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Sins of a Solar Empire 2 Review

Par : Tom Marks
18 mai 2024 à 17:00

I have played Sins of a Solar Empire 2, and I am poorer for it. This sequel is extremely similar to the original real-time 4X strategy game from 2008 (including a lot, but not all of the content from its 2012 Rebellion expansion) with nicer graphics and needed engine improvements. That alone is more than welcome for a game that’s had such staying power, and revamps to its well-differentiated and complex factions give them even more depth to explore. However, the version that stealth-launched out of early access on the Epic Games Store feels rougher and less complete than a lot of games when they launch into early access. Expanding my empire, conquering planets, and watching my fleets do battle with rivals and bomb their planets to ash did grow on me a bit once a friend and I worked together and eventually taught ourselves its ins and outs, but getting to that point was so much less fun than it should’ve been that any joy was sucked out of it like atmosphere through a hull breach.

For context, I played Sins of a Solar Empire: Rebellion a fair amount a decade ago, and have been playing 4X and real-time strategy games habitually long before and since. And yet, after buying Sins of a Solar Empire 2 and jumping in, I felt completely lost. There are no tutorials for this enormously complex game (outside of a website with a quick-start guide that’s barely more than a glossary), and the in-game instructions you do get for things as relatively simple as climbing the research tree to unlock essential technologies often send you on wild goose chases through the confusing interface. For every ounce of interstellar entertainment I managed to laboriously mine like metal from an asteroid, there was always some major headache to accompany it. Between that sort of thing, bugs, grayed-out options in the map creation interface, and a lack of a server browser to play with people you don’t know, it clearly isn’t a finished product.

There is no way to talk about how Sins of a Solar Empire 2 ended up like this without addressing its strange exit from early access at some uncertain point earlier this year – a warning label it really shouldn’t have dropped in its current state. After arriving on the Epic Games Store back in early 2022 as a “technical preview,” it recently removed all caveats from its store page without so much as an official press release. Instead, the publisher, Stardock, has announced a Steam launch date for this August, which promises a major patch that will include significant new features, such as the third race called the Advent and its two factions that are already listed as playable on the store page but are currently nowhere to be found.

In comments around that announcement, Stardock CEO Brad Wardell stated that you “only get one shot at a Steam release,” (where the vast majority of PC games are sold). So the plan is to wait until then to get the word out properly. It’s not a crazy idea: any strategy game enjoyer will tell you that you should save your limited resources for the moment they’ll have the maximum effect, and the same is true of game marketing dollars. But while that may sound reasonable from a business perspective, the reality is quite misleading for anyone looking to play Sins of a Solar Empire 2 who stumbles across the Epic Games Store page right now. This isn’t some hypothetical misunderstanding, either: my friend and I actually did spend a while looking for the Advent as we played. Did we have to unlock them? Enable an option in some menu? Play a couple games with the other races first? Nope. They’re just not there yet.

As of today, Sins of a Solar Empire 2 is about as barebones as can be.

I’d like to tell you the rest of it is better, but as of today Sins of a Solar Empire 2 is about as barebones as can be considering how many systems are packed in on top of combat, including diplomacy, trade, culture spread, and pirate bounties among others. It’s disappointing that there’s no story campaign – there isn’t one in the original Sins of the Solar Empire, either, and it proved it didn’t require one any more than Civilization or Stellaris do, but it’s long been a fan-requested feature and it might’ve gone a long way toward gradually introducing us to how everything works rather than throwing you into the deep end. Instead, it took me and a friend several hours of fumbling through a couple of games against the AI to nail down how one of the two human factions even worked, and again, we’re both RTS and 4X veterans.

Once, when I was trying to build something I had insufficient research points for as the alien Vasari race, I was told to build more orbital labs. The problem is that you don’t get research points for building orbital labs – they just speed up your research rate. You get the actual research points by buying upgrades on each planet’s development tracker menu, but you’d never know that unless you happened to mouse over the tooltip on the right button instead of doing what you’re told to do.

