That doesn’t mean it’s a simple game to pick up however. That might still sound like a lot for a single game to cram in but, compared to other 4X games of recent memory, it’s a laughly simple amount of things to juggle. There’s also tasks from your council (which you select 3 different races to represent, also influencing your tech tree) to complete which give you bonuses and also unlock options for random events that you’ll encounter. There’s a tech tree which is progressed through establishing research bases that require people and a resource as an input, which will then generate science points every year for you to spend. The more trade the colony does the more successful they’ll be, earning more income for you. All planets have a requirement and an output they’ll need the input for the colony to not be a drain on your happiness meter but they’ll continue to produce their output without it (with a couple notable exceptions). Trade is the name of the game in Slipways and it’s a much more striped down version of what I’ve come to expect from 4X titles. Other than that there’s not much to say about the audio visual experience, it’s good and in keeping with the genre’s general style. As they are right now some of the more similar planet types have a tendency to look pretty similar to each other, which can mean a little bit of frustrated clicking back and forth as you try to figure out the best trade route. ![]() ![]() I have to admit that it’d be nice to have the planets scaled up a bit and given a bit more detail so they were easier to distinguish when you are fully zoomed out. Graphically it’s quite a simple affair as all you’ve got to look at are planets spaced out across an isometric plane. This also puts it in the strange place of making most of its games run no more than an hour, something which no other 4X game really aspires to do. Combine this with a simple resource system that’s based around trading between planets you’ve colonised and you’ve got the core of what Slipways is about: making the best of what you can in the time you have. Unlike other games in the genre Slipways actions all have immediate effect and there’s no rival civilisations to complete with militarily. You’ve got 25 years to build up your new empire and whether it turns into a grand jewel of of your civilisation or a failed, bankrupt state is completely down to your choices. Slipways takes place in the far future where you’re set about colonising a new sector of space.
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