign or a longer, easier galaxy that allows for slow growth and peaceful learning of the basics before any real challenges present themselves.

As a sucker for customisation and all things sci-fi, I predict SPAZ will be a major time-suck in the coming days, and so receives a hearty recommendation.



Overall then, the HiB #6 was well worth the money I paid, features some quality games (personal favorites being SPAZ, Shatter and Torchlight) and the knowledge that not only am I helping the indie developers stay afloat, but I'm also supporting a charity, albeit with only a few dollars. If any of the games featured in this bundle, or any others mentioned from previous bundles for that matter, appeal to you then I heartily recommend you head over to the HiB website and at least check them out.

Thursday, 28 June 2012

Deus Ex: Human Revolution...sort of


Well blow me down, as my old man would say. This 'review' is going to be brief, to say the least. So I might as well just get on with it.

The first title in the Deus Ex series was released back in 2000 and I didn't notice. The second title, Deux Ex: Invisible War, hit the shelves in 2003; I didn't notice that either. When the Deus Ex Episode III: Revenge of The Sunglasses barreled it's way into the gaming world I was pinned against a wall by all the press releases, hooting fans of the original title and general rumpus regarding how amazing it would be. I still ignored it because, quite frankly, I saw the Square Enix stamp on it and nearly passed out from the terminal case of Final Fantasy Avoidance Syndrome I suffer from. 

Then Steam had it on sale for £7.99 with all the DLC and I thought to myself, "Why the hell not. You've been missing a good story/shooter of late, what with Hydrophobia only being a few hours long and most other shooters out there being devoid of a compelling narrative, lets give the Japs a pop at impressing me then."

So I did a buy, (my first mistake) followed by a install (and there's the second mistake).

What I'd assumed from the hype surrounding this title, and the metacritic score of 90, is that it would be halfway decent. What I've ended up spending 4 hours of my life playing is a bland and unengaging chimera of various decent genres and/or gameplay mechanics stuffed together and failing to achieve across the board. Think "Ripley7" in Alien Resurrection.


I shall now attempt to surmise why I didn't enjoy this game. Caveat: most of these words are opinions, if you disagree with them then let me know and I shall meet you on the field of valor. 

<-- Pic related.


I booted the game, ran through the titles screen and was greeted with a fairly standard menu screen. My first instinct with new titles is to bolt for the options section and crank everything up to 11 before launching the game, which I did. My second instinct is to check what Steam Achievements/PS3 Trophies are available for playing the game on a certain difficulty or without doing a certain type of kill-move etc. I did this too, saw that I could get two achievements for finishing the game once on hard, three if I never killed anyone, so I decided to begin on Hard and see how that went.

First problem encountered: a boring, extended rail-ride of an introduction where various characters and plot points are thrown at you whilst Adam, the protagonist, gruffly grumbles in a gruff way about gruff things like some shitty Bale/Batman reject mixed with Timothy Olyphant (voiced by Elias Toufexis, who's career involves not being the main voice actor in some medium-to-large titles). Even with my settings at 11 it looks pretty run-of-the-mill, boring, dated and a few other words for shit. The character modelling looked like Goldeneye, but with less rectangular breasts.

This first section just failed to grasp my attention at all, something that the first few minutes of anything, be it game or other media, should be able to do. The Extra Credits team did a great episode that relates to this, comparing the openings of Skyrim and Call of Duty: Modern Warfare and I've no interest in ripping those guys off, so for more information on what I mean, go watch their great vid.