Sometimes buttons don’t seem to do anything at all… until they do. Here’s an example: the construction ships you get from colonizing planets have a button literally labeled “Build Structure,” but clicking it has no discernable effect because nothing you click on afterward, be it a planet, ship, asteroid, or anything else will give you the option to build something… unless you click on an orbital structure that’s already queued to be built, which then tells the ship to prioritize that building over any others in the queue. If you actually want to build a new building, you’ll select it from a separate menu; the ship will build it without you ever having to control it directly.

It’s a problem that the interface is confusing because you'll spend a lot of Sins of a Solar Empire 2 in menus. When you’re not grouping your ships into fleets and ordering them to jump from one planet’s gravity well to the next or focus their fire on an enemy capital ship, you’re going into a menu, clicking a button, and waiting for the thing you’re researching or the ship you’re building to complete, and then you’ll click another button in another menu and wait some more. That’s fine because that's just the kind of game Sins is – it has as much or more in common with Crusader Kings 3 as it does with StarCraft 2, so there’s very little micromanagement of individual units beyond retreating them as they’re damaged or triggering capital ship abilities manually. Managing an efficient build order offers satisfying challenges, but you want those challenges to be about interesting choices rather than figuring out how to make them in the first place.

Through hours of experimentation, I finally discovered that the developers at Ironclad have actually added some nice quality-of-life features to the interface. If you want to build or research something but don't have the necessary prerequisites, the Intelligent Construction System will queue all of the things you need up to be researched in order and let you check their progress in real-time. The new Empire Management screen lets you, well… manage everything in your sinful solar empire – planets, fleets, starbases, the whole space enchilada – from one page. That beats the heck out of clicking around the star system for each of them, shortcuts or not.

Then there's the new Fleet Management System, which allows you to request reinforcements for any of your specific fleets directly from that fleet's menu – no heading back to a planet to queue them up and setting the rally point required. New ships are then built at the closest factory and rallied to that fleet automatically (though you can opt for traditional rally points if that's more your speed). These are all good, smart additions that make Sins of a Solar Empire 2 easier and more engaging to play, once you figure them out.

Most of the fun combat stuff is saved for the late game.

When it comes to space combat, the basic idea hasn’t changed: you mostly build big fleets and throw them at your opponent, then watch them duke it out in entertainingly flashy battles that – as you’d hope – put the original Sins’ to shame in terms of detail and ship behavior. Instead of ships largely lining up and plinking away at the other side until someone explodes like a Civil War reenactment in space, we now have smaller classes that dart around like large fighters, and larger ships are loaded with gun turrets that swivel to track targets, bringing much more of a sense of action. Long-range missiles can be intercepted by point defenses or blocked by other ships before they hit something expensive, which is a nice nibble of tactical depth for those looking to micro something. And at the top of the Warfare tech tree sits the Titan, a single enormous, faction-specific behemoth that can take on entire fleets by itself. Watching all of these ships shooting all these different weapons, exploding, and making emergency phase jumps out of a system before their hull points tick down to zero looks pretty cool when you’re zoomed in, but early skirmishes with basic units are generally pretty dull.

Like its predecessor, Sins of a Solar Empire 2 saves most of the fun stuff for the late game when you unlock tech that can do a lot of damage in a hurry. The pinnacle of that is the human’s Novalith cannon, which can shoot massive, literally world-ending shells across the solar system and take out enemy planets in one hit, as opposed to bombarding them into submission with a fleet after bashing through whatever turrets or starbases the enemy has built up to defend it. That’s awesome normally, but it’s even more so (and way funnier) when you have two Novaliths target the enemy’s home planet – you know, just to be sure – and eliminate them from the match without ever moving a fleet into orbit. Then you’ve got the Vasari’s Orkulus starbase, which is essentially just a bigger, angrier version of the Cylon Basestar from Battlestar Galactica. Armed to the absolute teeth and containing several support fighters, it’s all but unstoppable by conventional weapons and, once you upgrade it, it can jump to other planets like a spaceship. Nasty.

