Posts Tagged ‘FTL: Faster Than Light’

Games Are Best When Things Go Wrong


That headline doesn’t refer to the times when games break and throw up oddball bugs for our amusement, but rather when games throw so many problems at the player that they become a sort of jeopardy-based experience in crisis-juggling. Earlier today I was running through my game collection and thinking about what I might like to play. It wasn’t Dishonored. Three things other stood out: Day Z, FTL, and X-Com. I began to think about what those had in common which, and what that said about my enjoyment of this year’s immersive masterpiece.

And I realised it was this: peril.
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FTL: The Fatal Frontier – The Last Stand

Having a number one

These were the voyages of the Starship Moggy. Its eight-sector mission: to explore strange new worlds, to seek out new weapons and new system upgrades, to boldly go somewhere no-one has come back alive from before (apart from save-scummers).

Sector 8. The end of the line.
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FTL: The Fatal Frontier, Sector 7

Captain as of Star Trek Nemesis I THINK YOU'LL FIND

And so my FTL campaign, the flight of the starship Moggy, limps to the game’s penultimate sector. It seems impossible that we’re still alive at this point – let alone that we now have seven crew, three guns and NO-ONE IS DEAD. The looming question is whether or not we’re anything like equipped for the final showdown in Sector 8 – but then again it’s foolish to go asking that before we’ve survived Sector 7.

Ah, we’re in the Engi sector. Home, in a sense. I have four Engi on my crew, we’re in an Engi ship and we’re attacked by roaming Engi a whole lot less than by any other species. Home. But better not get too comfortable.
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FTL: The Fatal Frontier, Sector 6

Captain of the Excelsior as of Star Trek VI I THINK YOU'LL FIND

I’m feeling pretty good, which is exactly the sort of thing one should never say in FTL. Doom, disaster and dismay inevitably looms, but having pulled my ship and my crew back from the brink of disaster at least I’ve got a war story out of it. Now, let’s see what’s out there in Sector 6 – this needs to go well, as I’m now just two sectors away from the final f(l)ight – presuming I survive that long.
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FTL: The Fatal Frontier, Sector 4

Continuing my FTL journey into the heart of doomed space-darkness. Read the earlier installments here.

Jump 1

A new sector! We’re down to 25% hull, still don’t have a proper gun and have spent all our money on repairs that didn’t last long. Damn, we’re in a tight spot. So do we exercise extreme caution or take big gambles in the hope of big pay-offs?

Here’s the first dilemma. We run into some rebels, who miraculously don’t attack us on sight. Wusses. Shall I demand surrender of their goods? You never know, maybe they’ll be afraid of men called Steven and just cough up without a fight.
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FTL: The Fatal Frontier, Sector 3

beyond staring eyes

With two sectors survived, things don’t look to good for the good ship Moggy, crewed by two Engis and a human named after cats I have known. The hull’s taken a beating, we’ve almost no cash and we don’t yet have any upgrades to speak of. Meantime, our enemies forever snap at our heels, and the challenges we’ll face in this next, Zoltan-ruled sector will likely be stiffer than that we’ve yet faced. Anything could happen, though. After all, space is big. You just won’t believe how vastly, hugely, mind- bogglingly big it is. It might even be big enough that I’ll find a gun in it somewhere. Oh, please dear lord let me find a gun.

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FTL: The Fatal Frontier, Sector 2

Continuing my imperilled escapades in spaceship sim/roguelike FTL: Faster Than Light. With a crew named after cats I have know, I’ve survived the first sector but at the expense of 50% of my starship’s hull and I have no meaningful upgrades. No-one is dead, though. Repeat: no-one is dead. I’m going to keep on saying that, because it’s the only thing I’ve possibly got to brag about here.
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FTL: The Fatal Frontier, Sector 1

FTL: Faster Than Light is the spaceship management/roguelike hybrid that everyone in the world is playing right now, living and reliving endless numbers of doomed space crusades, disastrous journeys and euphoric tales. There are eight million stories in the naked universe. This will be just one of them.

These are the voyages of the starship Moggy, crewed by a brave band of humans and aliens named after cats that I have known. This was an egregious mistake, as seeing my childhood pets burned, asphyxiated and lasered to death almost immediately proved traumatic. Still, we exist not merely within a universe, but a multiverse. One crew of feline-named space travellers might meet their tragic doom, but perhaps, in a parallel existence, another band of desperate starfarers might just have succeeded… (Of course they didn’t. This is FTL. But the multiverse does at least allow for the story to be told anew).
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All Systems Are Go: FTL Launches Today

FTL is out today! At long last. I reckon there’ll be a fair few people reading this who are about to receive their first Kickstarted game and that’s quite exciting, as is FTL itself. I’ve already shared some of my thoughts on the beta version but it does seem as if I’d been drinking vinegar that day. Skimming back through my words, I don’t seem quite as enthused as I actually am about the game’s finer points. When fires rage and crew members panic from room to room, FTL is a delicious brew, random elements combining to create a heady commingling of anxiety and roleplay. It’s a new form of ARPG. Available direct from the developers, on GOG and Steam shortly.