Got pimp slapped by a pre-rendered ring hand
So after the intense rollercoaster-ride of being led about a lab and put in a lift, some shit goes down and then you're given control of Adam. Adam, for all his gruffness, handles like a puppy on a waxed floor. I spent nearly 5 solid minutes tweaking the sensitivity to get him to stop pirouetting every time I even looked at the mouse. So navigating the first few rooms and tutorial sections, which mostly involved some light jogging, a few seconds crawling about through some air ducts and far too much time rifling through peoples private office drawers for candy bars and credits, Adam comes across a few ruffians with firearms and ill-favored looks about them. These gentlemen are preceded by a short tutorial about aiming and firing from behind cover, moving between cover and general combat. This is precisely what I'd expect, and to an extent demand, from a tutorial. Obediently, I trotted into combat, fired off a few rounds at each from cover and emerged victorious. Then, I was nearly sick, because I had flashbacks to the PC/PS3/360 title Quantum of Solace. The combat feels frighteningly similar to the horrific memories I have of that game.

MFW
Now hang on, this game is indeed described in it's Wikipedia entry as "a stealth/science-fiction action role playing game," and not a shooter, so the combat was never going to be of a very high caliber. Having noted that my original reaction might have been a tad over the top, I decided that from now on I'd stick to the stealth aspect and try to get that trophy for not killing anyo.....oh fuckballs. 

Right bunch of cocks, maybe
Skipping a bit forward, through the rest of the tutorial and some frighteningly poor voice acting and exposition, we get to some cut-scenes I can wail on. For some clitting reason there are both in-game as well as pre-rendered cut-scenes.....well, it is Square Enix, so I guess they like doing what they're known for. But the problem with pre-rendered cut-scenes is the gargantuan break in (if there were any) immersion you feel as you watch Adam's oddly pointy chin and uber-slicked hairstyle move from what frankly resembles Half Life 2 polygon modelling (not a slight at HL2, but it is 8 years old now) to deleted scenes from Advent Children. 

Utter bastards
Finally on to the first proper mission. Sneak into a place, find a guy, stop him from doing a bad thing. Right, time to flex those stealth muscles! Something which I very much enjoy, especially coming off the back of my recent Arkham City play through. A quick tutorial about how to silently take down a guard and hide the body and.....HANG THE FUCK ON. You tell me how to knock out a guard NOW?! After I've already been through the combat tutorial and been forced to kill at least 7 people? For fuck's sake, I wanted that trophy.....y'dicks.

Anyway, so a there are a few guards between Adam and the door into the building where the guy with the...etc.etc. and you're told how to take them down individually without detection and where to hide the bodies to avoid raising the alarm. First one goes down, nice and easy. Come round a corner and there are 3 more. So naturally I wait behind cover for an opportune moment, pop out and take down another, and another until they've been dealt with. T'was very easy, but I figured that was just because it was the tutorial area.

Skip ahead a few areas and I'm faced with a large room of computer terminals, with several armed guards patrolling along fixed routes who pause to scratch their balls with the barrel of their gun before turning abruptly around and walking back the other way. Anyone played Ocarina of Time? Remember trying to sneak into Hyrule Castle in order to get to Zelda and you had to get passed her guards? Well, the stealth in Deus Ex: HR is precisely that. But lots. Oh no, I'm wrong, the guards also have a little wiggle/sideways walk that I assume is supposed to look like their scanning the area, y'know, actually doing their job, but it's purely aesthetic. They don't see shit.

By this point, I'm thinking to myself "The combat is shit, the stealth is shit. I'm playing this game why, exactly?" I press on, encouraged by the prospect of a stunning story and Mass Effect-esque dialogue choices that will genuinely have me pausing for minutes on end to reflect upon my choices.

This conversation is balls
Instead, I was rewarded with a series of options for answering each question that are given arbitrary labels; stuff like "AGGRESSIVE" or "EMPATHETIC," which gives little or no indication of the outcome of your choice, other than it'll be vaguely in this sort of direction maybe. Not only is this conversation mechanic pretty damn basic, but I've been told that it can have a serious effect on the outcome of certain parts of the game. From my experience of it I would've assumed it was completely inconsequential, there is no effort made to highlight the fact that it IS indeed important. Lazy. Or stupid. Either/or.

I can't really comment on the plot of the game, as I've only played the first 3-4 hours of it, but the best I can say is that it's completely unengaging, with a protagonist who generates less emotional investment from the player than Kratos does.


