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Aurora (The Roguelike: Early Access Review)

Source: Cashmoneys
Price: £3.99
Where To Get It: Steam

Aurora, a Roguelike by russian developers Sun Dog, is, on the one hand, a potentially interesting experience, and shows some promise in its ideas. On the other, it’s let down by writing that veers wildly between three poles: Serious science fiction… Memery… And seemingly random interjections of slurs and extraneous sexual details that, combined with the memes, bring the tone of the whole thing down. Not in a good way, but in a way that changes it from “Needs slightly better translations” to “Needs a serious rewrite.”

No, really... I DON'T NEED TO KNOW THIS.

No, really… I DON’T NEED TO KNOW THIS.

So, before we get onto the good and the kind of eh, let’s get the shitty out of the way. I do not need to know the cup size of a journalist at a press conference about the fate of humanity. I definitely don’t need to know her tits are jiggling. Yes, I get that the two Bork in that one sidequest are not the smartest, but you can seriously bring that across without random slurs coming into it. Yes, Gordon Freeman is our science officer, and he’s an incompetent coward, ho ho ho ho ho. And, in a shock turn of events, the Aurora captain gets an email of “Selected Blog Posts” about his press conference that include talking about MLP and whether the captain has shagged an alien. Yes, ladies and gents, My Little Pony apparently still exists in 2203.

And this is a damn shame, because there are signs of potential here: I ran into an ethical conflict, where I could maybe have found a world for an overstretched humanity to colonise, if I had kidnapped a possibly sentient being. I improved the lot of Earth, at least temporarily, by finding a substance that substantially improved medical science. I started to feel involved in at least one big mystery, and a number of smaller ones. Solving the world’s energy crisis introduces a labour crisis, and interesting things happen.

Planetary exploration is, in many cases, a bit shallow at this current stage. Kill things, get rockses.

Planetary exploration is, in many cases, a bit shallow at this current stage. Kill things, get rockses.

But I keep getting taken out of that. The inconsistency, sadly, stretches to the visuals and music. I can see what’s being aimed for here (A kind of early 90s DOS style pixellated visuals), but the quality widely varies, sometimes within the same image. As soon as I see the words “Meteor shower”, I decide not to land, not because those are dangerous, but because they slow planet exploration to a crawl. Similarly, if I’m understanding things right, proper exploration is grindy as hell, requiring you to physically explore the world to map it. I honestly don’t know if colonisation is implemented yet, but if it is, it’s oddly specific, as surely, if the atmosphere is breathable, life is there, minerals are there, and the gravity is right, the world can be colonised, right? And yet, despite finding possible candidates, nothing has happened. It really is such a mixed bag.

The fact that this is considered about halfway done (0.5.1) is, to be honest, somewhat of a concern, because the game needs to tighten up a fair bit. There are hints of goodness here, but at the present stage, I’m not terribly impressed. The game has promise, but I am genuinely uncertain whether the Sun Dogs team can really consider this the halfway point of the game.

Our ongoing mission, to see how it goes, find new patches and program updates, and to boldly go... Well, to stars! And things!

Our ongoing mission, to see how it goes, find new patches and program updates, and to boldly go… Well, to stars! And things!

It isn’t often you find The Mad Welshman conflicted. Except between death rays and train tracks. Decisions, decisions…

StarCrawlers (Early Access Review)

Source: Birthday Gift
Price: £14.99 (£18.99 with Soundtrack)
Where To Get It: GOG, Steam
Other Reviews: Release

StarCrawlers, by Juggernaut Games, is the latest in a few games this year and last that’s exploring the ol’ step based RPG formula that we know and love, and… Honestly? I’ve never been more scared of those galactic punching bags, Space Pirates, even if… I don’t think that’s entirely intentional at this stage. More on that later on.

Encounter groups are visible in the main world, much like Might and Magic titles, although this won't always tell you the whole story.

Encounter groups are visible in the main world, much like Might and Magic titles, although this won’t always tell you the whole story.

If you’ve played more recent step-based RPGs (So named because they involve taking single “steps”, rather than smooth first person movement) like Legend of Grimrock, and older step-based games like the Might and Magic series (A heavy inspiration), then you’ll know what to expect with StarCrawlers: You go into dungeons, occasionally solving simple puzzles, but mostly using your party to beat the stuffing out of various beasties and achieve their objectives with the power of TEAMWORK. The kind of teamwork that RPG heroes do, that is… Maximizing the amount of pain they can lay onto a group.

