Star Control 2 with some hiccups StarCom: Nexus draws inspiration from classics like Star Control 2 and Starflight, offering a blend of open-world space exploration, trading, research, and combat, all tied together by an engaging narrative. However, some design choices can test players' patience. In this review, I’ll delve into the game’s key aspects. Core Gameplay Loop The gameplay revolves around this cycle: Explore / Combat / Trade → Accumulate research points and resources → Upgrade weapons, engines, shields, armor, and ship designs → Repeat Starships operate without fuel; instead, reactor output dictates how long you can afterburn or unleash Plasma bolts. The ship designer employs a hexagonal system for component placement, but thankfully, several pre-built ship designs are effective enough to guide you to the endgame. Exploration Exploration is both the highlight and the Achilles' heel of StarCom. Players navigate from star to star using engines or rifts—think superhighways that whisk you to the other end. Later, jump points allow teleportation between locations. Each star features planets and celestial bodies that can be scanned for anomalies, reminiscent of Stellaris, offering text-based choices that influence your journey. Resources, research points, artifacts, and plot progression can be gleaned through these surveys. However, unlike Star Control 2, there’s no ground-based exploration with rovers. You’ll also encounter deep-space objects like space stations, derelicts, probes, and comets. Exploration primarily yields research points, essential for advancing the plot, but these points are limited, preventing you from completing the entire tech tree. I found exploration tedious in the early to mid-game for several reasons: 1. You start with a sluggish transport. 2. Stars can be widely spaced, making travel feel drawn out. 3. Even with faster engines, the distances often seem excessive. 4. Some stars are far from the main routes, offering meager rewards for your time. 5. Exploration text can become repetitive across different planets. 6. The star map isn’t fixed; stars only reveal themselves based on your scanner range, which can be upgraded twice. In summary, navigating the void can feel monotonous. Alien encounters are primarily near celestial bodies, leaving deep space largely empty, which might appeal to some but can lead to long stretches of nothingness. Trading & Resources Resources are categorized into various minerals obtained through: 1. Combat salvage 2. Bartering with alien races 3. Planet exploration (the most rewarding) 4. Mining asteroids (which yields minimal resources) The game lacks a standard currency, relying entirely on bartering, with alien races valuing resources differently. Players can quickly find themselves short on resources, especially when pursuing advanced ship designs and modules. Even if you research an enticing new module, its steep cost can be discouraging. Fortunately, a recycling system allows you to dismantle ship modules without losing resources. Story and Quests Without spoiling the narrative, I’ll mention that the story is well-crafted with a fair amount of technobabble. However, some quests—both optional and mandatory—echo older designs, providing vague hints for progression. I found some mathematical and RNG-based quests frustrating, including a gambling quest that drains your minerals and a labyrinth that requires handwritten notes and can risk your crew’s lives. While some quests offer clear directions, others leave you wandering aimlessly. For example, in the late game, I only advanced after destroying several ships. The resource grind can also block quest resolutions, as alien races often demand significant mineral amounts to release quest items. Some fetch quests are particularly cumbersome; for instance, you might need to find five beacons scattered across the galaxy, but the game actually gives you way more. Some of these beacons have more obscure clues making some hard to locate. The ending also feels abrupt and could have benefited from an epilogue. The alien races are reminiscent of older titles. You've got your xenophobes that can't be reasoned with, lawful stupid, ancient race that talks to you in song etc. Race relations can be permanently damaged through your actions, either by messing with something race specific on a planet or just outright shooting them. There isn't much to write home about here, their interactions with you are either quest specific or for trading. The races don't provide any information about their origins either (unlike Star Control 2 / Starflight). Combat Your starship consists of: 1. Hull – If this hits zero, you’re done. It regenerates over time. 2. Crew – Losing your entire crew means game over. You gain or lose crew through combat and anomalies, but they can only be replenished at your home starbase. I've never had this happen personally though. 3. Reactor – This determines your weapon usage and afterburn capabilities. Ships are modular, allowing damage to specific components. Destroying the bridge results in instant destruction, while crippling engines hampers mobility. New weapons are obtained by defeating specific alien races, hoping for drops to piece together the necessary components. Critical tech, like shields, is locked behind resource-heavy questlines. As for weapons, you have Plasma Bolts (the standard), Beam Lasers, Space Flak Guns, Missiles, BFGs, and Drones. You’ll find the starter Plasma Bolts surprisingly effective right through to the endgame. The BFG is amusingly powerful but has a long charge time. I recommend maxing out the Plasma Bolts tree and then branching out into other weapons. Enemy AI is mostly just rushing at you in a straight line with superior numbers and unloading whatever they have. Soundtrack While not on par with Stellaris, the exploration music is soothing and captures the vastness of space. The combat tracks and other music elements are decent but not particularly memorable. Missing Quality of Life Features 1. You cannot check your research tree unless you’re at your home station. 2. You can’t view the resource requirements for a ship module unless you return to your home base. Conclusion StarCom: Nexus offers a solid 7/10 experience as a space game reminiscent of Star Control 2 and Starflight - despite some mixed exploration and quest design choices.
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