Mister Adequate has talked before about a little game called Endless Space, but we’re going to talk about it again because it’s just that good and because it was also just officially released!
Like any true 4X, Endless Space takes a little bit of time to get used to. You’ll need to give yourself an hour or so to get used to the UI and how things work, and then you’ll probably need another several practice games after that to figure out how to not languish in last place in the score chart (hint: just focus on money, industry, and expansion.) But if you’re willing to work at it and get past all of that, then you’ll soon find yourself faced with a very solid and polished space 4X in the vein of Master of Orion and Space Empires. The races are wonderfully inventive, the tech tree is a delight to navigate, and on the lowest graphics settings it will run on most computers. It’s very easy to find yourself sucked into the “One More Turn” mentality with this game, a true sign of a good turn-based strategy.
Overall this is a game that is well-worth playing for a variety of people: longtime 4X fans will find themselves right at home, and people new to the genre will find this a challenging but rewarding gateway to the genre. It may not be Master of Orion 2, but it might be the best homage to it thus far.
Fillies and gentlecolts, we’ve got something we need to talk about. There’s a game on the horizon known as Endless Space, a 4X game that I had previously heard of but only kept half an eye on. Well as it turns out it was very recently put up on Steam and pre-ordering, as is becoming something of a norm for games from non-major publishers, gives you alpha access.
To bluntly not put too fine a point upon it, the alpha is as good as most gold iterations of other games. It is incredibly smooth, clean, and lovely to use. It obviously still needs work, but even as a late alpha game it seems to be entirely playable and thoroughly enjoyable so far, and I’ve been playing it for a couple of hours solidly now. As regular readers will know by now both Pike and myself are ardent fans of the 4X genre, playing stupid amounts of Civilization for example. Pike rates Sid Meier’s Alpha Centauri as the single best game ever, and I rate it in my top three. And on the SMAC note, Endless Space has a very pleasing quasi-homage to SMAC in the tech tree icons.
Endless Space hits the usual list of items that a 4X should, the whole 4X part of it that is, but it’s doing so in a way that is clear and making a lot of sense, providing a sense of rapid, but controllable buildup as you discover new technologies, unlock new buildings, and acquire new resources. In many ways it also takes after MoO2, for example in letting you colonize planets within a system once you’ve got one colony in it, without the need for new colony ships. Building your infrastructure is also a curious affair; you choose an area for each individual planet to focus on, like enhancing farming or being a trading hub, whilst you build your more typical improvements on a system-wide basis. It’s an interesting hybrid as a solution to the problem of the appropriate scale on which to handle this side of the 4X genre and so far I have to say it’s a fairly effective one; systems are the main basis of your empire, but your planets are still more than just completely interchangeable or indeed entirely invisible subunits; they have their own character and you can influence this.
Combat is the part of the game I’m not yet 100% sold on, though I’m not sure how much remains to be done there I hope there’s a little tweaking. It plays out as a video, rather like GalCiv 2’s combat scenes, but in ES you have the ability to choose actions for each of the three phases of combat; for example you can choose to deploy nanobots to repair your ships, to divert all spare power to weapons for a risky offensive, and the like. It’s a sound idea and could be a great halfway point between the full control of, say, Homeworld and the completely hands-off nature of GC2, but I think a few more options are needed in the early game to really ensure this works, and combat needs to be a bit more… I’m not sure exactly, visceral? It feels a bit like it lacks in impact. Still, it’s a commendable effort that is, as with everything in this game, very well presented.
There is also the standard 4X element of ship design, and this seems like a very good effort with a wide and increasing array of options as you progress through the tech trees; there’s not a huge amount to say except that there are no complaints whatsoever from me.
The thing that’s really getting me into this game, however, is the sheer level of polish that is present. As I’ve said it’s an alpha, but it acts nothing like one in most regards. Everything is fast, clean, smooth, obvious, and I actually turned the tutorial off because the screens and their tooltips provide more than enough information anyway. The music is atmospheric and suitably grand as well. Never underestimate the power of a good interface and a solid atmosphere – it’s the difference between a good game and a classic one, and it can make even a mediocre game enjoyable.