Crying Suns
This is a tactical game with 3 major modes:
- a star-system level map where you decide where to move
- a ship's bridge view where you interact with random events and move
around within a star system
- a battle mode between two battleships.
You wander the galaxy, exploring a series of randomly generated star
clusters, and experience an evolving story as you go along.
THE GOOD:
- The game's pixel graphics are the most impressive I've ever seen.
The ships, planets, and stars are really cool-looking. The art
makes amazing use of 3D, bright, and dark. Wow!
- Really fantastic and unique music that is very atmospheric.
- The story is captivating up until the ending. It's overall a good
cyberpunk plot—high-tech, low-life—with a central theme of the human
dependence on technology and how technological advances benefit the rich
but not the poor.
- The story has really good plot twists that keep moving the goal post
in interesting ways.
- The ship-to-ship battles are engaging and interesting for the most
part.
THE BAD:
- Crying Suns is advertised as a Rogue-like game but it isn't really.
In principle, a Rogue-like should be played over and over with you
learning the environment, enemies, resources, abilities, etc. and making
it further each play-through thanks to your increased skill, or unlocked
abilities. Instead, the game has an evolving story split into chapters,
and you have to restart a chapter if you die. This is just a standard
linear storyline with save points. If you're looking for a Rogue-like,
you will be sorely disappointed.
- The star maps are randomly generated and offer very limited
opportunity for navigation. There is little to learn about the lay of
the land, so little opportunity to gain expertise or make meaningful
strategic choices.
- The random encounter events offer very little freedom of choice.
They usually give you a tiny handful of pre-scripted options, and often
randomly decide how things will turn out without any way for you to
ensure success or mitigate losses. Basically, how the event goes is
about the story-writer's choices and not about your
choices.
- For example, let's say you encounter a mysteriously abandoned ship.
The story-writer decides you can only send 4 troops over, no more, no
less. You send them, and the game decides it was an ambush and all 4
troops die. Why didn't you have the choice to do something else? Blow up
the ship? Send a specialist to scout it out? Send more troops so you
would win? Etc. etc. I feel this is a major lost opportunity to allow
the player to learn from experience, marshal their resources, and apply
effective tactics to maximize their gains. For a game that does this
correctly, see the excellent Death Road to
Canada.
- The away missions to the planet have a similar lack of freedom. All
you can do is decide which specialist to send. You can't decide to send
more troops, fewer troops, more specialists, or anything else
really.
- There's a lack of strategic depth to the skirmishes. The fighting
was difficult to understand at first, but once I found a dominating
strategy the game never introduced any opponents that forced me to adopt
a different strategy.
- I never died and thus never restarted a chapter even once. In spite
of that, the game ran out of new random events long before the ending.
Some random events happened three or four times! There could have been
more variety here.
- I thought the ending was lame: a forced machine singularity
god-intelligence and the inevitable destruction of humankind. All the
suggested end choices were bad. I don't believe that human beings could
ever be made so helpless. Where were the smart options, like creating a
democracy, or freeing the machines and working alongside each other?
Humans are really much more capable of survival, and dependence on
technology makes us strong, not weak.
THE UGLY:
- Conversation Bug: I asked a character where the
sector boss was and they said at end of cluster... which was literally
next door!
- Conversation Bug: several events had my character
saying they'd come back to life again, but I had never died!
- There seems to be a problem with the Neo-N rolls where they
virtually never go above 1.
- Graphics Bug: when sending away missions to a
planet or doing intra-stellar travel the ships frequently travel
through solid objects.