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February 12, 2008Gaming Steve Review: Sins of a Solar EmpireSins of a Solar Empire A really simple, two-word summary of Sins of a Solar Empire would be "ridiculously epic". If you think spending 2 hours playing a single RTS game is long, then I'll tell you right now, this is not your game. My shortest game on the smallest map with one enemy clocked in at over 3 hours. But for those who love their gigantic games of galactic conquest to span multiple solar systems and hours, then this truly is a gift from the strategy-game gods. Sins of a Solar Empire is in the simplest description an RTS set in space. You build space stations, take over planets, and command massive fleets of frigates and cruisers. But where this game differentiates itself from other space strategy games, like say Homeworld 2 , is the addition of 4X turn based strategy mainstays, like culture, trade, and long term tactics. You begin a game of Sins of a Solar Empire with a single planet and a couple of construction ships. This planet (and all other planets, stars, large asteroids, and various other space oddities) is surrounded by a "gravity well" where your buildings, spaceships, and resources (crystal and metal asteroids) are located. Your spaceships travel through warp lanes that connect these gravity wells, which makes the maps focused and strategic. By making a majority of the map that would ordinarily be empty space actually empty space the maps end up very concise and goal oriented. Claiming a resource rich planet or the only route into another solar system creates true tactical points worth fighting over. Resources are harvested in much the same way as Company of Heroes or Dawn of War – once you have built your harvesting buildings resources will automatically be gathered. The last resource, money, is gathered through taxes collected on your planets or trade routes you can set up between your colonies.
The game includes 3 different civilizations: the Vasari (the aliens), and the TEC (the humans), and the Advent (the freaky humans). There's some fairly generic science fiction lore behind them, but without an actual story driven campaign, it's not that important. All that I've described so far is effectively universal to each race as their largest differences is in their combat abilities. As far as I can tell after playing each is that the TEC appear to have brute force on their side, utilizing powerful planet destroying bombs, armored capital ships, and nuclear missiles. The Advent focus more on lasers and shields, along with their telepathic special powers to turn battles in their favor. Finally, the Vasari are perhaps the least focused on direct combat, opting to use nanotechnologies to "poison" enemies and repair their own vessels, and using their advanced manipulation of "phase-space" to zip around the map. Each civilization is distinct enough to make for varied strategies, but don't expect Starcraft levels of variety. Sins of a Solar Empire's combat effectively takes place on a 2D plane with 3D space, though ships can pile over each other automatically. The games combat relies on the classic "rock-paper-scissors" style countering with frigates, cruisers, and support ships all taking part in the epic battles. The more interesting feature in the combat is how the game handles capital ships. Each capitol ship has various power-ups and fight/bomber fleets that are upgraded through experience in battle, much like heroes in Warcraft III. These powers range from super powerful planet bombs to powerful reflective shields.
Despite the very intricate nature of the game, the interface is surprisingly elegant and user friendly. A search option allows you to quickly find that rouge colony ship of yours or figure out just where your scouts are exploring. A useful "Empire Tree" sits on the left side of the screen, giving instant access to all your ships and buildings. The game also has a Supreme Commander like mega-zoom feature where you can zoom right up to an individual fighter all the way out to an icon represented view of you multi-solar-system galaxy. With all these incredibly useful interface innovations, I do find it odd that simple double clicking isn't in the game. This is partly remedied by the fact that you are more "fleet" oriented with your ships and assign fleets to all ten of your numerical keys with a quick Ctrl-Number, but when was the last game you played that didn't have double clicking? Not only does the interface look great, but the game as a whole is beautiful. I'm running the game on a 2.2 Ghz Core2Duo, with 2 gigs of ram and 128 MB of video ram to fantastic effect. I only have the settings on high, but the glowing stars, the pulsing quasars, and the intense hundred plus ship battles all look fantastic and almost never stutter. The game is also purported to sun fine and even look fairly acceptable on older machines. The game is purported to run on four to five year old machines, and even some laptops.
PLUSES: Incredibly deep and strategic. Deftly combines RTS and 4X Turn-based elements. Beautiful graphics, art direction, and user interface. Some unique tactical elements (pirate bidding, intricate warp lanes). Suprisingly easy to grasp, considering how complex the game is. A passionate developer that promises and delivers extra content (and no need to have the DVD in order to play). Well thought out multiplayer. The Novalith Cannon! MINUSES: No Story driven campaign (though I know many who never bother with these anyway). The 3 races aren't all that unique, save their art direction. The huge levels also means it takes a long time to cross the map. The combat seems just a little shallow. No double-click? FINAL VERDICT: 9.0 BUY IT! Comments
I like the review, good job. Posted by ilikesanta at February 12, 2008 12:36 AMCompletely agree with the review. It isn't a perfect game by any means, but anyone who thinks that they might be interested should definitely check it out. It's been consuming all of my time lately... Posted by Sub at February 12, 2008 12:41 AMThe lack of double-clicking sort of threw me for a loop, but alt+click is feeling more and more natural now. Posted by Legerdemain at February 12, 2008 1:18 AMWhat happened to the other contributors? You're the only one writing Posted by teo at February 12, 2008 4:31 AMI'm honestly as clueless about that as you are. Posted by Clayton at February 12, 2008 10:46 AMSounds like GalCiv2 meets Homeworld 2 meets Rome: Total War to me. Sounds interesting. Posted by n10sity at February 12, 2008 11:03 AMMaybe I should give this a try sometime. I tend to get frustrated with real time "strategy" games because the games are usually about reflexes rather than strategy. Posted by Sonny at February 12, 2008 11:09 AMPost a comment
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