There seems to be more on the way, but the basic gameplay is already there: You kill things for XP (Although not as much as you’ll get for doing the job overall), and loot things in order to make your pretty numbers go up, and occasionally take on story missions that seem to hint at Shenanigans (Capitalised because these are Space Opera Villain Shenanigans, the kind that results in the death of worlds, rather than banana custard over somebody’s face), and allow you to pick your side between various players in a sci-fi universe (From the UFP, Corporate Overlords, to people like the Workers’ Collective, essentially one of the few unions left around in the far future, it seems.) In between said story missions, you’ll do procedurally generated dungeons, with the puzzles and encounters being based on the tileset and objective. Mines, for example, have Radiant Ore, which, as far as I’m aware, only an Engineer can deal with, while Corporate Offices are the Hackers’ main playground. Similarly, protecting a scientist means exactly that, with no sweet reward if he dies before you leave, while one of the few mission types that doesn’t involve pissing someone off involves doing them a favour while fighting off animal or robot type enemies.

An example of the Void Psyker's personality, and the character art (Which is also good)

An example of the Void Psyker’s personality, and the character art (Which is also good)

There’s quite a cast of characters, too, with eight being playable off the bat, and at least one unlockable through the first story mission, each with their own uses, quirks, and mechanics. The Prototype (A stupidly advanced killer robot with some programming issues, and the aforementioned unlockable), for example, is all about massive damage, but with the caveat that if you use their powers too much, they’ll malfunction, and odd things will happen, eventually leading to them being out of the fight. So far, of course, this is reading more like a feature list than a critical review, but it’s important to get across how complex the game is under the hood, before examining how accessible it is, and whether that complexity is good or bad.

Funnily enough, it’s fairly easy to get into, as the first few story missions are balanced around a single character, two at most, and it’s entirely possible to either get three out of the nine or so characters in your party (Four can be taken on any one mission), or two well kitted ones by the time you hit the Aurora Starliner (The third story mission, and the one where the game’s story starts kicking off.) There are also multiple saves, skill respecs (There aren’t, currently, enough skill points to achieve all of more than a single tree, out of three per character), and each character’s role is well explained, even if their quirks may take a little getting used to. Also helping is that characters are not, strictly speaking, gendered (Male or female is fine), although their characters seem firmly fixed at the present time (And are likely to remain so): The Void Psyker is a bit monkeycheese, because it turns out messing with the dark between the stars messes with your perception of reality, the Smuggler is morally grey, the Prototype is torn between being violent braggart and friendly, poetry creating nice person…

…The writing, as a result, is okay. It’s not going to win any awards, except perhaps Good Use of Archetypes/Stereotypes. But the combat is accessible, the tilesets are pretty nice, with some variation between them (Grimy starship, Nice starship, and various Plot Starships, as one example of the subsets), and their own little quirks (Including, in some missions, faction loot, which, if you take it, will worsen your relationship with… Very possibly the very person who hired you.) So far, it’s seeming like it’s well worth the money if you like step-based RPGs, with some cool stuff. And yet, as I often say, no game is perfect, and definitely no game that’s still in development. So what do you have to watch out for right now if you buy it while it’s still being made?

Some characters even have loot you gain for exploring their mechanics. Malfunction a lot? have a haiku!

Some characters even have loot you gain for exploring their mechanics. Malfunction a lot? have a haiku!

Balance. As I’ve mentioned, this is a complex game under the hood, and while it tutorialises quite well, new things get introduced, and then have to be fine tuned. A good example of this would be the aforementioned Space Pirates. Yes, I did get there.

I don’t take Space Pirate missions anymore. At least, not until they’ve been through the balance grinder… Because that “Normal: For Level 3” or the like? It Lies. Space Pirates come in groups of 1… to 5. And there’s rarely just one group. They have pretty average hit points for humans, and pretty average damage for humans… But they’re the only human group right now that I know of, that can start with a full group… Nearly everything else is monsters or some variety of robot, mostly individually weaker than the party. Space Pirates, on the other hand, are only “below par” because they don’t have the wide ability grouping that the party does… And this actually makes them more dangerous. They take time to whittle down, and all that time, the only thing they’re going to be doing is a constant stream of damage, damage that, of course, whittles you down. As I mentioned… There’s rarely one group, and nearly all of my sadquits (I can’t really call them ragequits, because I wasn’t angry, just resigned) have been through either missions involving them, or missions involving Corporate Officers (Who have at least twice the normal human HP, and can summon other monsters.)

