Playtime:
1370 minutes
Man, I don't even know where to start. This game has enormous potential but fails to deliver on it in basically every area.
The setting and premise are really cool and the worldbuilding is decent even if there are some inconsistencies. But the "generation ship" idea isn't exactly unique like many people here are praising it to be. Still a rather fresh scenario for sure!
A lot of folks highlight the writing positively, but I see it completely differently. The writing and story are... functional. That's probably the right word for it. It delivers the bare minimum info you need to make decisions and solve quests, but that's it. Almost every character you meet is completely shallow and forgettable. There are companions too and they even have a hint of personality and occasionally chime in, but it's nowhere near enough to build any kind of relationship with them. I didn't care about them at all.
The different factions barely differ from each other. Religious militant fanatics, police state fanatics and freedom fighter fanatics who in reality are on their way to becoming the next opressor. You're repeatedly given choices to support certain groups that align with these faction in different ways. But for my taste, there was never nearly enough info available to make an informed decision. In chapter 1 for example you can choose between [spoiler]Jonas, Braxton and Mercy[/spoiler]. Each gets a brief 1-2 paragraph info dump when you meet them and maybe an NPC has a line or two about them. That's all the info you get. You don't really understand what their actual values are, how they'd handle different situations, what kind of individual people they are etc. This is what I mean by "bare minimum" - the characters are more like one-dimensional, representative archetypes of the factions rather than real personalities. [spoiler]Jonas = independence/freedom, Braxton = law-and-order and Mercy = religious.[/spoiler] Now go choose one.
This pattern then repeats several times, though it's not always that obvious and maps 1:1 to the three factions. This still makes it all pretty forgettable and the equally barebones quest log doesn't help you remember who the hell all these boring people were after taking a longer break from playing.
I really missed a bit of drama, memorable characters I could relate to and the game making me emotionally invested in the plot. Instead, the story just meanders along without any real highs or lows. The quests don't really have impactful twists or deal with interesting or difficult themes and if they do it's not really engaging. It's more like plain "go there and kill X or convince him" or "go there and get that from X" and how do you do it? Exactly, by talking or killing. After a few quests you know already what to expect.
Mechanically, there's also a bunch of problems.
Actual roleplay is barely possible. You either play a talker character or a murderhobo. The XP-based skill system requires you to pick one thing and commit. It's possible to use diplomacy as a murderhobo sometimes and vice versa, but it's pretty limited. If you switch back and forth as you please, you'll eventually hit situations where neither your talk skill checks are sufficient nor your combat skills have evolved enough and you'll get wrecked in fights. Support skills like computer and lockpicking become useless after a while because you won't be able to pass the checks and earn further XP unless you build a character specifically specialized in them or fully spec a companion as a skill monkey. If you're unlucky, you will get so far behind that you eventually hit a roadblock and can't progress anymore. There's no respec or anything like that.
This promotes the need for extensive metagaming. Min/maxing is extremely rewarded and without prior knowledge, you're basically forced to consult a guide at some point. People have meticulously documented how to do which quest in what order and way to squeeze out maximum skill XP, how to build your character with all future bonuses and implants in mind, etc. The game is more of a puzzle than an RPG. This is simultaneously a unique feature that many people seem to like, but IMO also a major weakness. Having a silver tongue, solving everything via talking gets boring because the dialogue lacks variety and spice in the long run and you often skip exploring many locations. As a murderhobo, you get even less character and follow up story content when you just murder everything upon initiating dialogue.
Oh yeah, stealth exists as a third path besides fighting and talking, but it feels tacked onto the game as an afterthought and is very clumsy and inconsistent. Sometimes you can stealth with the whole party, sometimes only one person, sometimes there's no stealth option at all. Sometimes you need additional skills that the high-stealth character might not have, etc.
Combat itself is okay-ish, but that's about it. You often start at a disadvantage and surrounded while enemies are all in good positions near or behind cover. They often have more initiative than your party too, unless you ignore dialogue and murderhobo everything for the initiative bonus. You also can counter this with consumables aka grenade spam, which gets boring rather quickly. You have to fully commit here too and need meta knowledge to accomplish anything through combat in later chapters. There are tons of things to consider, min/max and optimize, otherwise you quickly fall behind and will struggle in fights.
I've now reached the Habitat and really have to force myself to keep playing. I'm barely getting by with leaning into talk, a bunch of cheesy combat tactics and lots of reloading. And that's only possible because I consulted a guide toward the end of chapter 1 to adjust quest order and to salvage my build and companions somewhat. Playing completely blind must be just.. ugh.
And before people come at me with "git gud" etc. I have no problem with difficult games. But when the difficulty mainly comes from lack of meta knowledge and the game wanting to be played in a specific way without properly communicating that, then that's not difficulty, that's bad game design. And yes, I know there is a "Hero" mode, but it makes the game way too easy, which isn't fun either.
In the end it feels like everything the game does is to create a framework for the puzzle loop. As I already mentioned, Colony Ship is not really an RPG but rather a puzzle game shaped like an RPG. Apart from that, pretty much every aspect of this game has been done better elsewhere. If that appeals to you, go for it. If not, better skip it. In the end, it didn't work for me since I was expecting something more like Wasteland 3, Trudograd or maybe even Pillars of Eternity in space. It probably doesn't help that the game is marketed as a cRPG either, because IMO it's far from being a full-fledged one.
👍 : 22 |
😃 : 0