Jason
chasing a bee
<strong>[ Review ]</strong>
<p>Out of Eight gave sci-fi 4X <a href="http://www.matrixgames.com/products/379/details/Distant.Worlds" target="_blank"><strong>Distant Worlds</strong></a> a glowing <a href="http://www.outofeight.info/2010/04/distant-worlds-review.html" target="_blank">review</a> capped off with an 8 out of 8 score.</p><blockquote><p>What saves Distant Worlds from being completely unmanageable is the optional automation the game features. This allows you to focus on the parts of the game that interests you the most, whether it be the military, ship design, diplomacy, colonization, exploration, economy, or intelligence. Of course, this may left you feeling like your empire is being run without your input, but you can always intervene in any aspect of the game that is being directed by the AI and disable it if you want more direct control. Honestly, running an empire spanning hundreds of star systems and thousands of planets would be too daunting and frustrating otherwise. It seems better to automate most things and intervene when necessary (move troops, build a new ship design, conduct diplomacy). That said, when another race asks you to leave their system, there should be an option to prohibit automated military ships from entering it before war erupts. Distant Worlds features very nice game customization options that are beyond the one-colony norm for the genre: you can start out with a fully colonized system and concentrate on military and economic conflict, rather than wasting your time exploring if you wish. You can also customize the behavior, proximity, and strength of all the alien races, or leave it up to chance. Distant Worlds even lets you edit the galaxy during the game. The interface gives easy access to all of your assets, from the useful expansion planner that makes colonization a breeze to the selection panel where you can cycle through specific ship types easily. The universe of Distant Worlds is alive with activity, with NPC merchants and miners going about their business automatically, leaving you to worry about the big picture: a very nice change of pace from the usually micro-intensive offerings of the 4X genre. You own fleets and bases can be custom designed, choosing from an extensive array of components including weapons, construction yards, fuel storage, life support, research labs, and stealth. Or you can leave the design up to the AI, who tends to produce more scripted but usable offerings and upgrades them as better components become available. The AI puts up a decent fight, invading with force at vulnerable locations when appropriate. People might be miffed that economy and research are both automated, but you can still influence the direction of each by protecting trade routes from pirates and constructing research labs to guide technological advances. It takes some time to learn the game, but this is simply because it is different (in a good way) from other 4X titles. Distant Worlds features uninspired diplomatic options and lacks multiplayer, but these are insignificant complaints in what otherwise is a hallmark 4X strategy title. </p></blockquote><p>I'm curious if folks around here have such a high opinion of it.
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<p>Out of Eight gave sci-fi 4X <a href="http://www.matrixgames.com/products/379/details/Distant.Worlds" target="_blank"><strong>Distant Worlds</strong></a> a glowing <a href="http://www.outofeight.info/2010/04/distant-worlds-review.html" target="_blank">review</a> capped off with an 8 out of 8 score.</p><blockquote><p>What saves Distant Worlds from being completely unmanageable is the optional automation the game features. This allows you to focus on the parts of the game that interests you the most, whether it be the military, ship design, diplomacy, colonization, exploration, economy, or intelligence. Of course, this may left you feeling like your empire is being run without your input, but you can always intervene in any aspect of the game that is being directed by the AI and disable it if you want more direct control. Honestly, running an empire spanning hundreds of star systems and thousands of planets would be too daunting and frustrating otherwise. It seems better to automate most things and intervene when necessary (move troops, build a new ship design, conduct diplomacy). That said, when another race asks you to leave their system, there should be an option to prohibit automated military ships from entering it before war erupts. Distant Worlds features very nice game customization options that are beyond the one-colony norm for the genre: you can start out with a fully colonized system and concentrate on military and economic conflict, rather than wasting your time exploring if you wish. You can also customize the behavior, proximity, and strength of all the alien races, or leave it up to chance. Distant Worlds even lets you edit the galaxy during the game. The interface gives easy access to all of your assets, from the useful expansion planner that makes colonization a breeze to the selection panel where you can cycle through specific ship types easily. The universe of Distant Worlds is alive with activity, with NPC merchants and miners going about their business automatically, leaving you to worry about the big picture: a very nice change of pace from the usually micro-intensive offerings of the 4X genre. You own fleets and bases can be custom designed, choosing from an extensive array of components including weapons, construction yards, fuel storage, life support, research labs, and stealth. Or you can leave the design up to the AI, who tends to produce more scripted but usable offerings and upgrades them as better components become available. The AI puts up a decent fight, invading with force at vulnerable locations when appropriate. People might be miffed that economy and research are both automated, but you can still influence the direction of each by protecting trade routes from pirates and constructing research labs to guide technological advances. It takes some time to learn the game, but this is simply because it is different (in a good way) from other 4X titles. Distant Worlds features uninspired diplomatic options and lacks multiplayer, but these are insignificant complaints in what otherwise is a hallmark 4X strategy title. </p></blockquote><p>I'm curious if folks around here have such a high opinion of it.
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