Interview: Subset Games Talk FTL

Last week Adam posted some impressions of the spaceship managing FTL, and you’re allowed to read them. And now, Craig’s spoken with its creators, Justin Ma and Matthew Davis. They talk about how the project came to be, how they’re still in shock over their massive Kickstarter success, and how it was that the game was inspired by text adventures.

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Impressions: FTL Beta

FTL didn’t just have a successful Kickstarter, it was stratospheric. Having asked for enough to finish off their roguelike spaceship sim, the two person development team received enough mony to build an actual interstellar vessel. Thankfully, they stuck around on Earth long enough to finish off the game, which should be out next month. In the meantime, here are my thoughts on the beta.

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Lightspeed: FTL Beta Arriving Later This Month


Awesome-looking spaceship-managing rogue-like type FTL: Faster Than Light, is going to get a beta later this month, according to Mr Jubert speaking to BluesNews. You’ll recall that the game did extraordinarily well over on the Kickstarters, raising an extra special $200k when they were only asking for $10k. Really, Internet, you do spoil us.

New video below!
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You Could Be Playing Dungeon Master Right Now

I always saw the bodies top-right as some kind of weird logo.

With Legend Of Grimrock coming up soon, my thoughts turned back to the original Dungeon Master. Released in 1987, a year I mostly spent aged 9, it was for me one of the most defining games of my childhood. Smart, enormous, and terrifying, it was such a stride forward for gaming. But I was pretty certain getting it working on a Windows 7 box was going to be something of a fiddly nightmare. Not so!

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Our Scanners Have Picked Up More FTL Footage

New ship design. Mmmm, stealthy
I am sad. The updated version of space-faring roguelike FTL the developers are showing off in their beta video series is a few steps beyond the IGF version I have on my PC. So, yeah, you might like what you’re seeing and want to play it, but take a moment to think about what it’s like to be me? To see a better version of a game I own, but can’t have yet. I will accept your pity. I’m about to throw a massive, over-entitled strop. Hnng. HNNG. No, I can’t stay mad at them. Not after this video shows what they’re adding to the game: new ship designs, stealth elements, and NPCs to fix fires. Also: fire beams to start fires.
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Finalising The Frontier: FTL Footage

I'm beaming... with delight
You can’t spell ‘futile’ without ‘FTL’, and demonstrating randomly generated and bastardly tough space roguelike FTL without flicking some special developer switches seems, to me, the very definition of it. But the FTL devs are brave space types, venturing into the depths of their wonderful space-ship management sim to show off the new additions. Their 1000% Kickstarter funded indie game was already amazing, but they’re mining those Star Trek tropes for all they’re worth: they’ve added cloaking and teleporting. “Captain, we have an incoming message from YouTube.” “Onscreen, Lieutenant Sexington.”
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Beaming: FTL Is The Star Trek Game I’ve Always Wanted

FTL FTW
Every fantasy you’ve ever had to reroute power to the shields exists in FTL. I know because I just pulled power from the sick-bay to boost my shields while I attempted to flee a hostile enemy scout. If you don’t have those fantasies yet, then soon it’ll be all you can think about. FTL’s random, rogue-like space-faring nastiness just got me into an unwinnable fight against an unmanned scout ship: if I destroyed it, it would automatically send out a distress signal to inform the rest fleet that I’d just Captain Mal-led him. So instead of going for a death blow, I had to stoke the shields and retaliate by hitting their weapons, keeping us both alive while my FTL drives powered up. No-one was hurt so far; the sick-bay was expendable. Recuperation would have to happen post-battle.
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A Fortnight Of IGF Demos Starts On Onlive Today

Sweep up a Dustforce demo
Onlive and the IGF are spooning for a fortnight. The sensual lovers are celebrating the Indie Gaming New Year by giving you access to 30 minute demos of 16 IGF finalists. The alphabetically sexy list of games is: Atom Zombie Smasher, Be Good, Botanicula, Dear Esther, Dustforce, English Country Tune, Frozen Synapse, FTL, Lume, Nitronic Rush, Once Upon a Spacetime, POP, SpaceChem, To the Moon, Toren, and WAY.
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