I was very disappointed with my experience with Deus Ex: HR, but I'm fully willing to chalk everything up to a combination of three things:

1) I'm not a fan of the way Square Enix games are constructed, narratively and mechanically
2) There was some serious over-hype surrounding this game, that just makes all the flaws seem so much more obvious
3) The game probably gets much more involving were I to sink more hours into it

All three of these points are things that cannot change what I experienced, I'm quite saddened because, on the surface, it sounds like this game is completely my cup of tea, down to the 2 sugars and buttered crumpets. I shan't give a recommendation, because I feel that I've not truly experienced enough of the game to warrant a fully rounded opinion. So, have this instead:




















Monday, 25 June 2012

Sins Of A Solar Empire: Rebellion

In my best Ace Ventura voice, "alrighty then!" Time to wrestle this beast to the ground.

                        
Sins of A Solar Empire is by no means a new game. The base game was released in 2008, with the two expansions a year and two years later respectively. However, just this month Rebellion (the third and most probably final expansion pack) was released, piquing my interests and beginning a week or so of solid play. I feel that you, my beloved reader, would benefit more from a well rounded piece that includes and critiques all aspects of the game over just my rantings regarding the new shiny bits.


The Tale So Far....

Do you remember Homeworld? That stunning title from Relic/Sierra released way back in the last millennium? Well I do, and it was fantastic. If you have any love for bastard-hard RTS games then check it out, as well as the sequels in that series; Homeworld: Cataclysm and Homeworld 2. I bring up this wonderful series because, for a time at least, Sins was heralded as "basically gonna be Homeworld 3, brah," which is what first caught my eye. That claim was unfortunately quite off the mark, but this did not disappoint me, and I am eternally grateful it at least made me aware of Sins.

I actually own this game three times. Yep, three. It was the first title I purchased through a client and after changing from my laptop to my PC, I completely forgot that I could just reinstall it. So I bought Trinity, which came with both expansions. Since then, I've purchased Rebellion via Steam, and Rebellion is a stand-alone game, with all the previous content included. I love this game that much.


Gameplay

So let's get into it.

Sins advertises itself as a "RT4X" game, meaning it's pure strategy but with more to winning than just having the biggest gun. This is one of the key elements to the game's appeal for me, as every new match has the potential to be won in multiple ways, depending on the player's style and choices as well as the faction they choose.

From small beginnings....
There is no single player campaign, challenge mode or other such game type. The game is centered around deathmatches with up to 8 players, online and off, competing across a map that ranges from a single star system of 12 or so planets to 5 star systems and over a hundred planets. I do not exaggerate when I say I've played a single game for 40 hours and I still ended up losing. That's longer that it took me to 100% Red Dead Redemption. A. Single. Game.

Expansion of your mighty fleet
In a typical game, a player will find themselves with a Capital World and some resources, with the entire map, save the adjoining gravity wells, under the Fog of War. From this point the player can then begin to expand to neighboring planets, some able to be colonised and some not, and begin to pacify local forces in each gravity well, adding them to the player's empire. Eventually their sphere of influence will begin to brush up against that of another faction, and then comes the RT4X choice moment, giving the player the opportunity to decide how, not if, they are going to subjugate the other player. The size of the fleet, the number of units the player can control at any given time, is proportional to the number of planets s/he has in their empire. This is cleverly done by capping the fleet until research is completed, and that research requires a number of buildings to be constructed, and those buildings require space which, ironically for a space game, is at a premium early on.

What do I need more of, shooty things or shiny things?
Each player can choose from one of three factions, each with their own unique ships, structures, research tree and feel: The Trader Emergency Coalition; a human hyper-capitalist society that has been forced by impending war to band together to form a rag-tag defense force, The Advent; exiled humans who were shunned due to their embracing of psychokinetic adaptions, now returning to avenge their banishment, and The Vasari; a true alien race fleeing from the destruction of their galactic empire and looking for fresh worlds to conquer.