Speaking of the two current races, they’re fairly different from one another, which means there’s a lot of learning to do but also a ton of opportunity to experiment with tactics and strategies geared toward their strengths. The human Trader Emergency Coalition (TEC), for instance, needs credits to manage their economy and build things. The super-advanced alien Vasari don’t, though money gives them access to the galactic markets where they can buy resources. There are unique ships and structures for each race, including several that are unique to one of their two sub-factions. The TEC, for instance, currently has the only ship that repairs others on the fly, while the Vasari can build Phase Gates that allow them to immediately jump between planets that aren’t connected by phase lanes.

That’s taken even further by some of the biggest additions to Sins of a Solar Empire 2, such as the Empire System bonuses. The TEC’s Trade Port structures were in the original game and provided a steady stream of credits, but now they allow you to allocate points to boost your production of metal, crystal, or credits on the fly. The Vasari, meanwhile, can build all-new Phase Resonators that let you allocate points to upgrade ships, their research rate, and so on. I love these additions; they add some spice to each race’s already distinct flavor while offering interesting strategic choices that allow you to build your economy or military in cool, unique ways.

Drilling down further into the subfactions, there are a lot of options to suit different playstyles. The Loyalist TEC, for instance, are more defensive, gaining access to planetary garrisons of ships that are produced automatically and don’t take up population cap, but have limited range. They can also build two starbases around a planet instead of one, which can make conquering their systems an especially difficult nut to crack. The TEC Rebels, however, are much more about offense: They get the aforementioned planet-destroying Novalith cannon, can ally with pirate factions and build a pirate base in a system they control, get economic bonuses for going on the attack, and can use propaganda abilities to make their ships more effective in combat.

Your chosen faction makes a big difference in how you play.

The Vasari are similarly divided between defensive and offensive factions. The Exodus are here for a good time, not a long time, so they’re happy to force humans into labor camps, strip mine the cores of planets they don’t need, and gain resources by destroying things. The Alliance, meanwhile, is all about fostering cooperation with other races, trade, and good table manners. They want to put down roots and stick around for the long term.

These distinctions sound subtle, but they make a big difference in how you play (and serve as the majority of the lore you’ll find). I was more fond of the Rebels for the TEC because I tend to prefer an aggressive playstyle, and in my experience, purely defending in Sins of a Solar Empire 2 isn’t going to win you the war. Like any good – sorry, successful – empire, you have to expand or you’ll eventually get overwhelmed. But when I needed to hold out long enough so my teammate could provide support against the two AI opponents I was facing down, those Loyalist garrisons sure did come in handy. With the Vasari, though, I much preferred making alliances with the Minor Factions (small AI players who don’t expand) and supporting my teammate, though I had a couple of nasty fleets capturing planets by the end. I like that the Factions provide so much variety, and when Sins of a Solar Empire 2 works, it feels good (mechanically, not morally) to build your empire up, expand, and conquer your neighbors.

And, in a nice touch, there are a lot of options for map generation, ranging from recommended player counts (between two and 10) on procedurally generated star systems to specific scenarios with unique challenges. Most of that is carried over from the original, but Sins of a Solar Empire 2 introduces planets and other astral bodies that rotate around stars, which can open up new phase lanes between them when they get close enough. That sounds a bit cooler than it is in practice because it can take hours for rotations to sync up in a way that truly matters (and on smaller maps, it might never happen at all), but when the stars literally align it can let you hit an enemy with a surprise attack on a world they thought was protected by heavily defended neighbors. You have a Future Orbits button that shows you how phase lanes will change for up to an hour into the future, so it’s not left up to chance or guesswork.

