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Anyone familiar with my reviews knows my greatest fear for some sequels is messing up a perfectly fine system just because they can. Innovation for its own sake is not only dumb, but it’s also dangerous. It can be a series murderer. However, I am happy to report that Deadfire doesn’t fall prey to that scenario. It leans hard on its old mechanics, the CRPG roots that made it great and refines qualms about the previous iteration of the game.
Mechwarriors and the Battlemechs are separate beasts. You can swap them around, one can get messed up pretty bad and the other survive an engagement without a scratch. You need to watch everything. Facing, elevation, turn order, sensor range, and way more information that I could elegantly lay out in this review. Rest assured it is a tactical players dream come true.
After playing my review copy of the game for an hour, I sat back with a sour expression on my face. “What the hell is this?” I wondered. Is this what I was excited for? I was mostly confused because whatever the expectations I had built up about the game, and I couldn’t remember them, there was a nagging feeling deep inside telling me something wasn’t right.
Based out of Bulgaria, Haemimont Games has made the last three Tropico outings, Omerta – City of Gangsters, and 2015’s Victor Vran. Their experience with city builders in a dangerous setting – as with Tropico – show in this speculative colonization game. While the dangers are less political and more dust tornado shaped in Surviving Mars, one danger stood above the rest. Like a lab-created black hole completely out of control, I was sucked in. Hours of my stream seemed to vanish before my eyes as I struggled convincing colonists not to abandon me to the strange red landscape, with only peppy radio host to keep me company.
Well, gimmicky? Yeah, a bit. Needless? Oh no. Very needed. We aren’t going into all the details of the new games and challenges as part of the fun of the game is uncovering them. (And of course, in true Game Master fashion, listening to our NPC narrator gloat about his creations.) Everything is introduced gradually and, with the deck building aspects, you do have a hand in determining the types of challenges you will face.
Get your controller out for this one, folks. It says recommended – I would check that in as mandatory. Take a breath, ease up on the button mashing, and follow the Old Man in our look at Immortal Planet. Currently available on Steam for the very reasonable price of 14.99 USD.
You kids may know by now, this ol’ salt really likes his space games. Strategy to cockpit – it doesn’t matter, done well space is a subject that always inspires wonder. As such, I tend to go easy on games that at least try, and get angry at games that promise the moon, but roll up a cheese slice and say it’s the same thing. (You know… cause the moon is made of cheese? Do people still say that? Forget it – I’m off topic) With that in mind, Everspace is decent game. But I can’t fathom how people are calling it a rogue-like.
This game really wants to take you back. So much so, that it seems new characters will even just start out in Morrowind if they skip the intro story. Fresh off a boat in Seyda Neen, you go through a lot of the motions of the original game. There are many shout-outs, call-backs, and Easter eggs for those familiar with the first Morrowind – so many, in fact, that you’ll nearly choke on them all. And that’s okay, really. It’s what we wanted.