Tag Archives: empire

Interstellar Space: Genesis (PC) Review

Developer/Publisher: Praxis Games || Overall: 8.5/10

“4X” games always take a while to digest. Before realizing it was a whole genre unto itself with a fancy name, I used to refer to these games as “like Sid Meier’s Civilization.” While Interstellar Space: Genesis isn’t unlike Civilization, it definitely stands on its own with a couple of interesting game systems in regards to combat.

The goal of the genre is to eXplore, eXpand, eXploit, and eXterminate; that’s where the “4X” comes from. These games typically revolve around establishing an empire, expanding outward, gathering resources, and defending against others who are doing the same. Where it gets interesting is the interactions between all of the empires; the ground rules only make up “half” of what is interesting about any particular 4X game. ISG certainly draws on predecessors in this genre, and is fairly similar to how Stellaris treats solar systems with planets, asteroid belts, outposting, etc. You’ll mostly be making ships that land on another planet and establish your colony or exploit the resources. Establishing treaties with other empires, researching/stealing technologies, negotiating… the full suite of what you’d expect in a 4X game is here.

What makes ISG unique, in a sense, is that it makes some of these game systems a bit simpler to deal with. Establishing colonies and telling them to produce things can be time consuming but with enough forethought you can have things going without always micromanaging. You can tell particular planets to focus growth in three ways, but depending on the kind of growth you want, you’ll tell it to focus on Ecology, Production, or Infrastructure. Different planets have different biomes that different races prefer. Researching and Terraforming allows you to colonize just about any planet with solid ground, but depending on its characteristics it may not be ideal for your particular race. Since you can only expand so much before getting push back, it is best to focus your efforts on solar systems and planets that allow you to grow fastest.

Exploring is simplified by allowing for remotely scanning sectors for anything that may be hidden or unrevealed in close solar systems. This is in contrast to having to managing ships going every which way to explore. There is a singular, generic Space Culture talent tree that gives you certain boosts depending on your emphasis. There are also simplified talent trees for each individual planet, based on the three different growth focuses. There isn’t a lack of customization for your civilization’s needs at all, and your focus is always to expand.

Combat is certainly where a lot of emphasis is, as the game allows you to design your own ships with their own loadouts, designs, names, technologies, etc. When fighting against a rival fleet, there is a turn-based battle system that the entire fight takes place in. This allows for a mini-game of sorts to destroy your enemies, but you can also allow the game to auto resolve for you. There is also a “ground combat” mini-game that brings up an interface that allows you to make commands to take over occupied planets. You can perform a bombing run before a ground invasion, for instance. This makes the strategy a bit more engaging if you take an interest in having more control over the outcomes of combat scenarios. You’ll only be researching technologies rather than the units themselves, leaving it up to you to design them and put them into production.

Leaders are hired and assigned as either ship leaders or colony leaders. They cost a lump sum and a recurring sum each turn which means you will need to hire them at the right time so as to not bankrupt your empire. Leaders can increase income, attack enemies more efficiently, spy, steal, and many other things. Leaders are also kept happy by accomplishing requested tasks and the longer they are happy their opinion of you will grow. They will be less likely to defect or leave angrily as long as their opinion of you stays high.

Having been mostly a Civilization 4X player, I found ISG to be quite easy to get into. After figuring out the controls and the way information is displayed, it was fun to jump from a Small Galaxy/Easy map into a Large Galaxy/Normal map and begin to see how the difficulty ramps up. It can get quite complicated to manage defense against an encroaching empire while you are trying to develop yours. Games like these can also last for a long time, but there are different win conditions that allow for quicker ends than combat. The Galactic Council is the “soft power win” where the two most powerful empires are nominated to rule the galaxy and if 2/3 of the votes back one empire, they win. It can work in your favor to be friends with everyone, make treaties with everyone, and wield a couple of big sticks too.

From a more artistic standpoint, ISG looks a bit like an old DOS game in High Definition. Much of the user interface give an “old-timey PC game” feel, but is by no means a lazy endeavor. There isn’t much in the way of animation, as the characters are more like dancing/moving puppets but are unique in their design. The music is also quite good, though after 10 hours of gameplay, you’ll start to notice the same stuff playing. The story events that randomly pop up are also pretty interesting and well written, though there isn’t any sort of overall storyline.

There’s nothing that is really too negative about the game, except perhaps that it takes a lot of initial turns to get the game “going.” Around turn 100, you’ll start getting into the more complex decisions, but until that point you’re kind of just doing a rote process of skipping turns and clicking on something else to remotely discover. Otherwise, if you don’t intend to stay engaged with the game, it can wear thin since things won’t always go your way and starting a new game is probably more fun than enduring a long and painful loss.

Interstellar Space: Genesis is a pretty cool game if you like this genre but aren’t too serious about it. I found it to be more of an “entry level” game that can easily be enjoyable for intermediate to advanced players. While you’re not going to get too many surprises, it has something to offer in the way of combat that could get adapted across the genre.

Tahira: Echoes of the Astral Empire (PC) Review

Developer/Publisher: Whale Hammer Games || Overall: 6.5

Tahira: Echoes of the Astral Empire is a small spin on the world of tactical turn-based strategy games.  Through its unique art style, story takes the forefront with gameplay taking a bit of a backseat.  While the gameplay itself can be engaging at times, its mostly a slow and plodding chore **exasperated whinny.**

We follow the protagonist Tahira, a 20-something-year old who looks like she is in her early 60’s — she has white hair and wrinkles and wears an old lady’s robe.  Tahira, and her friend Iba, will encounter many-a-dangerous situation in the fallout from the destruction of their home of Avestan by an invading army.  Iba, who could be Mr. Ed’s progenitor (or possibly evolved ancestor), is an overly-expressive horse, who apparently loves olives **excited whinny** and won’t let genocide or his friends being murdered keep him from enjoying those damn olives **not-so-remorseful whinny.**  While Iba isn’t a playable character, he makes his appearances occasionally during the story sequences as a minor character.