But, man, so many things just feel incomplete or underbaked. Take the Minor Factions, for instance. You gain favor with them – and special bonuses – by spending Influence Points; when I was playing the Vasari Alliance, Influence Points were easy to get, so I earned lots of bonuses, but once I’d more or less unlocked everything I could only use the points to bid on auctions for resources. Being buddy-buddy with a Minor Faction doesn’t really do anything for you aside from getting you some abilities and making it so they’re (sometimes?) not actively hostile. Like most things in Sins of a Solar Empire 2, it’s hard to tell because there’s not much in-game to clue you in until you’ve pieced together a lot of disparate tooltips and experimented enough to find the right answer.

Then there are the bugs. I’ve already mentioned misleading audio cues telling me to build the wrong thing, but I’ve also had incorrect notifications telling me an enemy had conquered a planet I’d just colonized and so I spent a minute trying to figure out what happened before realizing, “Oh, it was me who conquered the planet, actually.” Once, I started a team game with a friend where we were clearly set to be allied, only to be told we weren’t once we got into the match, forcing us to fix it in-game.

There are also entire menu options grayed out that control things like “Orbiting Planet Speed,” or “Research Rates,” or “Ship Build Rates” when you try to adjust pre-game settings – you know, things you might like some say in when you’re setting up a match – that just aren’t available. There’s a tooltip telling you that these options are disabled “as we collect balance feedback,” which is fair, but these limitations just drive home how unfinished everything is.

When it works, it really works - it just needs to get us there with less frustration.

All of that said, when Sins of a Solar Empire 2 works, it really works. There's a lot of nuance when it comes to choosing your upgrade paths, deciding which structures to build on your planets, how to spend each planet’s limited orbital slots, and constructing your fleets. Do you go for an economic opening or a military one? Which capital ship do you start with, and why? What upgrades do you give it? What kind of research do you prioritize? Do you trade with other players, or buy the resources you need on the market? How much, if at all, do you engage with the Minor Factions on the map? If a battle looks like it will come down to the wire, do you pull your fleet out and live to fight another day, or go all in and bet on the victory?

The consequences of those choices, and the choices your opponents make in response to them, determine how games play out. The right decision at the right time – even one as seemingly small as prioritizing one research upgrade over another or choosing a specific capital ship to lead your first fleet – can snowball and make all the difference in an interplanetary power struggle that can last for a dozen hours or more. In its best moments, Sins of a Solar Empire 2 understands that, and that makes for compelling, memorable matches. It just needs to get us there much faster and with less frustration along the way.

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Fallout 76 Review - 2024

Par : Tom Marks
9 mai 2024 à 19:41

Editor's Note: This review takes a fresh look at Fallout 76, replacing our previous review from 2018. You can read more about our review policies and philosophy here.

As someone who hadn’t returned to Fallout 76’s post-apocalyptic West Virginia since its troubled debut back in 2018, six years really has made quite the difference. Appalachia looks pretty dang gorgeous on modern systems, its reworked leveling and perks make for an extremely engaging grind, and in stark contrast to the lonely and depressing slog I endured last time, the world is actually filled with interesting NPCs to chat up – you know, like a Fallout game. Throw in all the new quests and activities that have been added, and you’ve got yourself a pretty robust multiplayer adventure filled with gore and silliness. That said, there’s still plenty Fallout 76 misses the mark on in 2024, whether it’s an endgame that’s fairly light on content, underwhelming jaunts into other areas of the Fallout setting, or an encumbrance and storage system that’s so irritating it’s practically a requirement to pay for a monthly subscription that eases the pain. I’ve still overwhelmingly enjoyed my time blasting ghouls into pink, irradiated meat chunks, though, and can easily recommend it to anyone who similarly felt a deep yearning for more Fallout after watching the recent TV show.

