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EVERSPACE™
Description
EVERSPACE™ est un jeu de tir spatial en solo combinant des éléments de rogue-like, des graphismes au top et une histoire non linéaire captivante. Il vous entraîne dans un voyage difficile à travers un univers magnifique, en évolution permanent et plein de surprises. Vos compétences, votre expérience...
EVERSPACE™ est un jeu de tir spatial en solo combinant des éléments de rogue-like, des graphismes au top et une histoire non linéaire captivante. Il vous entraîne dans un voyage difficile à travers un univers magnifique, en évolution permanent et plein de surprises. Vos compétences, votre expérience et votre talent pour l’improvisation seront continuellement mis à l’épreuve, tandis que vous en découvrirez plus sur votre propre existence lors de rencontres avec des personnages intéressants détenant chacun un fragment du puzzle. Chaque partie est passionnante, car vous serez confronté à des situations nouvelles qui préservent la longévité du jeu et vous réservent des moments inoubliables.
Jeu de tir spatial rogue-like à la progression persistante
Trois vaisseaux de joueurs avec des améliorations en profondeur et un système de dégâts
Histoire non linéaire captivante avec des personnages intéressants
EVERSPACE™ is a trademark of ROCKFISH Games GmbH. All rights reserved. All other copyrights and trademarks are the property of their respective owners.
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I didn't seek this out, I just happened across it in the GOG discounts feed, I'm completely blown away by how much I enjoy the gameplay loop of this game.
To me, flying and fighting in this feels very much like freespace/tiefighter and the like, no adjusting reactor output levels and shield allocations tho. I guess that's what some people are complaining about when saying it's "no spacesim"? To me this is not a deal breaker, since that similar decision making and complexity happens in this game in the form of passive, activateable and consumambe addon systems to your ships, which together with the time constrained resource gathering systems feels very satisfying.
Also I guess simulationwise it's kinda weird you can stop time in the heat of space combat to ponder which powerups to construct from the raw materials in your cargo, but I can't come up with a better system. If you couldn't craft stuff in combat, it would be infuriating to constantly feel like "I brought the wrong tools to this encounter" especially when enemies jump in triggered by you exploring.
Absolute 10/10 game experience for me, I feel bad for paying only 1€ for it. I'll wait for the discount to end and then buy the deluxe + expansion to compensate.
This game exemplifies the concept of a game not being great, but being good.
They claim it has 'rock-solid 6DOF' movement, because actually writing out the VERY obscure gaming term '6 Directions of Freedom' is apprently too much work for them.
What this means in real terms is the ship works like a jetpack: forward, backward, up, down, roll left, and roll right.
That's your '6 directions'.
That part is true for sure. 'Rock-solid'? Not so much.
Unless they specifically mean a styrofoam rock sitting on top of water - because this game contains more 'floating' than most Mardi Gras could ever dream of.
If the controls were any less responsive, they'd be considered legally comatose. It feels like you're in the ocean, not space.
I understand the concept of inertia. That's not the problem. See Overload (has a demo here on GOG) for a 6DOF game that understands inertia, unlike this glorified tech demo sold as a game.
Also, the controls are impleneted in a weird way. If you're a key rebinder like me, you're gonna have a bad time. The keybind categories are so badly organised that you're forced to scroll up and down the very large list.
These examples aren't technically correct, but they're vibe-accurate: Want to change how to roll left? That's down the bottom of the list for some reason. Want to change the Fire Missiles button? All the way back up the top. Want to change the mouse sensitivty? It's in the middle, for some reason.
The story has not just failed to catch my interest, but I actively hate the main character. Either my teen character sounds like man, or my adult character has the speech patterns and vocab of a fifth-grader. According to the game itself the character is adult. Not sure why they sound like they've never heard of *anything* before then.
They're supposed to be amnesiac but they just sound so irrevocably *stupid*. ALL the time.
Graphics and sounds are amazing for a game of this calibre, but it's also overpriced for what it is.
Now that it's finally out in completion, I'm more than excited. I patiently waited for the full release to have the most out of the game for me personally and it is just gorgeous! Gameplay feels perfectly fluid and they added so much interesting stuff since I watched a few alpha/beta streams. It's really nice to see what this game has become and I totally love it and don't regred backing this project early.
If you consider buying this game and you love roguelikes and space shooters like the ol' classic Galaxy on Fire 2, don't look further and buy this game. :3
I had a lot of fun with this game from what I could play.
However, it uses a lot of bright flashes and quick movement for lots of abilities and effects and game-play and it almost literally knocked me out. I can be a little sensitive to flashes and quick motion, but I have played similar games in the past and this game take it to a level far beyond what I usually experience.
I can't continue playing it, but the game-play itself was fun.
If you are normally sensitive to flashes and quick motions I would recommend against it though.
A rougelike Space shooter. You take control of a lone space fighter to explore the vast, procedurally generated reaches of space.
Being a rougelike, it does not have much in the way of story, what is there is decent enough for this type of game I suppose, somewhat interesting. The thing that kept me playing this obsessively until I actually had a successful run anyway was the gameplay.
You can think of it to be like FreeSpace, with the ships controlling in a more arcadey way. Aside from moving how you’d expect, that is, being able to point in any direction and accelerate towards it, you can also move backward and strafe at will, which probably doesn’t make sense physically but it lets you perform really cool maneuvers, so it’s great. You can of course shoot too, important for this kind of game after all.
You need to take your target’s and your own velocity, as well as your weapon’s range and projectile velocity into account if you actually want to hit non-stationery things, the game’s HUD will aid you with this if you prefer (which I did) though. Encounters are generally fast paced. You will be reduced to space bacon before too long if you don’t act to get yourself out of danger quickly, especially if you’re severely outnumbered. You also get flushed out of a zone by an armada if you delay too long. There are also an array of hazards both expected in this environment and bizzarre to keep watch of. Quick thinking, skillful flying and accurate shooting will mean the difference between life and death. And weapons. Weapons always help.
There is a nice array of weapons, items and abilities to choose from, usually found as you traverse the various sectors in the game. Gives you decent variety in how to approach your interstellar (intrastellar?) journey. Equipment drops from enemies occasionally, but you’d normally find it hidden away in containers in the wreckage of ships and stations scattered about the various sectors. These sectors are procedurally generated, which didn’t get in the way of my enjoyment, and also feels normal enough since you could plausibly encounter so many different places in the vast reaches of space. And these sectors look gorgeous.
The game as a whole looks great, you might feel tempted to take just cruise lightly and take in the scenery, and it also adds to the epicness of your space battles. Seeing an enemy fighter going up in flames is always satisfying, and watching as a large enemy ceases to be with an appropriately massive shockwave is sometimes ample reward for taking out an intimidating foe.
As for dislikes, the only things I can say I wasn’t too keen on was the variety of your own and your enemies’ ships, but what is there is still good enough to keep one blasting through space for hours.
Highly recommend it to anyone, and especially to those fond of rougelikes in general, and similar space combat games.
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