Posts Tagged ‘pandora: first contact’

Wot I Think: Pandora – First Contact

By Adam Smith on February 17th, 2014.

After several months in cryosleep, I finally landed on Pandora, a world teeming with life and ripe for exploitation. The setting and intro movie stirred memories of Alpha Centuari in the muddy pool of my mind, and while it would be unfair to expect any game to live up to that legacy, I was hoping that Pandora would scratch certain troublesome itches. I spent a few hours with the game just after release but only just found the time to plunge in for an entire weekend. Here’s wot I think.

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Alpha Centaurish: Pandora: First Contact Out Now

By Graham Smith on November 15th, 2013.

This looks pretty hexy.

I first heard about Pandora: First Contact when an RPS commenter linked to it as being ‘maybe a bit like Alpha Centauri’. Except that’s not true, because I’ve since remembered that I first heard about the planet-settling turn-based 4X game when frequent RPS contributor and friend-o-person Dan Griliopoulos updated his LinkedIn profile to mention he wrote for the game. Now the game is out.

To prove that this relationship doesn’t impact on my ability to be a hard-hitting journalist, I put tough questions to Dan about the game, and I’ve included his responses along with the launch trailer below.
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Impressions: Pandora – First Contact

By Adam Smith on March 26th, 2013.

The version of Pandora: First Contact that I’ve been playing since last week is far from complete – it’s stable and packed with potential but the tech tree and map generation are just two major features that are due to experience major overhauls. When the game in question is a strategic task of exploration and colonisation on an alien planet not a thousand light years from Alpha Centauri’s neck of the universe, those aspects are important, so I can’t provide an informed opinion as to what Pandora will achieve. But I can say that many of the pieces are in place and it is, at the very least, a pleasing echo of Firaxis’ finest.

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