Like the other 3D Fallout games, Fallout 76 is a goofy first-person shooter RPG where you explore a radioactive wasteland stuffed with disgusting monsters, complete harebrained quests that usually involve shooting and/or dismembering said monsters, and claim loot to fuel your badass survivor’s legend. Fallout 76 mixes up that playful and gory formula by letting your friends join your quest online, which comes with most of the advantages and drawbacks you might expect. A compelling story and the ability to make major decisions that impact it certainly take a backseat, but on the other hand, you get to fight giant, flying gargoyles with your buds while you all sing along to classic bops straight out of 1934.

A compelling story and the ability to make major decisions that impact it certainly take a backseat.

As a vault dweller, you emerge from the titular Vault 76 only 25 years after atomic warfare has left the world in tatters, at which point you are vaguely told to go and rebuild it or something. Instead, you’ll spend most of your time blowing it up even further with grenades, missiles, and even the odd atomic bomb while you run around completing errands foisted upon you by survivors, computer terminals, and constant pop-ups that recommend you do things like “kill the protestors” – typical heroic Fallout stuff. There are definitely some funny gags, wacky characters, and even the occasionally interesting bit of lore along the way, but Fallout 76 largely ditches the focus on story found in its single-player siblings in favor of letting you, your friends, and strangers tell your own stories in a big sandbox filled with ridiculous nonsense. That can be a lot of fun, though, and at least now there are non-robotic NPCs to talk to out in the world to make it feel more alive. (It’s still pretty wild to me that this wasn’t always the case!)

Running around shooting things and making use of the still excellent V.A.T.S. auto-targeting mechanic as you loot everything in sight is as entertaining as ever, especially when you’ve got your favorite radio station providing the perfect backdrop for horribly mangling all manner of hideous beast and smack-talking marauder. You can go around slinging a revolver like one of them western outlaw types, or put on a massive suit of power armor and spin up a laser gatling gun to hilariously mow down everything in sight. Combine that with perks that can do wild things like make you brawnier as you’re exposed to more radiation, as well as mutations that could give you scaly skin that serves as a natural layer of armor, and you’re in for some pretty great buildcrafting that adds to the insanity. There’s really nothing quite like it, and Fallout 76 manages to retain most of the beloved moment-to-moment combat and exploration the series is known for despite pivoting to online multiplayer.

Shooting things with the still excellent V.A.T.S. is as entertaining as ever.

Although you can absolutely play alone, teaming up with others is unquestionably the better experience. You’re given additional XP for bringing along a friend, not to mention you are able to take on tougher activities with less difficulty since you’ll be firing twice the bullets. It’s also especially nice to have company since many of the quests are so light on dialogue, and interactions with NPCs are more focused on action while passive story developments come in over your Pip-Boy radio.

It’s especially cool that other players can join your crew and help out on missions and activities regardless of their level thanks to a scaling system that makes almost every activity playable for everyone. Way too many online games create barriers between players, where you’ll have to wait for a friend to catch up to a certain part of the story or force them to rush through a bunch of old content before they can join you – but Fallout 76 opts to let everyone join in on the action almost immediately. Not only are you given an option to skip some of the initial busywork by auto-leveling to 20 right after you leave the vault, there are only a few endgame activities that really require some playtime under your belt before they can be accessed. I even made one of my friends go and fight an uber-powerful enemy in a high-level area minutes after he finished making his character, which was both really convenient and hilarious to watch.

One major miss, however, is that many of the main story missions won’t progress for all players when they are completed in a group. You’ll either have to break your team apart and tackle them solo, or replay them multiple times together as you cycle each player in as the party leader until everyone gets credit for it. It’s just a bizarre limitation, and resulted in a few instances where I was playing the same mission as my friends, but in separate instances so we could all move past it at the same time.

One of the main things that’s been added in recent years are Expeditions, which pull you out of Appalachia and send you on brief tours of new and returning regions of Fallout’s post-apocalyptic America. In Atlantic City, you run around swamps and casinos shooting living plants who annoyingly regenerate their health, while in Pittsburg, you fight against psychotic raiders and disgusting mutants to help out the former steelworkers there. Unfortunately, each of these regions amount to just three short side quests that can be completed in a couple hours total and don’t have their own open-world maps to explore. Instead you just pop in, shoot new enemies in some admittedly cool regions, and are then quickly sent back to West Virginia with zero fanfare. I get that these areas were added as free DLC over a number of years, but they were disappointingly thin nonetheless, and I would have much rather just paid for a full expansion if it meant it had more meat on the bones.