The latter set of encounters, by the way, was my fault. This game already has the beginnings of a faction system, and, as it turns out, pissing off Chimera Biopharm (Think the Umbrella Corporation) was a bad idea. Because the very next mission after I’d hit the “Okay, we want you dead now” threshold (Something like -60 Reputation), I’d decided to raid Chimera… And they welcomed me with a series of encounters that rapidly picked my party apart, even turning up in some missions only slightly related to them because… Well, they really wanted me dead!

Sometimes, there are interesting and... Odd bits of furniture. This was in a Corporate Office.

Sometimes, there are interesting and… Odd bits of furniture. This was in a Corporate Office.

So, right now, StarCrawlers is in a place that interests me critically, but I’ll freely admit isn’t for everybody: The midgame so far (About Level 5) currently feels a little grindy, and is about where the missions started blending into one another for me (Mainly because I had to do more of them to get to those aforementioned Story Missions), and I’ll happily admit that I have yet to get to the current “endgame”, the full levelling of my characters, because sooner or later, I run into one of those balancing issues, and it kills my interest in that save.

Do I think the game has promise? Yes, it’s pretty damn clear that Juggernaut knows their RPGs, and knows how to put them together. They’ve shown, over previous updates, that they do know they have to balance things, and I’m as confident as I can be that they can get that mix right. Similarly, a lot of effort has gone into both accessibility and environment, and even the placeholder designs for newer enemies such as Security Turrets shows that mix of wanting to give an impression of the final design, while concentrating on how they work. Do I think it’s worth a gamble of £15? Yes. But the usual Early Access caveat applies: Be Aware It’s Still In Development. It may only start to seem obvious after your twentieth or so mission, which hints at why I feel this game has promise, but it will happen.

In the meantime, I’m going to keep plugging away until release. The game definitely seems worth that.

This is a screen you'll see a lot of. It's actually quite friendly, and intuitive.

This is a screen you’ll see a lot of. It’s actually quite friendly, and intuitive.

The Mad Welshman drew the powers of the Dark to him, and giggled. He had such sights to show!

The Hive Continues (Master of Orion)

Last week, the update I had been waiting for arrived for Master of Orion. Not updating AI. Not a balancing patch. Just bugs.

…Okay, firstly, that sentence sort of needs context. And secondly, robots and bad humans too. Specifically, the bugs are the Klackon, one of the beloved original races from the game, the robots are the Meklar, another series staple, and the bad humans, the Terran Khanate, are welcomed not only for their voice talent (Robert Englund, the face and voice behind Freddy Krueger, as the Khan; Sumalee Montano, the voice of Arcee, as his adjutant. Both add their years of acting experience to a game already chock full of Big Names), but a bit more tonal balance, and a possible subtle nod to the story within the original games. You see, the Orion Sector is, if the backstory is preserved, an experiment. And the varying alien races are the bacteria on the petri dish. And a common element in Space Opera is… Humans transplanted to other places, to evolve independently. Along with other races (For example, did you know the Darlok and Sakkra are technically related? Well, now you do!)

But while the Terran Khanate is a fascinating mirror of the Utopian ideal represented by the Human Republic, that’s not what we’re here to talk about today. We’re here to talk about how it feels to play my favourite faction, the Klackon Hive Mind.

The Klackon may have a face... But that is merely how they *look*

The Klackon may have a face… But that is merely how they *look*

Surprising nobody, the Klackon are not Good People. They don’t think like us, quite literally, and that creates a race that is, by our standards, automatically “Evil.” They don’t care about individual Klackon, except in terms of a loss of resources. They seem more human for a variety of reasons (Including, I suspect, the need to give a “human” face to all the factions, in terms of player experience), but, like the Meklar, have a different enough mindset that even the beginning narration has to acknowledge that their core priorities are inimical to everything in their way (Spread The Hive and Optimise The Universe, respectively.) Both the Meklar and the Klackon, it seems, are perfect for a game of MoO, which has the “problem” (if you see it that way) of an endgame where nearly any goal becomes possible once you’ve hit a certain point (Making the concept of end goals more a personal preference than anything else.)

But I just like the bugs more. Not only out of nostalgia (They were my first win in both of the first two Master of Orion games), but because I’m not so hot on the OS Memery that spews forth from the Meklar advisor (Your mileage may vary there, obviously.)

One of the things that some folks see as a problem is that the early game and end game for Master of Orion are very similar. You always start on the same kind of worlds (Terran Abundant, for the majority of races), and you often end with a massive superiority, and the universe before you. But it’s often the fun you have crafting your own narrative around this that helps. And with the Klackon, that’s nice and easy.

