~ I started with the Encounters DLC so I'm not really sure what's base game or not, but the DLC is definitely worth buying for all the extra stuff ~ Something that always seemed to be missing in the 6DoF genre was large, open space maps with a few bits of terrain to hide behind, in contrast to all the cramped tunnel mazes. This game does exactly that with giant, often gorgeous and somewhat-randomly generated asteroid fields dotted by wrecks and junk. Even after seeing hundreds of the huge areas, I was only sometimes noticing repeat structures. Perhaps as a necessary element for an open field game where enemies can shoot you from anywhere, they've leaned into being a deadly roguelite action experience. In this sci-fi setting full of alien races and robots, you have “infinite” lives and just as many single-fighter ships. You can buy permanent perks after each run, but anything not spent is lost. Each run starts relatively easy but soon there'll be mines around things you want, tougher foes like giant ships and weird space creature, and menacing natural hazards from black holes and solar storms. Luckily there's a lot of friendly NPCs to meet along the way, starting with the local neutral mining corporation that offers trading and will fight anyone, and later a colorful cast of weirdos who give you missions and can start jumping in to fight alongside you. There's four ships to choose from: the basic all-rounder Interceptor, the speedy Scout which can get a better sensor range and jump faster, the tanky Gunship that can install turrets and improve drones, and the smart Sentinel that can hack faster and install more mods. Additionally, the four ships each have up to three starting loadouts, and can be further improved from the start by finding powerful enhancements to install or with perks to grant extra equipment. Primary weapons come in a nice variety for different styles of play. You might have one with strong hull damage and another with strong shield damage where you switch back and forth as needed, while other weapons do both types well enough and hit instantly. There are extremely strong short range weapons for those who get good at dodging or have a strong shield, the heat-seeking weapons and shotguns are fun to use but ineffective, the super long range rifle requires some skill but can take out enemies before they know you're there, and a few have area splash which works great on foes flying in tight formation. They all use energy to fire and can be strengthened in a number of ways. Secondary weapons range from the basic auto-guided missiles and strong dumb bombs to the beautiful missile spam battery and giant electric storm. The one I used most was the shield-ignoring corrosion missile because it could kill almost any small shield-reliant ship with one hit. Next there's a large variety of fun tech, which is the third-most energy cost beyond primary weapons and boosting. These include shields which either have more hitpoints or return faster after being destroyed, EMPs which temporarily disable foes, big explosions with damage based on your energy, turning enemies into allies, electric storm machines, devices that slow down time, short-range teleportation, invisibility and much more, though many are restricted to certain ships. Lastly, you can also pick up or create consumable items, such as boosters, drones, overrides, quick jumps, nanomachines and the (somewhat useless) mines. As is common with videogame potions, they can be easy to forget or you might save them too long, but like everything else, they can be crafted from basic ingredients found in the field. The crafting system is quick and easy to use, with the only restrictions being your inventory and having the recipe. This is the kind of game where your knowledge is a big part of how far you go. You need to learn which weapons and devices are actually good, you need to prepare for future threats, and you'll discover how close you can get to black holes. If you shoot an item box on a station's landing deck, they'll turn hostile and try to kill you because you were supposed to know that wasn't yours. All of this takes place in a decently interesting political situation. Two space empires were fighting but then signed a truce and created a demilitarized zone which became a haven for outlaw pirates raiding the area's giant mining company. You were a scientist for one of the empires and now you need to cross the zone while being chased by outlaws, the mining company if you attack them, and of course the other empire because you're not supposed to be there. The sci-fi writing is excellent; the tech feels fully thought-out and used well, and there's a bunch of good arms manufacturer lore entries in the codex. Unfortunately, the writing for scenes and dialogue tends to be really awkward or stilted. Certain final scenes just kill off characters without warning. Only the main voice actors sound like they know what they're doing and at a B-movie sort of level, while everyone else feels like the team pulled in a rando who tried to sound dramatic. Buying upgrades after a run is a great reward at first, but starts to feel like doing taxes if you want to use every last hundred credits. Your choices are to throw away money or do math every time. And each run can be a serious time commitment, anywhere from 2 to 4 hours if you search every field for the things you need to survive later, though you can save and quit at any time and continuing brings you back to the start of the field so you never lose more than ten minutes or so of progress. Combat is very fun when you get used to the speed and create a good build, but you might want to start at the easier difficulties and work you way up to harder challenges. Restarting a map if my emergency shield activated was how I first reached the ending, and certain enhancements helped a lot afterwards. Every enemy will lock on, thus the most important thing to learn is dodging, which is moving in a spiral pattern so shots from ahead or behind will arrive where you were. Lastly and perhaps least importantly, there's an option in the main menu to play hardcore mode, which is extremely hard to the point of being unfun. First they make you buy your perks again and not having enough core energy is a common cause of death, then they add a further rough downgrade between each of the 7 sectors such as disabling secondary weapons or breaking your engine. But overall, the main game is fun across 50 or more hours and well worth trying, especially for 6DoF enthusiasts and anyone who likes space shooters.
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