Wot I Think: Everspace

Sci-fi dogfighter Everspace [official site] has been stuck in the early access nebula since September last year. But last month it turned up the warp crank and charged the star batteries to “quite full”. Zoom! It’s a roguelike that our Alec took a peep at once before. But it’s properly out now, so I’m going to tell you wot I think.

It’s an arcadey, gun-swapping dance of asteroids and explosions. I’d call all the boosting and lasering and missile-launching a “ballet” but that would imply some finesse on the part of the pilot, whereas I have none. Nevertheless, it’s a better-than-average dogfighting sim – uppercase “DOGFIGHTING”, lowercase “sim”.

The tale is straightforward. You’re a clone with amnesia because this is a videogame and you have to jump from sector to sector to earn flashbacks of your origins. A computer voice is there to help you and periodically fills you in on the half-hearted politics of the universe (some reptile aliens called the Okkar did a war with humanity, then the war ended but they still don’t like each other).

The story, delivered with voiceovers and moving sketches that appear between sectors, doesn’t matter much. You’re here to shoot. Primary weapons? Let’s see, pulse lasers, gatling guns, fusion cannons, beam lasers, flak cannons… okay, check! Secondary weapons? Light missile, heavy missiles, shield breaker missiles, another bigger, explodier missile… check! There are also different modules and consumables that come in handy, like drones that will fight for you or recharge your shield. Or mines that you can drop behind you. Or anti-missile point defenses. Or a “time extender” that will slow everything down for 20 seconds or so and make any dialogue audio gooo realllyyyy sloooooow iiin the moooost comicaaaaal waaaaaay.

But the Okkar, not the story of them, are what drive you on. After warping into each new area you only have a limited time to blow folks up, loot their corpses, explore a little, rummage through derelicts, and slurp up any plasma, gas, credits or fuel lying around. Sooner or later a red blinking light and buzzer will warn you of imminent super-powerful Okkar ships, coming to have a go because they think they’re hard enough (they are). Point your ship at the exit and warp away before they come and shred you to bits. You’re greeted with an FTL style starmap, letting you choose which system to hop to next. At the end of every sector there’s a warp gate that takes you to an entirely new sector, and new starmap, with the difficulty hike that this entails.

Fuel is an important commodity in this respect, much more so than the ore, plasma, crystals and scrap that allows you to upgrade your weapons and craft new consumables or ammo. If your tank is empty and you try to jump on fumes, you’ll be warned that it can severely damage your ship. It’s sometimes worth the risk, if the Okkar are already there and there’s no time to look for the nearest abandoned petrol station, why not press the “maybe you’ll die” button? I’ve gone bust a couple of times to this dice roll, but I don’t regret making the bet. And anyway that’s a poor metaphor, you never really “go bust” in this game because every death lets you cash in your chips.

That’s because you are able to upgrade your spaceride between deaths, banking all the credits you clutched to your breast while exploding. This is done via an inter-death tech tree of sorts. On top of extra weapons slots or space for more consumables there are extra hull points, better credit drop rates, higher critical hit chance upgrades, fuel efficiency, and all different kinds of incremental stat boost. Earn enough cash and you can unlock new types of ship – a light, stealth-ready fighter, or a heavy but shieldless gunship.

One odd element of this menu is that each perk demands multiple injections of cash just to reach its next “level”, each injection more expensive than the last. This is good if you die and want to spread your credits all over the menu, slowly building up a better ship. But feels like more of a rip-off if you’re the type of player who likes to secure one or two skills at a time. Even during my most wealthy cashing-in periods I often came away feeling like I’d unlocked nothing particularly exciting or useful. A bump in stats, and not much more. I’d earned an extra centimetre of padding in the soles of my shoes, when what I really wanted was some roller-wheels installed in the heel, or maybe those red lights that blink with every step.

The roguelikeness of this is emphasised from the start then. This is not a space sim in the traditional sense. There’s very little “downtime” between bouts of combat and you can’t ignore the fighting altogether and survive by salvaging bits of old freighters, or make a living by running sardines from one space station to another. It’s an action movie set in space, not hard sci-fi you can indulge in while listening to Radio 4.