The Hive starts small. Confined. It longs for the stars, but the resources are not yet there. So it reaches, steadily. Small steps. This time, this Orion Sector, it gets a bit of luck. There are worlds nearby, and it isn’t bothered by anything except small fleets of Space Pirates, the flotsam of the universe as it expands.

...By the mid to late game, even worlds inimical to all life are open to The Hive.

…By the mid to late game, even worlds inimical to all life are open to The Hive.

While weaker than other races militarily, The Hive still has enough materiel to consume flotsam. And so it grows. It reaches three systems before an element of the Not-Hive is encountered. The Human Republic. Quickly, communication is established, and it is decided that eliminating the Not-Hive is a waste of resources. Gestures are made, using a tool of communication: The Embassy, where the Not-Hive is presented with The Hive’s action, in a manner the Not-Hive understands.

Meanwhile, expansion continues. Worlds produce until pollution becomes an impediment to production, and then The Hive focuses on curing the pollution. In short order, a fleet of ships to collectively defend The Hive is created. It is, for now, limited, again by resources, but as resources improve, and tools are discovered, they are quickly added to The Hive.

A world is protected by a lifeform that is dangerous to The Hive, but the system is valuable. The Hive waits. It deals with the threat when force is overwhelming, and quickly colonises the system. By this time, The Hive’s defense fleet is larger and more powerful than all but one Not-Hive being.

The Orion System holds that Not-Hive. Nothing else.

The two most successful life forms in the Orion Sector.

The two most successful life forms in the Orion Sector.

As time goes by, The Hive is improved. The Not-Hive also improves, and soon, there is something else. Something Almost-Hive. The only difference is that it is mechanical, electronic, and not made of plasm and living cells. It is more populous, and is the only direct competitor to The Hive.

MoOGalacticCouncil

The Greater Hive meets to decide among itself who will lead The Greater Hive. The Greater Hive is without consensus.

At points, it even surpasses The Hive. The Hive knows this is a temporary state. Meanwhile, the Not-Hive connect to each other, connect their worlds, in much the same way The Hive does. In a way, they are becoming like The Hive.

The Hive is not amused, or bemused. The Hive knows that this is inevitable. However, all is not well in The Hive, as The Hive has discovered that there is now a Greater Hive: The Galactic Council. It is a strange Hive, a Hive that is Not-Hive, but can be led by those who both have the greatest numbers, and who talk most efficiently to the Not-Hive.

The Almost-Hive, just a few solar cycles after this, loses ground in materiel, and gains it in Greater Hive Currency (Votes)

The Almost-Hive, just a few solar cycles after this, loses ground in materiel, and gains it in Greater Hive Currency (Votes)

The Hive does not react when it finds its grip on this Greater Hive slipping to the Almost-Hive, these… Meklar. It merely notes that it has the resources for a goal that will allow it to thrive by another means: The destruction of the Orion Guardian, and the consumption of its technology, still beyond The Hive’s resources to achieve.

The battle is hard, and tools of The Hive are lost. But tools can be regained. The Guardian does not have that luxury.

The battle is hard, and tools of The Hive are lost. But tools can be regained. The Guardian does not have that luxury.

The Hive is not incorrect. The Hive is never incorrect. The Orion Guardian falls. A colony ship is sent, and The Hive grows. By this point, it cannot be stopped. It will allow the Not-Hive to live, as they no longer threaten The Hive. The Almost-Hive will soon come to the conclusion that it no longer threatens The Hive.

The Hive continues, as it always has. And always will.

This, in essence, remains the strength of a good 4X: That you can tell a story, with only a little nudging. What I just related to you was me basically steamrolling the AI as the Klackon. Said like that, it’s somewhat dull. But the story can be changed. Perhaps to the story of The Human Republic’s quest for Unification, where All Are Friends. The Terran Khanate’s rise to dominance over the Lesser Species. The Mrrshan’s rise to the title of Ultimate Hunter.

That’s the real magic. I just thought I’d share.

Defect (Early Access Review)

Source: Review Copy
Price: £10.99
Where To Get It: Steam

Defect is possibly the oddest premise I’ve seen for a build and fly game in a while, but before we begin, like the game, I’d like to make clear which version of the word the title’s using. You’d think, considering the “Spaceship Destruction Simulator”, that it would be as in “Problem or flaw”, but no, it’s actually “Join an opposing side or political group.” Because that’s what your crew does. Every. Sodding. Time.

