![]() Next time, it could be a trap that costs you your best pilot. In one game, helping a lost ship may net you a great gun. No matter how much you play the game, all decisions are inherently gambles - some choices are more likely to pay off and be the smart thing to do, but even those you've seen before ultimately coming down to a roll of a die. Then, it's time to fight back.įTL absolutely nails the risk/reward element here. With every game I played, I felt myself getting better - chip, chip, chipping away at the impenetrable difficulty until I broke through to the next level. Maybe you found a new weapon, or figured out a better tactic, or simply realized that you rushed things and need to upgrade a bit more before facing that level of threat. ![]() It works though, because even in death, you learn something for your next run. With every game I played, I felt myself getting better. They'll beam over soldiers, they'll take out your oxygen, they'll carve you up with powerful weapons, and quite often there's not a damn thing you can do about it. This is a genre that balances on the razor-edge between "being uncompromising" and "find the designers and set them on fire." FTL, for instance, has no problem with throwing you up against enemies you're not ready for. It's good, and it's cheap enough ($9 through and still redeemable on Steam) not to be much of a gamble.įor a Rogue-style game to succeed, it has to do more than just throw some randomly generated action in your way and be harder than an adamantium anvil. While obviously more detail follows, I urge that if you've already decided you want to play FTL - and if it sounds remotely like your kind of thing, you should - stop reading and go in as cold as possible. Everything else is best discovered for yourself. If you've already decided you want to play FTL, stop reading and go in cold. It's your job to roll with the punches and get through it all in one piece. Sometimes it'll be a friendly trader or a distress call often it'll be an enemy. Each sector is filled with navigation points, each point hiding a random encounter. In front of you lies several sectors of randomly generated space, pirates, warships, aliens, nebulae, asteroids, and more. Why are you out here risking life and limb? You're the captain of a Federation ship, desperately fleeing a Rebel fleet that wants to stop you delivering crucial data to your superiors - and unfortunately, is rather more effective at this than when Dick Dastardly tried to catch Yankee Doodle Pigeon. There is a lot to handle, but it stops being scary after about an hour. Third, FTL looks terrifyingly hardcore, with all its buttons and systems and gauges, but it's not.
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