Although, it does lift enough tricks from its brother genre to add some variety. Your ship’s systems can get damaged, for example, altering the way you play and forcing you to fly differently. When your primary weapons get banjaxed, they fire slower, forcing you to rely on missiles, or encouraging you to try to kite enemies towards fighters of another human force called the G&B, a corporation who are neutral to you by default but who will get nasty if you steal their space oil. When your life support is damaged, your oxygen starts to slowly tick down, meaning you need to repair it asap. Another resource – nano bots – is necessary to fix any broken system, but these also weld up bulletholes in your hull, so applying them where needed is often a balancing act.

Likewise, there are traders who’ll do rigid deals with you, and the occasional sub-quest will be automatically added to your HUD by the computer – something that’ll earn you credits from nearby humans. These additions add a bit of spice to the dogfighting, leading to sim-like moments when your missiles won’t fire and your air is running out and oh god here come the Okkar and I haven’t got enough fuel and I haven’t collected enough nanobots to repair before the jump and I’m in the middle of an electrical spacestorm and I’m probably going to die but let’s gooooooooo!

Boop. Well, look at that, you’re still alive.

Like I said in our recent podpod, this kind of moment will probably happen to everyone, because the game is tilted in such a way that it always happens. But that’s the joy of roguelikes, there’s always a point where the downfall seems inevitable and you somehow scrape your way out of it like a newly born lizard escaping from a den of snakes. Fans of that feeling, and those seeking its quick and easy sci-fi replication without investing dozens of hours grinding or losing thousands of space credits in the process, will appreciate this game’s no-nonsense delivery of those “oh no I’m deffo dead this time wait what” moments.

And yet, I’ve still described it only as a “better-than-average” game. This is largely down to one thing: the controls. By default your firing reticule is independent of your ship’s facing direction. In other words, where your guns point and where your nose points can be totally different. The sensitivity of this reticule is also uncomfortably high. All this can be rejigged, thankfully, but even after doing so it still feels off. I suspect this is because it has been designed from the thrusters up as a VR experience first, with the ability to look around being extra important, and that focus seems to have affected the way non-headset users like me will have to play. The independent reticule feels floaty and weird, but the fixed reticule means it’s a bit harder to follow everything, since you can’t look around.

It doesn’t completely ruin the dogfighting though, and it’s hard to tell if my battle with the controls is a fault of Everspace, or simply the result of being spoiled for over a hundred hours by the joystick controls of Elite Dangerous (Everspace has no joystick or HOTAS option, and the gamepad controls are worse than the keyboard and mouse, with even the developers recommending the use of the latter). After swapping out the floating reticule for the fixed-in-the-middle crosshair and dying a few more times to missile silos embedded in otherwise barren spacerocks, I did start to get a feel for the ship’s slidey zero-gravity tango. At least until my inertia dampeners were destroyed and my ultra heavy gunship started to drift around like some kind of drunk bowling ball.

That’s really the appeal here – Everspace is at its best when one or two bits of your ship are busted and you have to improvise slightly during fights and prioritise finding the nearest mechanic station or a pile of nanobots. When the pressure is on and it embraces those sim-lite incidents, it can overcome its dogfighting simplicity and dainty flight controls. For me, however, I’m not sure that’s enough to keep playing. When I rollick around in space I want a big universe and the ability to go into orbit around any planet, not “these seven planets”. I also like to take my time, have quiet moments when I can appreciate the beauty of space (and that’s an extra pity here because just look at these screenshots – it is ravishing). But it’s difficult to stop and smell the vacuum when what matters most is pew-pew-pew and the rapid onward push to the next sector. But that’s just me. If you want noise, combat, speed and the occasional hurried decision, developers Rockfish have you covered.

They also resisted calling it “eVRspace”, so well done for that.

Everspace is out now on Windows and Mac via Steam, Humble and GOG for £23/$30/€28.

