![]() Yes, it's a rogue like- and yes, rogue likes- are heavily dependent on randomness but FTL takes it to the extreme. But it's so frustrating that I'm not willing to take any more time to play it. I want to like this game, I really, really do. However, if you get boarded - and you will, a LOT if the coin flips go against you - it turns into intensive micromanagement with a UI that is not very responsive - not fun. Once you get past the (again, intentional) unfairness, the biggest problem is that almost all combat is a tedious "click same keys over and over" thing. The music's nice and the graphics are decent. It is incredibly unfair and this is exactly what they were trying for - it's a great gambling sim and addictive as heck because of that. You win or lose by the flip of a coin you have no control over - you might run into a (literally) unbeatable enemy, you may or may not find the upgrades you need, etc. ![]() The music's nice and the This is a great roguelike, but not a fun game by any stretch. This is a great roguelike, but not a fun game by any stretch. It's a great little game - could perhaps have benefited from just a little more depth but as is it's heaps of fun and for the price. We were really cut up about that but pressed on. We started we 3 crew members (you can recruit more along the way) but Beverly died after we were boarded and the oxygen levels in sick bay dropped to the point where she suffocated. On my last game it was me and Jean Luc (you can name crew members) and we made it alone to stage 4 (of 5) and had some amazing scraps and adventures along the way. The soundtrack is delightful and the sense that you are in command is palpable. FTL is perhaps leaning toward too much combat, but it does make significant efforts to give you other things to do as well - and to good effect. A lot of sci-fi games focus too much on combat but the whole star trek experience is just as much about managing crew and making decisions as it is firing the phasers. Different scenarios are presented to you as you warp into each new sector and you are required to make choices that influence where the game goes a lot of these choices result in combat but it's refreshing to see that some do not. The visuals aren't that flash but the gameplay fires the imagination such that the visuals remain functional and incidental to the core experience. My expectations were low - but when I got into it I was surprised to find myself really engaged and enjoying the experience. Different scenarios are I bought FTL on a whim when I saw that it involved space ship command with a tactical bent. I bought FTL on a whim when I saw that it involved space ship command with a tactical bent. No matter what type of gamer you are, I highly recommend this game. Playing smart will almost always win, except for the very worst generated maps. Using resource management for your ship can save you tons of cash that you can use to upgrade other things or purchase more weapons at stores. Being tactical about your movements and not taking needless risks will take you consistently to the end of the game. However, once you've got an understanding of how the game works, it's not as random and luck based as people make it out to be. The first 10, maybe even 20 times you're going to lose. ![]() The enemies scale quickly, so you'll need to find a way to keep the pace. Making mistakes will quickly lead to a game over, and sometimes the RNG plays dirty by giving you time and time again the negative side of every random event. To start, the game is brutal and unforgiving. The game has a very high replay value, but that might be due to the game's quite short playthrough. I didn't buy it until a friend started playing it, and after watching him, I had to try it myself. Wait, what? 45 hours?!? This game sucked me in extremely fast. Making mistakes will quickly lead to a I write this review 45 hours later. ![]() ![]()
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