Skip to main content

Galactic Inheritors

The Steam Summer Sale is an evil plot an excellent opportunity to try the games you were curious about or didn't want to pay full price for. It's been my chance to pick up some of the 4X space games that have come out recently.

First up is Galactic Inheritors.

This is a cool and innovative little game. Some of the traditional mechanics are bare-bones, and the overall turn-by-turn flow is a bit clumsy, but the new stuff is interesting. In particular, your military ships are built by contract with private companies, and each company "levels up" on a skill tree; you can thus specialize each company in one area, though they only gain "XP" from building ships and ships are a big investment.

All in all, this game felt like something that I could get involved with and dig into, except for two factors. One is that the main screen color scheme is hard on the eyes - the grainy white background, like that of Distant Worlds when zoomed out only more so, is a short trip to eye fatigue. I think it's supposed to be a negative image of a starfield, but it doesn't succeed.

The other thing that led to short shrift for Galactic Inheritors is that Galciv 3 came on sale only a couple of days later. While I've had mixed opinions of the series, the appeal of playing a game with professional levels of usability design and thorough testing, and all the features I like most in a space 4X, was to much to resist. More on Galciv 3 shortly.

Comments

Popular posts from this blog

Guild Wars 2 (developers who pay attention)

After playing MMOs as old as EverQuest and Ultima Online, through various other games including WoW, Rift, and EVE Online, I've come to appreciate that most MMOs are aimed at very specific sorts of players or even specific ways to get people to pay money. Only a few, of which Rift deserves honorable mention but Guild Wars 2 is the extreme standout, show a great deal of thought as to what is fun for many different types of player, and consequent design features that provide for most or all of those player types. GW2 is particularly notable in that I find what I do in a play session is almost completely determined by what I'm in the mood to to do. It does not take hours of exclusive dungeon crawling to get gear useful in harder dungeons; players who focus on or exclusively play in the RvR (called "WvW" because the competition is between servers, not between game factions) areas do not acquire gear that makes mostly-PvE players unable to compete with them, and the struc...

OK, Blogger is Moribund

Can't delete a spam comment, the UI for it is gone but the hell still says to look in the old place. Mobile UI is a mess, desktop UI doesn't work on Android. G+ seems to be on its way to shutting down. I loathe Facebook as a company and distrust giving them and chance to run code on my property. Google can't be trusted to leave a working product alone and working. Sigh.

Planar Conquest - FInally a MoM-alike worth playing - but fatally flawed

I picked up this title a while ago, and at first was very excited. It's clear that somebody finally actually made a MoM-alike that's actually a lot like MoM. Unlike most of the early attempts, you are the big wizard in the tower, not on the battlefield, and your decisions about magic are the central focus of strategy. The game setup screens had me really excited. It's presented differently but the choices are extremely similar to those in MoM - anything that wouldn't be infringing is practically verbatim, but the presentation is clearer and cleaner. The big change is the larger and interlocking array of spell schools, which are more or less lifted from recent games (IIRC it's straight out of Sorcerer King). In fact, the most striking thing about these screens is that they are still basically low-resolution, though higher than the ancient original. I think they are 1024x768x16. And the gameplay itself is very similar, with some new ideas stolen from the HoMM ser...