From this site

55 Comments

  1. Faldrath says:

    No joystick and poor gamepad controls are really a headscratcher in a game like this. I quite liked the sound of a simpler Elite I could play in short bursts just to shoot things up, but having to use kb+m would feel so weird…

    • p2mc28 says:

      I play with an Xbox controller, my brother plays keyboard+mouse, and we both prefer our chosen input devices.

      He plays in 3rd person view, I play 1st person (with no cockpit, unfortunately; it obscures the arrows of important things too much).

      It’s pretty interesting to see how differently the game looks/feels between the two options. With the mouse, my brother has this reticle freely floating about the screen, shooting things (awarding mouse precision) whereas I basically “chase” the targetting reticle with the controller, keeping targets in sight.

      Basically, if you have the option, try both. You simply might prefer one over the other like my brother and I do. My only gripe with the controller setup is that it’s a little uncomfortable to hold down/use boosters (L3) while trying to do much else.

      • Premium User Badge

        Ericusson says:

        My experience went from bad to awesome in Early Access when I switched from joypad to mouse and keyboard.

        I waited for release but couldn’t get into it on my laptop while traveling so will try it out againproperly back home on my 34′ monitor which makes a huge difference in the experience really.

        Also, I really also think the game is way more beautiful when played in 1st person without the cockpit really, you get to enjoy beautiful space sceneries on a big monitor this way.

        • Premium User Badge

          Ericusson says:

          I want to add that the fact people find different play styles that suit them is a sign of quality to me.

          And I always had plenty of time to admire space vistas past the first hours where you learn the basics of the game really.

          I think the game deserves more praise that what looks like a too quick-review-because-it-had-to-be-done on the site and E3 kept everybody too busy to do it properly.

    • Danarchist says:

      I played this at a friends house using his VR headset and it was even prettier than the old screen version enjoyed by us “poors”. The lack of a joystick however had me trying to angle my head in a way i could see in front of me but still glance down at the keyboard so I could quit hitting the wrong damn button. I imagine someone will love this enough to mod in some sort of hotas controls. Not sure how easy that would be, but modders always seem to one up my expectations of possibility.

    • strumpet says:

      No joystick on a space sim type of game is ridiculous. I had the same problem with House of the Dying Sun. Gave up after 5 minutes.

  2. AngoraFish says:

    Not a roguelike.

    • Premium User Badge

      Drib says:

      I literally cannot tell the difference between this game and Rogue.

      • Iamblichos says:

        Seriously, what’s with that guy? Even if it didn’t play exactly like Rogue and Nethack, all the ASCII should have given it away!

    • atiaxi says:

      Wait, this whole time everyone’s been arguing over what is and isn’t a roguelike when AngoraFish, Arbiter of Genres, already knew!? Cripes, all that time wasted, when we could have just delegated the task to AngoraFish, Objective and True Knower Of What Is And Is Not A Roguelike Because This Is In No Way Subjective And Arguing Over Genre Labels Is Totally Not A Waste Of Valuable Time!

    • Premium User Badge

      Captain Narol says:

      Who cares, anyway ?

      Genre categorization are for people who think in boxes. Think out of the box and enjoy (or not) that game for what it is.

      • aepervius says:

        Just in case you are not sarcastic :

        Genre characterisation is not about box, but about knowing what the media you are looking at is what you would want. If you go to a film and expect and want a hardcore sci fi and are sold a romantic comedy, you would not be happy.

        Genre in game are also helping you limit what you want/dont want. If i hate walking simulator then knowing if something is a walking simulator and NOT an adventure game is important.

        There is a reason book, video, and dvd/cd music are separated in genres. Why people want to blur this with game and re-use categories where they dont belong is beyond me.

        • Premium User Badge

          Captain Narol says:

          When I pick a book, a movie, a Music CD or a game, I just want it to be good and enjoyable, and I don’t care what genre it is supposed to belong to.

          By picking stuff based on genre, you’re locking yourself out of good products that you could have appreciated even if they belong to genre that you usually don’t like.

          When you think in boxes, your mind is your prison and you never grew out of it.

