Wednesday 23 November 2016

EVERSPACE™ (english)

Bastard child of Elite Dangerous and FTL


"Rogue-like space shooter" is a term which isn't something that I am accustomed to hear. Rockfish Games did get its peculiar idea funded through crowdfunding. The base is space combat shooter with the elements of procedural level- and loot generation. How about the plot then? Well, still under developement I guess? The player is space sheriff that flies in the galactic no-mans land filled with destroyed capital ships from the epic war between humanity and aliens called 'Okkar'.




Game information

Name:  EVERSPACE™ Publisher/developer. Rockfish Games
Platform: PC Type: shooter, early access, roguelike
Age rating(s): PEGI 12 (pending)
Reviewer: Rami (36)
Pictures and videos: 




First impression

At this point the player is able to fly only light fighter through the levels. During the progress player can update ship and weaponry and gadgets. The game mode reminded me of the most acclamed space-roguelike FTL: Faster Than Light. The rote map might have big influence here since gameplay is closer to Wing Commander-style space shooting. The interesting feature is that after game ends the player can keep collected money and blueprints, unlocking and upgrading more features on his ship so in next gameplay the ship has better changes to survive through the mission!

The maps are generated differently so there's always something new to find. Situations change and in some levels the Okkar capital ship chasing player is a real threat. In other hand ship upgrading, finding minerals and weapons do keep up the interest. The depth of simulation is shown with the fact that ship can take damage to independent systems that will cause grief for long time.






What is it for experienced player?

I'm flying with XBox controller and found controls smooth and fitting. There's also handy 'vanity' option that pauses the action for alluring screenshots - the normal shots that FRAPS managed to take were a motion blurred being testament of fast gameplay. From this perspective Unreal 4 is indeed quite pretty. The gameplay itself is challenging enough to keep player from taking on groups of enemies.

The thin line of balancing between hiding and open action is well balanced. The patrols might call big capital ship to location and that ship is filled with guns. Accurate guns. On the other hand player might loose too much resources in the battle and needs to manage them more. At the beginning of the game even with upgrade kits floating around need special consideration - do I need to stick my head out for that?





Possibilities?

In the future game is planned for Linux and Mac. VR-support is in the alpha-testing phase. There's also story to be uncovered - the space sheriff has dialog with ships computer and history starts to open up a bit but what I'm waiting is more interesting plot that makes player commit to the game. This plot should also be non-linear which is tall thing to ask. Maybe the content should be offset for the grinding because there's also depth and different styles of play already.




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