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StarDrive Review

By Daniel Shannon

This 4x space strategy game could have been something special, if it were finished.

The Good

  • Automation options aid hands-off conquerors  
  • Exciting ship design possibilities  
  • You meet interesting races, listen to their stories, and obliterate them.

The Bad

  • Terrible tutorial  
  • Fate of the galaxy can be decided by a misplaced mouse click  
  • Undeniably unfinished.

Zero Sum Games' StarDrive seems like an extremely promising 4x strategy game at first glance. It has many things going for it: you can zoom out the camera to an almost omnipresent degree, design your own classes of starships, and take direct control of an individual ship and fly around with the keyboard. Unfortunately, many issues squander the game's potential and make it feel unfinished.

StarDrive is a turn-based 4x space game, but each turn is just a fixed number of seconds of real time at normal speed. In certain aspects, StarDrive resembles the Galactic Civilization series: you colonize planets, build structures on each colony's tile grid, design spacecraft, meet with and spy on other races, search for artifacts, and so on. Each planet produces a certain amount of resources based on its starting stats and how you manage it. Production, food, and population can be stockpiled or transferred between planets via freighters. So it's possible to create agricultural planets that feed industrial planets, which in turn can ship "production" to help other colonies complete building projects.

StarDrive offers several automation options to help fulfill your galactic empire aspirations. For example, you can click on the colonize button on unclaimed planets to send the nearest available colony ship to that world (it will order a nearby planet to build one if you don't have any such ships). Additionally, governors can be assigned to each planet and given orders to focus on things like research or industry. Also, the empire's shipyards can be ordered to commission freighters as needed. These options can be helpful, but you should personally build subspace projectors, the platforms that create space highways. These are costly to maintain, and the AI's grandiose infrastructure projects can bankrupt you.

Like many other games of its ilk, StarDrive allows you to design your own ships. Based on the technologies researched by your civilization, you can choose a hull type and place various modules on it. Each ship has a grid divided into engine slots as well as internal and exterior slots and a slot located between the interior and exterior of the ship. Every design is going to need engines, some sort of bridge, and a power source and power conduits. In addition, you can add various weapons, armor, and shield types as well as extras like fighter bays, ordnance storage, ordnance fabricators, sensors, and space for colonists. Weapons have a firing arc, so they need to be carefully positioned. Designing "invincible" battleships is enjoyable, but the design interface is unforgiving: one wrong click can replace large swaths of carefully designed power conduits and armor with a missile turret that you intended to place one grid away.

While designing spaceships is a major selling point of StarDrive, diplomacy is more interesting. For starters, the other civilizations have a lot of character. The emissary of the plant-like Pollops plays music from a sonoboard that also shoots out synthesized sunlight, the Samurai Bears of the Kulrathi shogunate greet you with a haiku, and the Lovecraft-inspired Ralyeh Devoted patiently explain the need to destroy everything in the universe for the benefit of their elder god. Additionally, diplomacy is deeper here than in many strategy games. Instead of giving your relationships a simple numerical value, each faction has different levels of trust, anger, and fear toward your civilization. If other factions trust you, then they're more likely to agree to proposals like alliances or forming a federation, which annexes their empire through diplomacy.

On the other hand, doing things like colonizing a system other factions have staked a claim to, sponsoring rebellions on their planets, or offering them insulting trade deals can lose their trust and make them angry. Finally, fear represents their respect for your power. If other civilizations are angry and unafraid, then you can expect war. Opportunistic allies, tempted by easy conquests, may betray you. Sadly, it's too easy to accidentally declare war on your allies by clicking on that option in dialogue. Such a drastic action clearly needs a confirmation box.

16 comments
jadaski1
jadaski1

Unfortunately, I have to agree with this reviewers assessment of the unfinished nature of the game.  StarDrive desperately needs more polish in a large number of areas.  It's sad, because the core game is great and just needs... more.

Zloth2
Zloth2

Great, it's Sword of the Stars 2 all over again.  Well, OK, not that bad but the developer/publisher is still trying to get us to pay them before actually finishing the game.

apdrapes
apdrapes

Sadly - this has all been done before - I just suspect the reviewer is too young to recall Star Trek - Birth of the Federation!?


http://en.wikipedia.org/wiki/Star_Trek:_The_Next_Generation:_Birth_of_the_Federation

Zloth2
Zloth2

@apdrapes Errr, do you also say that shooters have all been done before then give a link to Quake?  The least you could have done is point to Master of Orion.

rasta2k
rasta2k

@apdrapes 

Botf is not the only space 4x game done in the past, but certainly one of the best.
There is a crowd for this kind of game so plz keep em coming :)

Szeiden
Szeiden like.author.displayName like.author.displayName 2 Like

The guy who made the game even commented that it was unfinished but that he wanted to release it anyway and then continue to work on it. Some people thought that was a bad call because of the lackluster reviews that would come as a result (as we see here), but he decided to release it anyway. The point is that he does plan to improve the game, but you might want to wait until it's actually "finished" before buying it. It is playable though if you're willing to look past the incomplete/unpolished aspects. 

Pukshd
Pukshd

I watched AVGN Video one day before this news, and then....

jopers
jopers like.author.displayName like.author.displayName 2 Like

I have about 30 hours into it and have had a ball. It's a lot of fun! I will say however, that the more you play and appreciate it, the more you realize how much work still needs to be done and expanded upon. I hope it sees a good amount of improvement (I'd like a more involved tech tree and colony building options, more victory conditions and a host of UI improvements) There's enough game to have fun with but it's woefully unfinished.

PZcolo
PZcolo

I agree, it feels unfinished, mainly from an UI point of view, management can be a real pain in the a*s. If there are some improvements in later patches or mods it has the potential to be an awesome game, as it is it's just decent imo.

Noclippin
Noclippin like.author.displayName 1 Like

I think this game is excellent. It needs a lot of work, but it's still fun. Especially if you like the micro/macro management that comes with games like this. I can't wait for the multiplayer.

Saketume
Saketume

^----- still awaiting the perfect space sim. This one seems more like a strategy game than the mission/trade/upgrade/explore gameplay I want.

Zloth2
Zloth2

@Saketume Errr, yeah, it's a 4X game.  It sounds like you're looking for Egosoft's X games.

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Game Emblems

The Good

The Bad

  1. Innovative take on the 4x genre doesn't make up for the bugs and the tedium.

  2. A good game in dire need of a content pack. A must have for space fans.

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