Each race has their specific traits; strengths and weaknesses, which lend themselves to a few key strategies. For example, the TEC are the eco-boomers, able to rake in the cash at an alarming rate in order to bolster their average strength fleets with constant reinforcements; The Advent have a more 'peaceful-until-provoked' style, focusing on converting enemy planets by remotely spreading their culture, The Vasari are the rush (if you count an hour as a 'rush' play) faction, having the best starting ships and highest mobility. Taking these traits into account, utilising them and adapting them to each game enables players to enjoy random deathmatches for a considerable length of time. Personally, I set my faction choice to random, and make do with what I get. This way I'm never stuck in a 'rut' of only being able to play with one faction, which can quickly get boring.


Expansions

As I mentioned, there have been two expansion packs for Sins; Entrenchment and Diplomacy. Each pack adds another panel to the research screen and another unit. This may sound like a bit of a rip off, and I'm sure at the time it was, but when I purchased the Trinity edition I was incredibly thankful for the additions. Entrenchment allows the construction of starbases within any gravity well. This is vital, as it enables the defense of areas that cannot be colonised, areas which pre-Entrenchment would either be left undefended or draw valuable ships away from the front lines on the off-chance you're playing a sneaky Vasari player who can nip round the back of your entire empire with a fleet or 3. Each starbase is tailored to the traits of it's parent race. The TEC Argonev starbase has the ability to act as a trade depot, further increasing the income of the TEC player. The Advent Transcendia starbase focuses on huge hangers of strike craft, able to swarm invaders (they can also turn local meteors and enemy ships into a diabolical Newton's Cradle). The Vasari Orkulus starbase, whilst resembling a flower, is a mobile fortress of death and destruction able to heal itself from the wreckage of enemy ships as well as open a phase stabiliser node to allow rapid reinforcements.

Never liked you anyway....
Diplomacy couldn't be more different to Entrenchment if it tried. As the name suggests this expansion adds a much greater ability to negotiate with other players and eventually sign peace treaties, trade agreements and even implement pacts which provide bonuses to a wide variety of things so long as the pact stays in effect. The diplomatic rating system in Sins is simple and elegant. Each faction has a relationship with every other faction, represented by a number within the range of +/-20, with 20 being the most friendly. There are many factors that can alter this rating, an entire panel in the research screen is devoted to improving relations and implementing pacts. Early on in any game the rating between two factions will be dependent on inherent traits of each race. Naturally, two Advent faction will be friendlier than an Advent and a TEC faction. These inherent traits include racial tensions, which are one of the many things that can be mitigated for through research, allowing for a more peaceful relationship to develop. Envoys, cruisers which are immune to enemy fire, can be built and dispatched to the territories of other factions. Whilst within the gravity well they slowly increase the relationship between the two factions and, with research, can provide powerful bonuses to that gravity well in exchange for an enhanced relationship.


Aesthetics 

Boy did this game look sexy back in '08! Time hasn't ravaged it's once youthful features either. In fact, with the release of Rebellion, the visuals have been given a spit-shine to bring them in line with more modern standards.

Arr, we be bombing the pirates
My desktop can run this at Ultra. So can yours, most probably, it runs on XP for crying out loud, which is no mean feat. Usually there is a direct trade-off between scope and shiny; the larger you make the game world (i.e. the more that has to be rendered at any given time) the lower the quality of aesthetics you're going to be getting. Somehow, the Iron Engine manages to shine even when it only supports DirectX 9.0c, not 10 or 11. For the less technically-minded of you, this might as well be equivalent to using potatoes to paint the Mona Lisa, these days.

The planet/building detail is great, making for a great background to the units, especially during combat. The weapons fire almost has haptic feedback when engaging in large-scale fleet action, something most other RTS games have yet to mange. The interface and map are both polished nicely, allowing the player to get stuck in without bleeding from the nose and eyes after an hour of staring at a garbled mess, which is always a positive.

