Rock, Paper, Shotgun

Evochron Legends Demo, Freeform Space Sim

Posted by Jim Rossignol on February 6th, 2009 at 9:43 am.

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StarWraith 3D Games have announced the launch of their new space game, Evochron Legends, along with a 50mb demo. From what I’ve played so far it seems a little rough around the edges, but the scope of it is quite startling – a full freeform universe with Elite style combat, complete with vast space stations and planetary surfaces. That combat does work, too, allowing you to go hurtle around in zero-G dogfighter combat. It’s time to break out the joystick and/or gamepad. The demo can be unlocked into the full game for $25. Trailer after the jump. (You’re going to want to take a look at this one, I suspect, as it shows off those planets and larger space structures.)

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62 Comments »

  1. Nick says:

    Yeah, if you *have* to buy the game online and download it.. what the hell is the matter with it having an online activation exactly?

  2. PingBosun says:

    Been playing Space Sims since Elite (wire frame on the Electron). Done: Freelancer, Dark Star, LOMAC, Falcon 4.0, Echolon Wind Warriors and a whole load of minor stuff.

    This is THE best. MP is an absolute blast. Customer support – best I have ever seen. Ugly struts – turn them off. Want a new cockpit?- build one from the modding kit.

    There is no doubt that this game is well worth $25 (better in the UK even with the current exchange rate). Buy it. Play it . Enjoy it. Got a problem? Tell the forum, Vice will solve it.

  3. Rami Ismail says:

    I must admit that, while the graphics might be a bit 2005/2006, the gameplay is by far the very best I’ve seen in a space simulation. This is space simulation the way it was intended to be when Elite was released: lone-wolf, seamless, realistic, interaction with anything (heck, realtime planetary descents, inter-nebula flight, asteroid fields) and freeform.

    So indeed, this game is well worth the $25 if you’re a flight- or space simmer.

  4. Chis says:

    Because the gameplay is surprisingly decent, I’d consider buying this, despite the activation. However, as it also has the offline “one-computer check”, they won’t be getting my money. If I can’t install it on my laptop AND my main gaming desktop, they can sod off.

  5. DigitalSignalX says:

    Has X3TC been patched to be playable yet? Last time I tried it I fell in love with the complexity and visuals, but utterly put off by the show stopping crashes, glitches, quest bugs, crappy frame rate even on low settings, etc.

    I will try this out, but fear it lacks the complexity I’m looking for in a space / empire / fleet sim.

  6. Chis says:

    Digi, Evochron is all about solo trading, combat, mining etc. No micro-management of any sort here.

  7. radio_babylon says:

    ” If you would like to install the game on another computer you own
    simultaneously, an additional key is available upon request. If you ever
    lose your key/registration e-mail and need to have it resent to you, please
    contact us directly by e-mail (you can simply reply to this e-mail) or you
    can point your browser to the link below to use the renewal form any time
    for convenience:

    http://starwraith3dgames.home.att.net/renew.htm

  8. j39hsieh says:

    @radio_babylon: that’s pretty cool. I have 2 comps and thought I’d be able to play it only on one of ‘em. Already got Legends from Gamersgate as I was looking forwarad to this.

    @Chris: Just so you know, it says “allow reply up to 24 hours” so looks like the dev is committed to solidly support his titles.

    @SpaceCadet: Just checked ad astra. Looks Very interesting. Seems like an update to Noctus IV, which I couldn’t get to run whenever I felt an urge for space exploration without all that excess laser and missile dodging that’s constantly present in other games.

    Evochron Legends is the only game I’m going to play where you can fight And race in space.

  9. AckSed says:

    I remember this when it was called Tachyon: The Fringe.

  10. Trombone says:

    Caiman says:

    “Ok, ignore that last bit about the forums not working. Actually, brain not working!”

    Could you please tell me how you got back to the forums as my brain refuses to help me?

  11. spelk says:

    Was very heartening to see Evochron Legends get a mention on RPS. I’ve been playing since release, and I must say I am very impressed by the scope and achievement of the game so far.. I’ve written a review if anyone wants to read further

    Evochron Legends Review

  12. spelk says:

    Some interesting new features on the horizon for Evochron Legends, the developer has posted this information about a patch coming next week, including the abililty to store ships in hangars in stations, create ship design templates for swapping and sharing, and the ability to use multiple joystick/gamepad control devices.. heres the info he posted:

    Ship hangars, templates, and multiple control devices…

    Ok, I am nearing the test stage for the next update and wanted to post some information on what it adds and changes for review.

