They should go to kickstarter and start making FTL2, improve on execution of game, story depth, overall skill system, graphics are fine as they are, more races, etc. Fine game indeed.
FTL: Faster Than Light Review
Thrilling combat and strategic depth make indie space sim Faster Than Light a hit.
The Good
- Strategically rewarding gameplay makes you feel like a starship captain
- Fast-paced campaign loaded with tense combat
- Many hours of enjoyable spacefaring adventure for just $10.
The Bad
- Lacking in encounter variety.
Faster Than Light might not look like much, but she's got it where it counts, kid. This spaceship simulation may look like something from the golden age of 16-bit gaming, but it offers a good deal of fun and depth. Unlike space sims that make you feel like you've had your head jammed in a Jefferies tube during an ion storm (if we can mix sci-fi franchises for a moment), this lighter entry in the genre combines an endearing retro feel and an even more endearing $10 price tag with gripping gameplay packed with tough choices and frenetic combat.
What first strikes you about Faster Than Light is how old-fashioned it looks and sounds. Graphics are intentionally pixelated, particularly the big, blocky text used to provide ship information and menu options. The game consists of just a couple of screens. You spend most of your time looking at an overhead schematic of your vessel seen in front of a spartan backdrop consisting of a planet, nebula, asteroid field, or whatever other scrap of intergalactic real estate dominates the star system that you are currently exploring.
The only other main screen to note governs upgrades to your ship's core systems and how to equip weapons and other gear. Very little is animated, aside from dinky crewmen puttering around inside your ship and various rockets and missiles being blasted across the void between you and the many enemies that you encounter during your travels. Audio is limited to various booms and bangs, and to the mono bloops that served as the primary musical accompaniment to games in the '80s and '90s.
It doesn't take long for Faster Than Light to get its hooks into you. The main theme blends elements of Elite and Rogue into a space sim that plays like an old-fashioned dungeon crawler with randomly generated rooms and encounters. Here you play as the commander of a ship called the Kestrel in the only mode of play, a zippy single-player campaign geared to be finished in one or two sittings.
This plucky vessel is on the run from Rebel forces in possession of a secret that must be brought to the good guys within the galaxy-ruling Federation. What is this dire secret? It never comes up. Plot isn't a strong point here. But it doesn't matter, because all you need to know is that you've got a Rebel fleet gunning for you and a bunch of unexplored star systems spread throughout a string of sectors to check out if you're going to come up with the fuel, weapons, and gear to make it all the way to the Feds on the other side of the galaxy.
Gameplay has a pulp sci-fi feel. You're a cross between Captains Solo and Kirk, exploring strange new worlds while also spending a lot of time doing the "pivot at warp two and bring all tubes to bear" thing. Just about every star system features an encounter where you come up against an enemy, meet traders, check out a space station, or something similar. Systems are divided into sectors, most of which come with themes where they are loaded with nebulae, controlled by pirates, or feature something else that is undoubtedly hazardous to your health.
You gather or buy weapon upgrades, various ship gear and crewmen, and the scrap that you need in order to upgrade your ship. Ship development is handled like a role-playing game character: you put scrap points into enhancing the main reactor, shields, life support, sensors, and so forth. There is a great balance between improving systems and improving the reactor, because advanced systems mean little without the power to drive them. You are on a constant seesaw deciding how to spend your scrap to make for the most efficient ship, as all these systems give you offensive and defensive ratings and abilities that are crucial in battle.
Ship development is incredibly important, because combat is a constant threat. You can drop into a system and find friendly traders selling equipment, helpful scientists, or even just a relaxing empty vacuum, but you're more likely to run into a rebel ship, pirates, or evil aliens. Battles run in pausable real time, with you in control of all ship functions and crewmen. All ships in the game are shown with dedicated rooms housing systems like shields, weapons, engines, sensors, and oxygen. So you target your weapons at these facilities on enemy vessels while the bad guys focus in on the same ones on yours.
Game Emblems
The Good
The Bad
An addictive Sci-fi rogue like where decisions mean life or death, and fun isn't optional.