Tahira: EotAE tells the story of the first night of a war between what is old and what is new.  In a post-apocalyptic (kinda sci-fi) medieval setting, a large army rallies around the idea of the foregone Astral Empire, a once star-spanning empire humans created.  The new Astral Empire decides to invade all other kingdoms/city-states, taking no prisoners in their brutal imperialism.  Tahira, a princess of the city-state Avestan, and daughter of one of the important figures of this planet’s history, must re-assume her role as her father disappears without a trace due to the invasion.  And so unfolds the scenario.

The game will teach you, slowly, about the tactics and abilities of the characters you’ll be using.  Every battle is in advance of the plot and has something new to teach you, so it keeps the levels from being too samey and you’ll never play “extra” missions either.  During battles, turn cycles are interesting as your units are “grouped” together and will take alternating turns with the enemy’s groups.  Since all of the battles are of very large scale, you’ll be taking on 10 to 20 enemies in one battle, and more will keep coming in sequential phases of the same battle.  You will have control over approximately the same amount of characters as well but, other than the Heroes, your ranks will be filled with generic solider-types that mimic the hero unit.  Using the unit groups strategically is important to minimizing your losses, and most of your units are a bit overpowered compared to your enemies.  It becomes necessary to quickly chew through as many enemies as possible to mitigate any future losses.

The tactics aren’t too out of the ordinary or even that complex when it comes to your strategy, but there are some interesting aspects.  Health pools are split into “Health” and “Guard;”  Health is not regenerative, but Guard is and can be recovered by special tiles on the map or by using a special action.  Special actions are limited by a resource called “Will.”  Characters regain Will by killing enemies, and can use powerful abilities to vanquish foes with skills that use Will.  Different unit types have different special abilities and they all mix in to your repertoire of strategy to fell your foes.  Some units are able to string together kills, hit multiple characters in a straight line, stun, do knockbacks, and more.  Possibly the most unique mechanic is Ambush.  Ambush can be used to disrupt your enemy’s plans by popping out your units from an Ambush point and killing the enemy at opportune times.  These are considered “stealth” turns by the game and happen outside of the planned turn cycle.

It can be a challenge to enjoy actually playing Tahira: EotAE, as it primarily tells its story through a cinematic approach and leaves the gameplay elements to the wayside in helping the story along.  The story basically pauses itself for pesky gameplay and you almost feel like you are wasting your time until you get through the battle at hand.  An example of a good mix of gameplay and story to move a game’s narrative along is X-COM: Enemy Unknown — the base-building and gameplay progression actually feeds into the game’s story along the way.  Unfortunately, a missed opportunity comes as there is no overall progression in Tahira: EotAE; no overlying gameplay system that rewards you when you defeat enemies or battles is present.  Your only impetus to do well is to minimize your losses in the beginning phases of a battle so the later phases can have more units, at which point you can more easily continue on with the story.  You feel like you are playing a new game of Chess each battle, and nothing you’ve done as a whole will help you in the future.  Nor is there any sort of talent system for Tahira herself to at least feel like you are taking a part in her gaining power.  Of course, you could just say “fuck it” and literally skip all of the combat by opening the menu and clicking the option to do so — yes, this is actually in the game.

At a few points you’ll enter an “exploration” mode where it becomes a bit of a normal RPG, talking to recurring characters and seeing the finer details of what is going on.  There is also a lot of opportunity for witty banter and interesting story bits, but there’s not a whole lot of different places where this occurs or anything “hidden” to find as far as I could tell.  There are also dialogue trees that seem to have little to no effect on the way the story ends in this episode.  By the way, it is clear to see that the game is meant to be an episodic series with the way the story ends.  There is no final resolution to any of the conflicts set up, and we are left with more questions than answers about what we experience.  All in all, the game will last around 10 to 15 hours depending on how well you do during the fights and what challenge level you decide to play on.  Or it can last about 30 minutes and you can skip all of the battles and just read through the story.

The shining aspect of Tahira: EotAE comes with its atmospheric music and wonderful art and animation.  The art has a very unique look to it and the animation of the units are fluidly motion captured.  The hand-drawn style of the game is a great look that makes it look more like a storybook and in turn more like fantasy.  Character designs are also interesting, more or less.  While voice acting isn’t really needed in every game, I can’t help but feel that since the idea was for the game to be cinematic that it should have paired some voice acting to the characters to get more of an attachment to their emotions.  Also, don’t be surprised when you see a couple of random F-bomb-equivalent words dropped in the dialogue.  They were “intriguing” when they did happen, but just end up sort of being needless since it only happens a few times.  I’m not one to complain about cursing usually, but they shouldn’t have restrained themselves if they were going to jump over that hurdle.  The main character definitely should have screamed “FUUUUUUCCKKKKKK!!!!” at some point.  Why the fuck not?

Tahira: EotAE is probably not going to impress seasoned strategy gamers just on its gameplay alone.  While some interesting aspects are introduced in the gameplay, they are not enough to help you stay engaged in wanting to complete the game “the long way.”  Because the battles are so long and there are so many enemies, you’ll feel like the game is very slow.  With no way to progress your troops, there will be very little reason to put up with any of it.  If a series of games is the plan, we’ll probably get an interesting story but not much else.