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.
All these choices give Faster Than Light a lot of strategic weight. You constantly have to make tough calls on which enemy system to attack and which of your own systems to repair. Do you take down the enemy shields to try to finish off a foe quickly, or go after his weapons to keep him from imploding your hull and then whittle him down at your leisure? You also have to make tough calls on what weapons to use. Missiles, for instance, can go right through enemy shields, but you have a limited number of them available and infrequent opportunities to restock, so you have to use them wisely. At the same time, you have to make the same calls on what systems to repair on your own ship when you take damage, as everything needs to be fixed manually, and you never seem to have enough crewmen to take on everything. Do you restore the shields? Do you get the weapons back up? Do you tackle those fires in the sensor room? Do you curl up in the fetal position and cry?
Everything is fraught with tension. Weapons seem to take forever to recharge during battles. Foes are cunning in what systems they target with their beam weapons and missiles. Fires start in compartments, which cranks up the stress because you need to order crewmen to make with the extinguishers or open airlocks and interior doors to starve blazes of oxygen. Crewmen also have to deal with hostile boarding parties, who frequently beam over at the start of battles and start blasting away at your systems from the inside. Random elements can turn into instant death. Think you're just delivering drone parts for a guy you met a couple of systems back? Whoops, that depot is filled with insane scientists who are now tearing your ship to pieces. Think that system looks harmless enough? Nope, you warp in too close to a sun and get shredded by solar flares.
And to top it all off, the Rebel fleet is always on your heels. You can enter a system occupied by the pursuing fleet, but this results in a pitched battle where all you can do is try to survive while your warp drive powers back up. Encounters tell their own stories, so you write a personal space saga via your exploits (which often consist of brutal but colorful deaths). The game might look and sound primitive, but it's also memorable and refreshing as you build your own adventure instead of following canned dialogue and set-piece plot points.
A few limits get in the way of playing space scoundrel. After a couple of hours, you realize that there are a fairly small number of encounters in the various star systems. All of them are randomly mixed up for each new game, but this just changes up the order in which you see them. This makes the game predictable after a while, although encounters move fast and the combat is exhilarating, and things are a little freshened up over time by such things as unlocking new vessels to pilot.
The game is tough, even on the easy difficulty setting, and some of the random elements are a bit too random. Games seemingly hinge on throws of the dice at times. You can hit a stretch where encounters offer nothing but brutal combat with fierce enemies that offer up little loot, or get a string of traders who have virtually no good items for sale. At the same time, you can hit the jackpot and have great luck with the encounters you draw, and stock up big on missiles, gear, and scrap.
Battles get long in the tooth in the later stages of games. At this point, tension can give way to a bit of boredom. Having the Rebel fleet on you so quickly gives the game a tight time limit. Being able to turn off the fleet, or dial back its pursuit so that it isn't constantly on your exhaust, could have made the game more enjoyable for those who want to play explorer. The limited save system might also be tough to get used to, because it's here solely for use when the phone rings or when nature calls. You can only save and exit, and this lone save is wiped out as soon as your ship is destroyed. Thankfully, everything moves so swiftly and is so compelling that you don't mind starting new games. But this style of perma-death play does require a certain mindset to fully appreciate.
Undeniably old-fashioned yet still somehow fresh and original, Faster Than Light is a great new take on a couple of old genres that will take over your life for many, many hours. Tense combat, easy-to-handle ship management, and fast-moving campaigns make this a game that is far more than the sum of its parts, despite a few shortcomings with mission variety and the remorseless nature of the (mostly) save-free game design.
Game Emblems
The Good
The Bad
An addictive Sci-fi rogue like where decisions mean life or death, and fun isn't optional.