          • Robert The Rebuilder says:

            But what if you want to pick out a box?

          • Someoldguy says:

            When you’re spending money on something, it helps if the description on the box reasonably accurately describes the contents of the box. That can help you decide whether you’re going to find it enjoyable or not, which is of course what we all want.

          • davebo says:

            Did you consider that what’s “good” is completely subjective and that some people would get more enjoyment out of say a mediocre roguelike than they would a really excellent JRPG?

          • aepervius says:

            I am sure that some very rare soul are happy that in a restaurent, where they order bannana split and instead receive grilled salmon, they are still happy. Most of us would be pissed off though. Think a bit outside of your *own* box and realize categorisation exists out if good reason.

          • Premium User Badge

            Captain Narol says:

            Quality is not all subjective, a good product in a genre you usually don’t like can be greatly enjoyable still if you approach it with an open mind.

            It’s trying new things that makes you grow as a person, staying prisoner of a genre will keep you stale.

            Genre as an advertising tool is a trap, what really matters is the list of features and how they are implemented.

            No wonder so many people bought out the crap that “Alien Colonial Marine” was if they picked it up just because they liked the genre and didn’t pay attention to reviews.

            Otherwise said : “Don’t judge a book by the cover”.

            Categorization is for people who are too lazy to pay attention to details and the specificities of each product. Do your homework before you buy something, don’t make generalisations based on the subjective notion of genre.

          • syndrome says:

            @genrephilic guys
            But what if you want to pick out a box?
            Then you go and check out the game on yt if it doesn’t have a demo already. It’s 2017. Pick all the boxes you like. Live in a box, I don’t care. Sometimes games are good even without having simple words to describe them.

          • Someoldguy says:

            “Categorization is for people who are too lazy to pay attention to details and the specificities of each product. Do your homework before you buy something, don’t make generalisations based on the subjective notion of genre.”

            No, products get categorised because most people find those categories very useful when making a decision. If you describe a game as an ARPG or JRPG I will instantly know that I need to be very cautious about purchasing, because I have only found a handful genuinely fun and have bounced off many that have good reputations. That means definitely waiting until people whose recommendations I trust have reviewed it, not just taking the opinion of the first couple of major sites as good enough. Even then I’ll wait for the product to be discounted because I can be reasonably sure I won’t play it for long.

            On the other hand, I’ll generally enjoy even standard 7/10 Western style RPGs enough to not regret making my purchase. Not only do I purchase based on a single reputable site’s review or late-stage preview, I have been prepared to kickstart them from reasonably trustworthy developers and had satisfactory results. That simple categorisation makes a big difference in my decision making process because it has proven over many years to work well.

            Have I missed some great games that I really would have enjoyed because I stopped looking after I saw the category? Almost certainly. But I couldn’t tell you which ones I would have found great despite their genre, and nor could anyone else. It’s absolutely certain I’ve saved myself a lot of wasted money. Fortunately these days we have sites like RPS doing game retrospectives so we have a chance to catch them years later and deeply discounted. I’d certainly never have played Life is Strange without them.

          • SanguineAngel says:

            Genres are simply a loose collection of criteria.

            I agree with you in that I would not limit myself by refusing to play a game outside of my genre.

            However, there are a LOT of games out there. Genres are an excellent tool for consumers to narrow down their options to a mangeable amount – there’s only so much money to spend or time for research or play.

      • vahnn says:

        ToeToolBisquik cares a deal, and rants about it with fervor. Many folks agree with him.

        I personally don’t care about how strict these labels are, but I do like having an idea of what to expect in terms of gameplay. When it comes to music, my tastes are vast and varied, and I tend not to care about small distinctions between subgenres of, say, punk or metal. But when it comes to games, I tend to want to know exactly what I’m getting into, and improperly attributing one genre’s characteristics to a game gives one the wrong impression about what they’ll be doing in exchange for their money spent.

        For instance, I’ve followed this game for a while and I’m baffled as to how “sim” and “simulation” came to be associated with this game at all. You do not learn any detailed systems or functions of your spacecraft, you do not mimic startup procedures or manipulate “realistic” systems to operate the ship. And so on.

