Summary: It's rough around some edges, but overall I think Sins 2 has a very strong foundation to being a fantastic sequel to the original game. So some context to my history with this franchise. I bought this game back when you bought PC games inside physical stores. Back in 2008, I took my allowance money to the store and bought this game and it was a mesmerizing and beautiful time in my childhood. Several expansions came out which I wasn't able to play because I was too young to have a credit card and there were no physical copies. Several years later in February 2012, I managed to convince my parents to pre-order Rebellion on Stardock's website before it released and paid them back in cash. I remember downloading and playing the beta as the loyalist and rebel factions were released and was astounded with this. It was one of the first multiplayer games I played with my friends along with Minecraft. Anyways, I'll talk about what I see as the pros and cons of the game: Pros: 3D Graphics - Honestly, I was worried about the game requirements being too heavy for my 8 year old laptop, but it still runs pretty darn smooth. It's awe-inspiring to see the evolution in the models and texturing from the advancements between 2008 to now. Music - The music in Sins 1 was fantastic, and it follows it up in sins 2. I will say I wish the main menu music was a little more iconic like in Rebellion, but it's by no means bad. 64-bit Engine - This may seem like a weird pro, but I assure you it's very important. By Rebellion v1.9, the devs set the engine to be large address space aware which got it to a maximum of 4 GB of RAM. Due to age, Sins 1 got more unstable and could crash. The new engine should last for a long, long time. New mechanics - The fact that planets orbit now and create new phase lane connections over time is incredibly cool. The new additions of planet building slots and capital ship item slots adds a neat tactical touch and lets you specialize those. The new exotic resources and species unique economic mechanic (Trade for TEC, Unity for Advent, and Phase Manipulation for Vasari) helps reinforces the differences between each playable faction. Cons: Missing content - Many ships such as the 2nd faction corvettes, anti-structure ships, space mines, diplomatic ships and capital ships are not present from Sins: Rebellion. They may add this in the ship pack DLC, but I'm not sure how I'd feel about getting ships that used to be in the first game in a DLC instead of part of the base game. Lack of QoL - Auto-building space structures is weaker than it was in Sins 1. It used to build in a spread pattern which required enemies to spend time navigating around an orbital well to blow up structures. In sins 2 it builds in a clustered formation and will easily go down since they're all next to each other. This seems to be done to reinforce a new orbital structures mechanic (which itself is actually cool). While it can be useful to rotate all these away from phase lanes, I would still prefer the choice to switch between a clustered and spread auto-build function. Also, just being able to click into auto-build mode is no longer a thing (or at least I couldn't easily find it). Holding ctrl to auto-build is somewhat clunky to me. Settings - The settings are incredibly sparse. There's no way to change 3D model details or particles in case your computer is very old to make it run more smoothly (or want reduced particle effects). There's no ability to adjust resolution other than virtual fullscreen and resizable window which while neat, feels incredibly unconventional and difficult to get exact resolutions in situations that require them (e.g. streamers using OBS that want the game to run windowed at a specific resolution so they can use a standard layout while having screen space for other things). There's also no accessibility options (such as colorblind mode or the ability to turn off skyboxes and other visual elements which may be distracting to some) which feels behind the times and out of touch for a franchise of this size in 2024. To be honest, there's less options than Sins 1 so it's been especially noticeable. UI - By far the weakest part of the game. When it comes to strategy games especially RTS games, the UI design is incredibly important because the design needs to be efficient, clean and not be artistically dull. The good news is it's not artistically dull. The bad news is it's not always efficient or clean. Let me break this down. Take the planet interface in Sins 2. This is a UI widget I would describe as well put together. It has icons so once you've read the tooltip to what the icons mean, you can quickly associate them to what you need to do when you're rapidly trying to build an economy. Ships there, specializations there, slots over there. Bam, bam, bam. Quick and snappy. Good UI design. The research tree is what I would call a very mixed bag for UI design. Sometimes it's clear without using the tooltips to enlarge the picture what it is you're researching (e.g. crystal, shields, ships). Other times it's not clear. A lot of the icons have too much backgrounds in it, some of the art is reused in multiple places (which make it hard to quickly associate it to a specific research, since 1 art = multiple research choices, it's not memorable for it.) The design language is also all over the place. It feel very unfocused and some things have a lot going on in them and other things don't. Compared with Sins 1, where the research art was very clean and immediate at a glance to tell which research was what without expanding a full icon art, this one is quite frankly kind of a mess. Like the laser upgrades were easy to tell because it was a laser that got progressively bigger and changed colors as you went up in tiers. This one has a laser, a different laser, multiple different laser guns, and a laser gun firing a laser all in a prerequisite chain. Especially when it's at icon size, it can be very hard to tell what you're looking at. I won't argue about AI ethics here because there are a million other forums for that, but regardless of it being AI-generated or not, it simply isn't working to make the UI easier to navigate. Ship items and planet buildings art also suffer from this problem. I think simpler and more stylized icons would have sufficed for all of these. Closing: I hope that the devs will try to polish up on some of the rough edges as content is being released. I think this game will truly shine as a sequel once that happens. Looking forward to getting a campaign (something originally planned for sins 1 but cut) and the mysterious fourth faction answering 16 years of questions finally!
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