    Multiple Control Devices
    First, I’ll cover the changes to the control system. For the first time, Evochron will support multiple simultaneous control devices without the need of an external configuration file. It will also support for more than 2 devices (up to 10 are supported). To accomplish this, much of the control system (input and mapping) needed to be re-written to accomodate multiple devices. I have tried to keep the transition as familiar as possible though, so the same configuration menu will still be available, it now simply includes support for switching devices during the binding/mapping process.

    Obviously, this means changes in the configuration files. The game will automatically update the old file formats for the new one the first time you launch the new version. However, you may need to rebind your controls for the new system if you have more than one device attached to your system and/or if the axis channels do not match between the old system and new.

    When you enter the configure controls menu, you’ll see a new option at the top that lists the current device. Use the <<<>>> arrows to switch the current device to a different one to select an input for a given control function. When binding buttons, select the device you want to map the control to before clicking on the control to map. You can switch between different devices when binding axis channels at any time.

    All of the same functionality should remain available with the exception of channel 7 for X52 users. For some reason, this signal just isn’t picked up (even though it is on X36 and X45’s). I am in contact with the author of the multijoy DLL I’m using to see if support for it can be added. Most X52 users may not even use the top rotary dial, but I’d like to make sure it’s included at some point (if you need it in the meantime, SST should work)

    I’ve implemented both the template option and the hangar option. The new options should line up well with the game’s design and challenge. Much of the feedback helped establish these goals:

    Templates:
    - Templates will use a ‘global’ system, so all profiles will be able to access the templates.

    - The external file system will let you share your templates with other players.

    - You will be able to store up to 10 unique template designs.

    - Each saved template will display the frame, engine, shield core, cargo bay limit, fuel tank class, and wing/thruster class.

    Hangars
    - Each primary trade station will allow a pilot to rent one hangar. Each hangar can store one complete ship plus up to 5 bays worth of cargo. This limit has been applied to keep storage options limited enough to keep players moving and storing items throughout the game’s universe rather than throwing everything in one location, potentially giving them exploitable advantages. It also keeps things fairly realistic by limiting the storage space for each pilot to leave room for others. With all of the stations available in the game, the player can still store many different ships and a lot of cargo, even in the same solar system.

    - Each hangar rented will cost the player credits for as long as they store items or a ship at each location. You won’t get hit with multiple charges all spread out, instead, fees will be charged on a common billing cycle and all hangars you own will be consolidated into a single payment per cycle.

    - If you have a ship in a hangar you’re at, you can swap it with your current ship. You cargo and equipment will transfer from one ship to the other automatically. If the new ship doesn’t have the space for cargo, fuel, or weapons, you’ll give them up to the station upon transfer unless you store them or sell them first. This is an intentional part of the design for players to prioritize and plan ahead (rewarding players who plan ahead being one of the strategy elements the game includes). Those who plan their ship-swapping in advance can be rewarded by not only keeping more of what they acquire, but also profiting from it.

    - If you do not already have a ship in a hangar at a location, you will be given the option to store the ship you have and will need to duplicate another so you are never without a ship. If you have the money for the procedure, it will be done for you automatically. You can then change your duplicate ship to whatever else you want once you’ve placed your original ship in storage. Currently, I’m letting the system allow the duplication of any ship at any trade stration, rather than restricting it to only stations that support the design. The reasons for this are to allow the storage of any ship at any trade station and to operate with the option not being available at constructor stations or carriers (trade stations exclusively).

    - I’ve decided not to require a station license to use hangars. This lets early players get access to hangars sooner. Licenses will still help you by reducing the access costs for a hangar in a hostile or moderate system. They just won’t be required to rent a hangar (their repeating costs will likely be plenty sufficient for most players).

    - You’ll have the option to sell a ship in storage, in case you want to empty your hangar later on.

    - Hangars must be completely empty of a ship and cargo in order to remove the storage fees.

    - To accommodate the required profile changes for the new hangar system, your profile will be automatically saved as you make changes to hangar storage.

    I plan to have a test build available some time next week.

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