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Πρόσφατες κριτικές από τον Don't ask

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6.1 ώρες συνολικά (2.3 ώρες όταν γράφτηκε)
-Atrociously Laggy: Requires a tonne of optimisation, setting file edits and system modification, but with a little work it can be smoothed out to a decent level

-Disappointing Flying: Simplistic and Arcady controls for the casual user but fails to be enjoyable, no hover capability at low speed leads to some janky manoeuvring.
There's no danger of crashing into planetary surface and an auto-land feature means there is little challenge or reward to the flight experience, everything about it feels too safe, this is not a flight-sim, flying in this game is a means to an end, a means to get from Grind Zone A to Grind Zone B.


-Grindy: You will grind in this game and you will love it, or you will stop playing

-Immersion breaking Space Flight: One of my biggest issues with the game is how cluttered outer space is, given that Space Flight was one of the features I was most looking forward to with this game, this is particularly disappointing.
With dense asteroid fields spawning in ahead of you constantly, not only does this ruin any sense of immersion, it looks like dog sh**, and is a poor representation of a realistic space environment.

What's worse is watching them spawn in and fly past you at super-luminal speed.
The entire purpose of this "feature" is to provide a source of mineable fuel for your pulse drive, which kind of renders the point of having to manage fuel in the first place utterly pointless as there is a never ending supply floating around you at all times.
Given that your drive will run out of fuel in a few minutes you'll be refueling ALOT.

This is a band-aid solution to what in theory could have been a more engaging take on the mechanic of managing spacecraft's consumables.
If the pulse-drive endurance was increased to hours instead of mere minutes, and with additional options available in the event of fuel exhaustion, for example being able to radio for assistance, if in a trade system, if you have high enough faction standing.
If you must include asteroids, make them a rarity, make them detectable via high tier scanner and make them rich in resources.
Asteroids fields at the density seen in the game should only be present in planetary ring systems, not in deep space, real life asteroid fields are sparsely populated and separated by millions of km of empty space.
On a fundamental level I think this game mishandles resource management, there's no value in including such an activity without a high degree of scarcity, but in this instance scarcity is completely absent, which means there are no consequences for failing to plan fuel requirements for a jump, there is only the annoyance of having to constantly do repetitive tasks just to continue.

This gets at the heart of my biggest criticism of the game: That is that there are too many built in safety nets that take away any enjoyment of the challenge of actually surviving in a "Survival Game", there's just the ever persistent tedium of the grind.

What about the good features? This game's universe is big and infinitely varied, and you can build at the limit of your imagination.

That's about all, don't ever buy this grind simulator at full price.
Αναρτήθηκε 15 Φεβρουαρίου 2022. Τελευταία επεξεργασία 18 Φεβρουαρίου 2022.
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