Distant Worlds - Initial Impression
Posted: Sat Mar 27, 2010 10:48 am
After trying many, many sci-fi 4x games - I'm more and more coming to the conclusion that developers "just don't get it". I stumbled upon Distant Worlds purely by accident yesterday - and after reading the features and forums I was getting incredibly excited. Would my search for a good replacement of moo2/se4 finally be over?
Alas, I've played for several hours now and the initial impressions aren't too positive. Don't get me wrong- it's still early days but early impressions count for a lot. I don't mind steep learning curves, I love complex games. But I feel Distant Worlds really missed the mark on some aspects. I have no idea if these can (or would) be resolved through patches or if it's purely the game design, but here's how I felt:
I know this sounds a bit like a rant, and it probably is - but I am a little disappointed after being quite excited by what this game could have been. I feel the information/feature pages definitely lack to describe the game adequately.
If anyone has any tips on how to get into the game or learn to enjoy it - please do let me know as I *want* to like it!
Alas, I've played for several hours now and the initial impressions aren't too positive. Don't get me wrong- it's still early days but early impressions count for a lot. I don't mind steep learning curves, I love complex games. But I feel Distant Worlds really missed the mark on some aspects. I have no idea if these can (or would) be resolved through patches or if it's purely the game design, but here's how I felt:
- I feel incredibly out of control of what's going on. This is due to a multitude of reasons, at least it's how I feel right now:
- My empire pretty much runs itself and doesn't really need me, at all. Besides for some incredibly shallow diplomacy options there is fairly little to do.
- Ships and their controls are pretty confusing and it's very hard to keep track of them all.
- Combat is quick and decisive, it's pretty much an rts as far as combat goes.
- Due to above, fleet/ship tactics are shallow and follow the 'zerg with as many units as possible' line, rather than traditional 4x sci-fi games where design > everything.
- Income/Resource wise there is an incredibly deep system in the background, but the player doesn't notice much of it. A pity as there's tons of 'hidden' depth.
- Research sucks and might as well not be in the game in the current format. I have no control other than spamming a few more research bases/space ports to increase research speeds.
- I love designing ships and avoid most strategy games which don't include this (A reason why I only played Armada for about 2 hours tops). However, in Distant Worlds I don't feel compelled to design ships, since I see so little in return for it.
- The interface is clumsy and doesn't give me the information or controls I would really want. Renaming objects is cumbersome yet it's the first thing I want to do with ANY new colony or ship..
- I just feel a bit... bored. I don't know what to do or what the point really is. I believe the best summary would be: I don't feel the immersion! moo2 has the little diplomacy/research/colonisation etc. videos that greatly help to get immersed in the game. In Distant Worlds I don't feel even the smallest sliver of connection to my empire, my people, my ships. I just feel like i'm watching a simulation. Granted it's entertaining and innovative for a bit but I don't see this last for a long time
I know this sounds a bit like a rant, and it probably is - but I am a little disappointed after being quite excited by what this game could have been. I feel the information/feature pages definitely lack to describe the game adequately.
If anyone has any tips on how to get into the game or learn to enjoy it - please do let me know as I *want* to like it!