Expeditions have some cool new regions, but are disappointingly thin.

The main world map, though, is still impressively large and filled with a lot more things to discover than when I last explored it. There’s a creepy and highly radioactive swamp in the northeast, a barren and deadly stretch of land filled with the toughest enemies to the southeast, and even a water park to shoot up if you’re in need of a vacation to the far north. Not only are these massive expanses beautiful in a disturbing kind of way and enjoyable to trek through with friends, they’re perfect for setting up camp and building a base on, which is a major part of Fallout 76. Every time you join a server filled with others, you’ll see their customized settlements out in the world and on your map – you can drop by to check out their creative abodes, buy some overpriced gear from them, or even steal or break their stuff if you want to get blasted apart by good samaritans hoping to claim the resulting server-wide bounty placed on your head.

More importantly, you can set up your own camps and fill them with useful workbenches, vending machines, resources, and storage containers that will make your life easier while out exploring the world. Unlocking building schematics, crafting furniture and defensive units, and making your bases bigger, better, and more impressive can be a really compelling part of the endgame, though you’ll need to collect and scrap a whole lot of junk to fuel those habits. This is a process that’s made way easier for those willing to pay real money for new schematics, some of which are are only available in an online store, but you can also just haphazardly toss a few pieces of equipment around a bonfire like a wild animal and call it a day – you do you. Either way, there’s a lot of interesting things to build and experiment with, and I spent quite a few hours just goofing around.

I spent quite a few hours just goofing around with building.

However, a lot of Fallout 76 (especially base-building) is limited by some very irritating storage capacities, both in what your character is able to carry and the maximum amount of loot you’re able to store in the global inventory of your unique stash chest. It didn’t take very long at all for me to realize my hoarding instincts were not sustainable, as I filled up all the storage available to me in just ten hours without even trying. As it turns out, the best way to combat this issue is by paying real money to subscribe to “Fallout 1st,” which gives you access to separate storage chests for your ammo and raw materials (among other things), greatly reducing the annoying capacity limits. It’s pretty silly that stocking up on valuables you need to keep your guns filled with bullets and your camps supplied isn’t feasible unless you pay what is essentially a monthly “loot toll” in addition to Fallout 76’s upfront price – especially in a game that incorporates survival mechanics where you regularly need a whole lot of junk to keep the action moving along.

Like plenty of ongoing multiplayer games, you’ll likely spend most of your time working through the endgame once you’ve completed all the main story content and reached the soft-capped max level of 50, which took me about 40 hours total. While Fallout 76 tempts you with infinitely repeatable public activities, limited time events, seasonal unlocks, and more, there isn’t a ton of content to actually chew on. Daily missions and public events, like one where the whole server is called to push back an alien invasion, provide some hilariously chaotic action, and the ability to launch nuclear bombs onto the map and then march into the mushroom cloud to take on powerful enemies and claim amazing loot is dope as heck. It’s just that there aren’t really any activities that require that loot to be beaten, and so you’d only be doing so to flex on your friends or prepare for theoretical future content that is more demanding of you.

A lot of the endgame seems to mostly be about repeating the same handful of activities indefinitely with no real purpose. I do really enjoy the ability to level up and unlock new perks endlessly, though, especially the legendary perks that only unlock once you’ve overleveled past the soft cap. Even if you’re not provided any scenarios where you’d need these perks to prevail against your foes, some legendary options have some truly awesome effects – like one that makes you generate combat-enhancing consumables out of thin air for every 40 minutes you spend playing. That makes trying to unlock them all entertaining, just not particularly compelling.

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