Every. Single. Bloody. Time.

Every. Single. Bloody. Time.

It’s amusing the first five times it happens. Then you get horrified. What kind of civilisation encourages such disloyalty? Then you just get plain angry. How dare they steal your… Okay, for the first few missions it’s not going to be a sweet ride. But part of the difficulty curve is that you’ll be going up against that ship you built last mission in among the others. It’s an interesting idea, but I’m kind of hoping it’s got a little more nuance than the same set of events each time. “Oh hey, this is now the most powerful ship in the sector! G’Bye Cap’n, we’ll put it to good use!” “Oh… Well, surely that won’t happen next time, huh?”

I’m thinking of defecting myself, engineer lady. It comes from working for a navy that’s obviously a big shower of assholes, the way everyone keeps mutineering. Speaking of, why do they keep letting Crewman Bowie back into the Navy? Why do I keep letting him back onto my ship?!?

Well, okay, we all know the reasons, but still… Everyone in this universe is dumb. But is the game?

Not really, no. The main variation is in what you can build, which increases after each mission. Good example, after I’m done with the tutorial missions, I finally get a shield. Which, unfortunately, I can’t use without some other facet of my ship suffering right now… Like decent guns. Or steering. The UI, and the music, are nice and minimalist, and I do like the caricature designs of the characters who, variously, advise and annoy you. The one problem I have right now, though, is a bit of a weird one…

Take a look at that zoom meter on the right. That will give you *some* idea...

Take a look at that zoom meter on the right. That will give you *some* idea…

…The maps are too big. On the one hand, this is to allow the frankly huge designs you get later in the game, and fight pretty early on. But for at least the early missions? You’re quite small. And that means you don’t really get to see your ship in action, except as a tiny thing on screen, shooting at other, possibly as tiny things on screen. An automatic zoom helps with this, but it unfortunately doesn’t help that much in the early game. Also not helping is that you are very limited by your Core, and you have to work with that, which becomes… Very fiddly. Seven or eight missions in, and you’re going to wish you had something better. Which leads to the other problem… It’s not very balanced right now, and it seems like you’re pretty much expected to grind missions you’re good at so you can have the equipment to deal with those you don’t. Good example, the game is reminding me why I hate escort missions.

“Oh yeah, defend this freighter against some pirates, and… OH NO, TORPEDO BOMBERS.” Fuck. You. My choices at the time this mission comes up (And three others of its ilk) are something nippy and tough, but with next to no firepower; something able to turn on a dime, but with only forward firing weapons (Because turrets take up more crew than I’m comfortable with); or something that shoots well, shoots in many directions, but has armour thin as tissue paper. This is about where I got frustrated, because everything currently needing work starts giving you a kicking, like a schoolyard bully and his mates. The camera wants to encompass as many enemies as possible, so you have to fight the auto camera to avoid the torpedoes, which will kill you in one, maybe two shots. The game’s preference for forward firing weapons means you have to fight the steering of your design, and the fact that nearly everything is faster than you, because the engines aren’t quite balanced, means that you’ll die… Again… And again… And again, because you can’t quite build something useful.

Yeah, um... Good luck with that!

Yeah, um… Good luck with that!

Then you go back to grind, and realise most of the rewards up till now have been mission rewards. So your rate of new equipment slows to a crawl.

In summary, while Defect is definitely interesting, it’s looking right now like it might be a good idea to wait and see. The mission requirements definitely outpace the equipment right now, the camera needs a bit more work, and it gets frustrating once you’re out of the tutorial. It undeniably has its cool moments, it’s UI is pretty nice (Although Symmetry mode, also, needs some work), and I kinda like what’s going on with the visuals. Thankfully, it’s a pretty early version (0.12.22076), so there’s plenty of time for the devs to balance things, and fix hiccups.

The Mad Welshman sighed as he tumbled through space, waiting for the pickup. You’d think, after the 253rd time, that he’d remember to lock the bridge door.

Master of Orion (Early Access Review)

Source: Cashmoneys
Price: £29.99
Where To Get It: Steam (NB – Comes with the original 3 Master of Orion games)
Other Reviews: Release

This isn’t really going to be an article reviewing how much game there is. It’s pretty obvious, at this point, that while the game is playable, and victories can be achieved, it’s incomplete, and there is more to come, including balancing of units and the like. This is about another important question: Do NGD and Wargaming “get” Space Opera?

The planetary environments, while the same canned anims that you'd see in the original MoO, are gorgeous.

The planetary environments, while the same canned anims that you’d see in the original MoO, are gorgeous.

