The narrative strategy game of the Finnish studio aims to combine storytelling with strategy games. Humanity is on the way to a foreign galaxy, once again. In the spirit of Stargate Atlantis, the Pegasus Galaxy is being sought to combat the Colors halls that threaten the globe. But do you have a genocide to save your breed in another galaxy? In late autumn, pre-published The Pegasus Expedition offers a domestic proposal.
The eastern expansion of the EU has reached its next step.
galactic living space
Finnish Karla Game works has taken the ambitious goal of building a big strategy game with a small team. If the Swedish Paradox can do this, why wouldn't the same one succeed on this side of the bay? The first impression is a medium-heavy space strategy game that populated solar municipalities, developing technology and rushing neighbors. Humanity needs living space, but the bad country must be redeemed with blood from indigenous people. However, it is not necessary to ring the war horns constantly, as diplomacy should also be practiced with galaxy facts. The new tweet of the genre is that the scripted, narrative events stuck the player in the direction of the plot that forms a kind of quarter-linear structure. Some wars start simply because the plot is the case, but around it the player can choose their own route. The basic blocks are quite clear, and even a very terrible microscopy is not practiced. The resolution of the strategic map is the level of the solar system-the galaxy is conquered by star at a time, and the planet-level adjustment is not practiced on a large map. Construction is done with quite simple menus, although in the opening game most of the planets are unqualified for a variety of cosmic reasons, from radiation to the wrong gravity. According to Sun Tau, every battle will be won even before it begins.
strategy and tactics
Although development is evolving and buildings are built, it is ultimately a war-oriented game. All solutions from intelligence to research ultimately contribute to the fact that people's spreading capacity along the galaxy is either better or lower. At the tactical level, struggles for a single solar system are semi-automatically. At the beginning of the battle, the player chooses an approach that the troops are automatically followed. After that, the player can only affect the end result with small additional commands, such as imposing a missile shock or certain additional functions, such as prescribing to keep the stations for the last soldier. Some battle strategies also affect diplomacy, as more violent means or use of nuclear weapons will weaken the player's reputation. Occasional war crimes can be tactically sensible to conquer critical solar systems, but with constant swings, the player's reputation drops rapidly towards the eastern level, which can soon be confronted with strategic levels. There is no need to fight the battle until the end, but the troops will run away sooner or later, depending on the strategy you have chosen. On the other hand, if the retreat is not found, the navy will permanently destroy. Finding such stations is therefore very attractive at a strategic level. In general, the strategy eats tactics for breakfast, as each fleet has only two mobility points per shift. Some galaxy transitions eat both movements, so it is no longer possible to retreat. Much of the joy of gaming arises from the Navy Run, which aims to secure one's own back while denying the opponent's retreat. The player is kept in the rhythm with narrative parts.
almost finished package
The Pegasus Expedition is not the heaviest end, but it is somewhat burdened by the lack of tutorials. The initial campaign is a fairly straightforward introduction to the game and the player is being guided by information boxes. Nevertheless, many things must be learned through the heel. For example, repairing a navy is difficult and risky because ships at the shipyard cannot defend themselves. Sometimes building a completely new fleet can make it more sensible than fixing the old. There is no reason to criticize the advance release, especially since many basics are already in order. The only larger motors come from small usability issues. For example, moving from one planet to another space requires more clicks, and there is no list of unobstructed planets on the right side. Of course, there is a reason for this too, but at least after the training ship, the campaign had to start over from the beginning so that the mistakes in resource management did not paralyze the game right away.
Although it is modestly Early Access, the publication is starting to be quite mature as such. The bugs will surely be hunted, seeking balance and improving usability for a moment, but I will look forward to the impression of the final release!
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