A medium-scale battle between two factions


Longevity

A single star system, soon to be owned by me
There are a limited number of set scenarios, ranging from 1 star/12 planets up to 5 stars/100+ planets. I've played maybe half, in 4 years. That's not a criticism, more a compliment to the well designed random map generator, which is able to provide you with precisely the scale map you want whilst still having that edge of exploration that is such an important factor in deciding the outcome of each game.

Let me give you an example; I'm in the process of playing an 8-player game with my friend (yes, you can save online multiplayer games, it's fantastic!) and we've both started within the same star system in a 3-star game. He managed to expand and colonise 7 planets in the time it took me to colonise 3. Why? Four reasons; 1) the planets surrounding me were high in resources, which sounds like a good thing, but it also means that the local forces are stronger, meaning I had to build up a better fleet before leaving my first planet, 2) all three planets required research before I could colonise them, two were volcanic and one was an ice world (you can freely colonise desert, terran and asteroid planets without research, which is what my friend was surrounded by), 3) he was TEC and I was Vasari, meaning he has access to the eco-boosts much sooner than I, allowing him to swell his fleet faster. He ended up with a flagship and 15 frigates to my single, low level flagship, and 4) I was busy spending all my resources on my Titan (more on that later).

What this example illustrates is the sheer number of variables that can effect the outcome of any given game, at any given time! I could say this means that there is no end to the life of this game for me, but that isn't true, as eventually I'll spot something shiny and fly away.


Rebellion

So far you've read about the game and my experiences to date. Now I'm going to talk about the latest expansion and how outraged I am.

Eradica Titan; a fairy with an oreo
Rebellion adds three things to the game; it splits each faction into two (Loyalists and Rebels), it adds a super-heavy unit for each faction (Titan) and sprinkles in a new capital ship (useless), corvette (useless) and some new technologies in the research screen. These additions, especially the faction splitting, are great in principal, as they only add to the longevity of the game as a whole. The titan class ships are part-death machine, part-fleet support, and a helluva lot of fun to build and then throw against enemy fleets. Whilst early on they can withstand pretty much anything, they are by no means invincible and so do not un-balance the game thankfully. The corvettes, one for each faction, are light, fast ships designed to disrupt enemy healing, abilities or damage with negative buffs. They do fill a missing niche in the game, but a niche that I tend to ignore in favour of brute force and explosions, therefore I find them inconsequential.

But I said I was outraged....? And I am.

Make an estimate as to how much you think Rebellion costs. Go on, I'll wait. Done? Good. If you said £7.99, then well done you get a Gold Star of Approval from my Vault of Patronising Incentives, for choosing what it SHOULD have costs. In reality, that dark and frightening place that I cant code how I like (yet), it costs £25. For some new ships and an updated aesthetic. That's a whole GAME'S WORTH of my money. This has been justified by including all previous content in this 'stand alone' expansion, meaning that new players to the series can wander over and pick up the entire collection for a mere £25. That's grand, I agree with that. What I don't agree with is how consumers, like myself, who have already got all the back collection of expansions as well as the original game (twice, as I said) are being made to pay £25. It would've been very little effort for IronClad/Stardock to release the stand-alone but also have a digital only download for Rebellion, for a reduced cost, for consumers who already own the original game and it's expansions. I don't like to think of the yawning gulf between game developers/designers and the suits that run the business but it's incidents like this that basically slap me in the face with the corporate trout, reminding me that however much I love and enjoy the vast scope, scale and quality of the gaming market, there are still people running the show that either have no idea about games or only view the industry as a business. Now, I'm not saying all the business aspect of the games industry should be scrapped, that would be silly, just that seeing a lot more of the publishing power with the developers would go a long way to making this industry a better place for the end user, not the MD.


Conclusion

I'd wholeheartedly recommend this game to all RTS fans, it's a solid title that has very little in the way of short comings. If you only play RTS games for the story, (what's wrong with you, go and play an RPG) then maybe give Sins a miss.
For fans of: RTS games of all kinds, any game in a Sci Fi setting, blowing shit up with big lasers.