Judging by the tears leaking down my face from the opening theme, with its violins, choirs, harps, and wind instruments? It’s a good starting sign. And the game is already showing heaps of promise. Let’s start with the races. So far, every race is presented fairly neutrally. Nobody is unequivocally a “good” or “bad” race, from the proud Alkari, to… Okay, maybe the Mrrshan are a little dickish, what with the “They’ll sometimes even attack their allies for the fun of it.” For those who don’t know Master of Orion’s universe (First seen in 1996 with the titular game by Microprose), there are 10 races, 6 of which are available at this point in the Early Access: The psychic, four armed scientists, the Psilons; The preening birdfolk with elite piloting skills, the Alkari; The tough Space Bears of Nature, the Bulrathi; The ruthless matriarchal catfolk with a penchant for ground combat, the Mrrshan; the reptilian, quickly colonising Sakkra Brood… Oh, and Humans, who have, in Space Opera tradition, formed a Grand Republic. Somehow.

Well, that’s why they call it Space Opera, really… Grandiose in view, and not a little implausible at times. Nonetheless, aurally, it’s an almost constant, and pleasant assault on the senses, from the sweeping orchestral score that quickens the blood and sets the mood well, from combat to colonisation, to the smooth tones of the voice actors and actresses that make the star studded cast. Most are immediately recognisable, such as Michael Dorn (Narrator), John De Lancie (President of the Republic), and Kat Cressida (Mrrshan Empress), while others take a little more work to identify, but no less enjoyment, such as Nika Futterman (Mrrshan Advisor, and, once they’re in the game, Darlok Advisor), John Kassir (The Alkari Advisor, whose squawks, shrieks, and excitement slay me with laughter.) Visually, similarly, it’s all gloss, from the tight UI design (Minimal, but stylistically fitting) to the ships (Each having their own character, and some customisation options, such as 2 model styles per class, and several preset colour schemes.)

The last thing a Space Pirate is going to see in the Early Game: The Missile Lock Indicator.

The last thing a Space Pirate is going to see in the Early Game: The Missile Lock Indicator.

It’s pretty clear it’s had a lot of cash spent on it. So how does it play? Well, it would be a disservice to say it plays exactly like the original Master of Orion, because there are definitely refinements, but many of these are subtle at the present time, and I don’t think we’ll see a whole lot of rocking the boat in terms of gameplay. It is, nonetheless, its own entity, with some changes to areas such as research (No more does every tech lock you out of something, for example), tactical combat (Which is now real time, although still, as far as I can tell, on a level plane. Also, you can get a rough estimate of how your chances are against a fleet or space creature), and pollution (Which, instead of being a Fact of Life, can now be reduced via the build menu.) There is also, because the game is still in development, a bunch of missing features (Such as Tech victories, Economic victories, four races, custom races, and miscellaneous bits and bobs like a full Volcanic Planet description) and the odd typo, but right now? The game is definitely playable, and, if you liked, say, Master of Orion 2, it’s an enjoyable play.

That isn’t to say there aren’t some things that don’t feel a little off to me. It’s important right now, for example, to make sure you hit the “Randomise seed” button for your galactic maps, unless you feel like playing the same map over and over again, some voice clips fail to play at times, and, to be brutally honest, I’m not overly fond of the Mrrshan, although their portrayal is consistent, and makes sense. No, I’m not particularly offended by Mrrshan Sideboob. I’m more annoyed that everyone else seems to be characterised more neutrally, including the Alkari, who are, as far as I recall, bigger assholes as a race. Psilons? Yeah, go out and study things! Bulrathi? Let’s Protect Nature (Any Way We Can)! Sakkra? We’re lookin’ out for our kids! Mrrshan? Yeaaahhhh, more shit to fight, fuck yes! If we don’t find anyone else, we’ll smack our allies around for the fun of it, yeaaaaahhh!

The Mrrshan have pretty ships, but are the least pretty faction, tonally.

The Mrrshan have pretty ships, but are the least pretty faction, tonally.

However, aside from these few hiccups (One of which may well just be me), it’s early days yet, and to see polish and promise this early on makes me feel fairly confident that, even if Master of Orion doesn’t break new ground, it’s already got character, it’s got atmosphere, and if it continues to improve and refine, it’s going to do well.

The Mad Welshman grinned as he stared at the holovisor. GNN had voted him “Most Dashing Tyrant” for the second year running, and… The proximity alarms blared as he scrambled to the console. “Oh no… ALKARI!”