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Strategy; the practice of planning ahead. Some would say that it
really is the fundamental necessity of a thriving society. In the
arts of warfare and in the conquering of new lands and cultures,
it's undeniably the difference between roaring success and horrible
failure. As such, why is it that it tends to be so frequently the
least necessary part of the real-time strategy genre? The days aren't
so long past that the words 'tank rush' would spell the doom of
your enemies in the majority of RTS games. Personally, I think it's
all a matter of scope; you can't plan ahead when you aren't making
the big decisions, and you certainly can't make the best use of
terrain when you didn't pick the battlefield. So what happens when
you give the player complete control of not only the skirmishes
but the entire war itself? Well, you end up with Sins of a Solar
Empire.
Taking
place across an entire galaxy of gas giants, red dwarfs and asteroid
clusters, Ironclad Games' first offering is a gob smacking space
strategy game where the aim is placed firmly on your ability to
think about your long term goals and objectives rather than simply
the next small skirmish. The standard practices of sitting still
and base building until you've amassed an army big enough to pester
the neighbours don't work when you've got limited resources and
a culture and civilisation to keep an eye on. To be quite honest,
the last thing you'd expect to find yourself concerned with in a
game of this type is the taxation on your planets, but no credit
equals no tech, which in turn means that the next aggressive enemy
to happen by will likely bomb your homeworld back to the stone age.
The
rather perfunctory opening sequence tells us that ten-thousand years
ago (or possibly only ten, it's somewhat unclear) an alien race
called the Vasari begin to wage war on the obligatory human side,
the Trading Emergency Coalition. This marks the beginning of wars
on two fronts for the peace-loving humans, who have been fighting
back for a generation, only to suddenly come under attack on a third
front from a radical psychic cult called the Advent that the TEC
had previously exiled from their part of space. Surprisingly, this
back-story has very little bearing on the game, as there is no story-based
campaign or plot to Solar Empire. Missions are selected from a list
of scenarios that can be tackled in whichever manner you see fit,
using any of the races. The story simply serves as a standard method
of defining the three available races and explaining their differences
in weapons and technology. The TEC are the usual sturdy, no frills
bulldogs of the game, hardy and average across the board, while
the Vasari sport the top technology but advance the slowest, and
the Advent complete the standard triumvirate by being weak but crammed
with bonuses.
So
it's business as usual then, right? Not entirely; it might come
as a surprise to those expecting a Homeworld-style game that Solar
Empires has a much more eclectic smattering of ideas to offer. The
basic base-building dynamic that has defined the RTS genre since
Dune 2 on the Amiga is still here, albeit with a planet taking the
place of a base. Resources like metal and crystals are mined from
orbiting asteroids and, as mentioned earlier, credits are supplied
from the overtaxing of the populous. However, this is built onto
a framework of micromanagement and cultural advancements that make
a huge amount of difference to your progression through the game.
With flashes of Sid Meier shining through the base upgrades and
population advantages, creating culture-wide improvements can do
more than a fleet of ships when it comes to expanding your empire.
Not to mention the alien artefacts strewn about the systems, which
can give permanent upgrades across the board. Advancing the right
technologies may unlock some useful weapons, while expanding your
population will give you the leverage to put pressure on other players
and often ward off the pirate attacks that come all too frequently.
Opening
on a map that's literally the size of a solar system is a pretty
good way of letting your audience know that in this game bigger
means better and, in this case, 'big' can be read as 'huge'; with
even the smallest maps still comprising half a dozen planets, you'd
be forgiven if you felt daunted. Luckily it all fits together very
nicely so you don't mind, although the initially impressive scale
begins to make more sense when taken into context; especially when
the cut-corners begin to rear their heads and let you see through
the smart design to the structure beneath. Ironclad has managed
to sneakily disguise the fact that Solar Empires is really a large
2D strategy game masquerading as an open, deep space epic. This
means that while the action can be zoomed in close enough to read
the graffiti on the ships, and far enough out to admire the pretty
nebulae surrounding the stars, you only ever operate on a single
plane of movement, making you unable to take advantage of the 3D
nature of open space. While this solves the age-old question of
why Star Trek ships always meet each other the right way up, it
doesn't allow the greater finesse of tactics that some examples
of the genre offer.
There
is one further nitpick of the design, which is the actual lack of
operational areas. Since your vessels only operate in the immediate
gravity wells of planets, each planetary zone is a pocket battlefield
unto itself, where you can build bases and defences as well as engage
in ship-to-ship combat. However, this usually means that the game
holds a large element of having your fleet sidle up to the planet
next to your enemy and then launch an offensive in the hope of capturing
it before reinforcements arrive. This form of interplanetary Risk
is at heart a major conceit of the game, as it works fine but conflicts
with the RTS style of gameplay and is more suited to turn-based
strategic giants like Europa
Universalis than the base-building RTS fare that much of Solar
Empires tries to emulate. That still doesn't take away from the
frankly awesome size of the game maps though, or that by the end
of a long game you'll have amassed the sort of civilisation that
Emperor Palpatine would be proud to own.
Sins
of the Solar Empires is a brilliant game, and also a very long one.
The shortest missions will take several hours, if you're lucky,
with online missions having the added bonus of being saveable so
you and your friends can carry a private war out over a course of
days if necessary. Which it will be, as Solar Empires is a game
that'll eat your life if you let it. The future of the RTS genre
might well lie in the expansion to epic-scale games that bring facets
of societal simulations into them, as well as giving players the
opportunity to pick their battles. In which case, you saw it here
first.
Reviewed by Graeme Strachan for AceGamez (All Rights Reserved).
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