    • Nest says:

      Seriously. Unlocking persistent upgrades over the course of multiple failed runs is pretty much the *opposite* of a roguelike. They might as well call it “Lovecraftian” while they’re at it.

      • abobo says:

        Rogue Legacy-like

      • UncleLou says:

        It is not the *opposite*, it is a variation. These genre denominations are not static, and games like Rogue (!) Legacy still have a lot more in common with Rogue than with games where you can save (and load, if you die) your progress anywhere.

    • Caiman says:

      And… drink!

  3. NetharSpinos says:

    The mention of bafflement towards keyboard & mouse control ‘with even the developers recommending (them)’ and the whole business with the reticule feels very odd to me, as this is exactly how Freelancer was controlled, and is a nostalgic joy to return to.

    • Faldrath says:

      That’s a fair point. God, it’s been so long since I last played Freelancer…

    • Sargonite says:

      Yeah, I absolutely LOVE the controls in this game. Love love love. I haven’t had this much fun flying and fighting in a space dogfighting game since Battlegrounds II, and this looks way better with way more environmental variety (though I do miss the capital ship slugfests).

    • Tigris says:

      Same for me. I really like the controls. It feels great with Mouse and Keyboard (and as said is like freelancer).

    • Det. Bullock says:

      Freelancer was essentially the *only* game in the genre that forced you to use mouse and keyboard with no other option, arcade or not Joystick+Keyboard had always been the default controller for these games until then with M+K only coming second.

  4. Hoot says:

    Just felt I had to chip in here, bought the game but swiftly got a refund as I was expecting something a little…deeper. It’s as shallow as a paddling pool.

    I know it’s arcade-y. I knew that before I bought it. But I expected there to be a decent amount of customisation with skills and upgrades that actually change how the game plays or the ships handle. Nope. It’s all percentage upgrades. Do 10% more damage. Take 10% less damage. This is 10% cheaper. Etc, etc.

    Every run feels identical. I can tell whats coming everytime and this is on the back of a 3 hour playtime.

    Sure, some people will like it and it is a very pretty game, but completely vapid in its mechanics and upgrades systems.

    • Darloth says:

      That’s not entirely true – there are significant upgrades that change major parts of the run, they’re just not in the perks section. You have to unlock them via discovery along the way instead of via credits.

      Things like your projectiles split into smaller homing projectiles, or your weapons all do loads more damage but you also take loads more damage, or occasionally ancient aliens show up to help out, that sort of thing.

      On the other hand, the percentile / unlock perks are the majority of the upgrades, certainly early on. I have played for about… I’d say six or seven hours on the release version, and I have unlocked only two Enhancements. As a counter-counterpoint, some of the perks are much larger than others. Sure, +10% resource gathering is nothing special, but an extra device slot (from 2 to 3) is a pretty big deal, allowing much more varied ship builds, and you unlock blueprints so the more you play the less random you’re forced to accept.

      • p2mc28 says:

        To piggyback on your comment – I haven’t upgraded either much (focused on Pilot upgrades first) but while I think the Stealth (scout?) ship is extremely good early on, I feel like that Gunship would turn into an invincible murderplatform later on once you’ve gotten a lot of upgrades.

        Also, both of those ships play appreciatively differently from the initial starting ship.

    • level12boss says:

      This. I played for 2-3 hours yesterday and could tell there wasn’t going to be enough variation to make things interesting for me. Compare to a “roguelike” like FTL, or Escape Velocity, or Shiren the Wanderer, where the rules are simple but you can play a radically different strategy each time. This game is definitely more “dogfight light” than it is any sort of RPG. It’s a VR tech demo, basically, with a little veneer of gaming added on top to make it sell.

      • Tigris says:

        I really do not get this review.
        The controlls in the game felt good for me since the start, with the free aim recticle. It reminded me about Freelancer and feels just right. I really do not see what problems you can have here. It is just like in every shooter. You can walk in different direction than you look and shoot. This is also kinda necessary in the fights (it makes fighting easier) and the combat is balanced with that in mind.

        Also VR was added later, the control with Mouse and Keyboard is the same since the start of early access.

        Multiple injections of cash needed are just there, to help you spend your cash optimal.
        There are some upgrades which are really good and, therefore, really expensive.

        Having the possibility to spend the money on them over several runs, helps quite a bit.

        This also helps to make each run feel at least a bit useful.

        Of course there are pure stats upgrades, but also other “non stat” upgrades which you really feel. Like knowing where the last ship was, seeing traders on map etc.

        The 3 ships which play quite different, are even only remarked in one part of a sentence.

        The ancient race (and their upgrades) which change the way you play quite a lot, are not mentioned.

  5. Gordon Shock says:

    For pete’s sake, could someone please explain to me, in plain English, what the fuck “roguelike” is suppose to mean. I see that damn word popping out everywhere and when I look at the games that have this moniker it isn’t clear at all to me why it is so.

    Thanks

    • Hoot says:

      In simple terms, a “roguelike” is a game with gameplay aspects and systems inspired by or reminiscent of the videogame “Rogue” which was released in 1980.

      Essentially a repeatable “dungeon-crawl” with variation each time you play and in some cases persistent unlockables.

      link to en.wikipedia.org

    • Tigris says:

      Today it is often use in the sense of “Rogue-lite” meaning there are single runs (through a dungeon or space etc.)

      But after dieing (between runs) you can upgrade your stats, to have some sort of progression.

      On a pure roguelike game, there is no progression between runs, it is only about getting better at the game (and having luck with a run).

      The repeatability of the runs comes from the difficulty and the randomness of the level generation.

      (Level layout and enemy positions and Weapon/upgrade/item drops are random as well).

      Often different combinations of drops change the way you play, such that it feels different.

      In this game there is just the described Rogue-Like part.

      You start a run, going through different parts of the universe, die and can use the cash earned for upgrades.

    • Rindan says:

      Roguelike is named after the qualities of the old shitty game Rogue. If something is roguelike, it probably means that it has some for of permanent death. If you have true permadeath that gives you nothing when you die, you can call yourself a roguelike with minimal grumbling from the critics. Roguelikes also tends to have some sort of exploration through some randomly generated crap. This is why No Man’s Sky got its honorary (and totally undeserved) roguelite crown. Roguelikes also tend to be brutal and like to kill you really quick, with minimal warning, sometimes in utterly unfair ways. You pretty rarely get to have power fantasy delusions in roguelikes because you can pretty much always die.

      So, permadeath, randomly generated crap to explore, and kind of brutal and unfair. This one gets the ‘lite’ distinction for it being not really permadeath, but it does have randomly generated crap to explore and a kind of unfair gameplay.

    • Premium User Badge

      Phasma Felis says:

      Not this.

      For nearly 30 years, “Roguelike” meant “similar to Rogue,” a randomly-generated, turn-based RPG with ANSI graphics and permadeath from 1980. There were quite a few games in this genre, though they were more cult classics than mainstream hits; the most famous was probably Nethack.

      In 2008, Derek Yu made Spelunky, a free platform game that didn’t look or play at all like Rogue, but did have permadeath, procedurally generated levels, and deep, weird item/player/creature/physics interactions, all inspired by Nethack and other Roguelikes. It turned out that this was really fucking fun. Seriously, it was amazing. I’d never played anything like it.

      In 2012, Spelunky got an Xbox 360 port and exploded into mainstream success. So did FTL, one of the first big Kickstarter successes, which was a space combat/exploration/crew management simulator…with permadeath, procedural generation, and deep, weird interactions. It was also outlandishly fun.

      So everyone’s spent the past five years trying to catch lightning in a bottle and attach Roguelike elements to every other genre of game, which is…actually it’s pretty cool! A lot of really fun games have come out of it. Some of them aren’t so great, but you can’t have gold without dross. I like it.

      But calling them all “Roguelikes” is kind of annoying, yeah.

  6. Premium User Badge

    Nauallis says:

    What I’m getting from the article is that this is “roguelike” in the same sense that Call of Duty is a roguelike…

  7. Fnord73 says:

    “Roguelike”: It seems to mean “When you die, you start the level again” these days.

    • Baines says:

      Roguelike today mostly means “permadeath, but with permanent unlocks/upgrades.” Which isn’t even really permadeath.

      The modern usage of “roguelike” is about three or four (or more) generations removed from what the term originally meant. The modern usage only involves the original Rogue by name; it instead pretty much means “kind of similar to some games that were released a few years ago and called Roguelikes, even though they themselves were only kind of similar to some games that…”

  8. Sakkura says:

    The controls were not made for VR at the expense of monitor players. It’s actually considerably more awkward in VR.

    link to reddit.com

  9. left1000 says:

    Yeah, there’s no definition of rougelike that both has any useful specific meaning at all, AND applies to this game.

    It’s a game with random facets. It’s maybe inspired by traditional ARPG’s though? that might be a valid statement…. or heck, using roguelike in the opening blurb is forgivable maybe, it’s a buzzword.

    Below the fold though making up the roguelikeness to describe something with none?

    Personally I’m a big fan of the word roguelite, to refer to the genre of modern action rpg’s with random generation.

    • Premium User Badge

      Phasma Felis says:

      To be fair, traditional ARPGs mostly spring from Diablo, and Diablo was straight-up a realtime Roguelike without permadeath (and with fancy graphics).

  10. Det. Bullock says:

    More or less what I expected and it would have been nice but until they patch in joystick support I won’t buy it, on the gog.com forums they said they are going to patch it in with one of the next updates.
    Also I don’t think they intended the controls for VR since they also said that there are still problems with implementing it.
    Since above most of the people who liked the controls are citing Freelancer I wouldn’t be surprised if they used that control scheme as a model. Unfortunately when you are used to classic space dogfighting games that kind of control scheme is very hard to swallow.

  11. Lobotomist says:

    Its a shame they adopted “roguelike” FTL-like gameplay.

    The game would flow much better as diablo like ARPG manner – where you enter random zones and pick up loot that you dont lose upon death.

    Like this the game looses drive to replay it over and over very soon

  12. drinniol says:

    Oh jeeze, you guys are worse than music genre snobs (almost).

    All genre descriptions are a spectrum, in this case it may be on the lower end of the scale of 0 to Rogue, but as long as it has aspects that when someone says ‘roguelike’ you have a greater-than-zero gain in understanding the game, it can be described as such.

  13. Chewbacca says:

    Played the game since the beta but I don’t really see what the problem with the controls are. Only played the game with gamepad so far (always in 3rd person (ship?) mode) but had never any problems as soon as I remembered where everything was. Maybe mouse control makes this game easier but so far it always felt like a smooth dogfighting experience. I don’t really see what is missing there from the gamepad controls. I also always played with the reticule facing where my ship faces.

  14. haldolium says:

    I found Everspace to be really enjoyable in small doses. Fly through a sector, maybe a system, quit, come back later.
    It may not create an endless hook like FTL (what does anyways? FTL is still unequaled) but the joy of the moment-to-moment gameplay, extremely well polished controls with m/k, good feedback and gorgeous visuals make it a worthwhile and still unique experience that works very good in what it does.

    I also appreciate the removal of scanner drones. They made the playthroughs a lot less interesting, revealing any loot in a system from the start with no exploration or consideration where to go.

    Wished for a bit different perspective for a review, since Everspace combines a variety of mechanics but shouldn’t be dragged too far into common genre drawers. It borrows a lot of ideas but puts them together into a unique mixture of pew-pew-shooting. The polish level of the game is also very remarkable and something that stands out very much in todays flooded games market full of inexperienced developers who barely consider much more hardware as their own laptop they make the game on.

  15. Risingson says:

    Seems like space combat games went the same way as the flight ones: either awfully convoluted or awfully stupid to play. And uniformly badly written. This is when I think adventure games are not that bad after all.

Comment on this story

XHTML: Allowed code: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong>