With the first game being one of my alltime favorite games, period, my expectations for Citizen Sleeper 2: Starward Vector were high when going into it. I can happily say most of my expectations were met, some were pleasantly exceeded, and only a few minor grievances cropped up in my first complete 10 hour playthrough. TL;DR If you liked the first game, it's an easy recommend. If you didn't play the first game, you don't need to have played it to enjoy this, though playing the first elevates the enjoyment of this tenfold (and is also just a great game in its own right). If you didn't like the first game, this isn't for you since it's merely expanding on the formula of what the first did well. 8.9/10 The Good - The writing in the first game was phenomenal, and in my experience some writers can lose that edge when making further iterations if they're not careful. Thankfully, Gareth has improved on their writing skills, and it shows wonderfully in this sequel. More characters in more varied circumstances all feeling unique and intriguing is something to be proud of. There was never an immersion break, nothing that felt like it was out of character when someone made a decision or said something. - The new and adjusted gameplay systems feel familiar yet distinct simultaneously. I enjoy the risk/reward and the touch more complexity added into the gameplay loop in this iteration. Contracts and the Glitched Die system feel great overall, if in need of some minor tuning and balancing. It's not too cumbersome to feel like a drag, and not too simple to where it feels tacked on or anything like that (with one minor exception I'll get to later). A phenomenal iteration of the dice system. - Where Citizen Sleeper 1 was an introduction to this universe, I'm glad this sequel expanded on it without betraying the potential choices the player made in the first game. By design, your Sleeper in CS1 never made any grand, system-spanning decisions but at the same time you felt impactful in the lives of the characters you involved yourself with on the Eye. Without spoiling directly, seeing where some of those characters are now, knowing what potential choices and endings you could have gotten in the first game, I never felt that a 'canon' I had chosen as 'my' ending had been betrayed in the first game, nor did I see that any of the endings got decanonized in any way here in the 2nd game, which pleases me greatly. It was a concern of mine before getting into this; that either there'd be zero callbacks, or there'd be confirmation of one ending that decanonizes or makes other endings feel illegitimate. - In tandem with the writing, the art has had a noticeable quality uplift overall too. Not that the first's was bad by any stretch, but the art style feels more refined and explored in this iteration in a way I appreciate deeply, and aids even further in immersing you in the universe that's painted for you. - The soundtrack is phenomenal as the first's was. Nothing that completely wow'd me so to speak, but nothing that was jarring or felt out of place. It simply feels like a very solid expansion of the soundtrack established for the first game, and I'm happy to have more to add to my playlists. The Okay & Neutral - The Belt you can travel in is well paced and balanced overall, and feels *just* big enough for what the narrative needs. This is not an exploration game, and while you can travel to different locales, still feels closer-knit in many ways like The Eye was. I don't consider this necessarily a good or bad thing, more something that didn't feel great or terrible. Fun set piece and gameplay to work with, but not wowing. - Each locale can feel sorta samey and lack a sense of variety at points in the playthrough that left me wanting just a bit more sometimes, in terms of gameplay. Most will have a place to refuel, resupply, earn chits, and earn a specific resource. It can lightly detach the urgency of some quests when I need to go back to a location I'd just visited for the sake of getting enough of a resource to meet a threshold for a quest. This is ultimately a nitpick, but one I feel worth mentioning. The moment a dialogue and text tree ends and you've met progressed as much of your quests at a location, sometimes locations can feel a bit reduced to simply gameplay spots, which is a bit dull at moments. - Where Citizen Sleeper 1 had multiple paths that could lead to very different endings, Citizen Sleeper 2 has many potential paths to explore that ultimately end up to a single ending point (as far as I can tell). This ending and who is involved or present can be altered widely by your choices of course, but it's worth mentioning given how the first one, narratively, is distinct in that way. I've enjoyed both, and feel a replay would bear a much different story depending on what choices I make, but I know ending up in roughly the same spot at the end of every playthrough can end up feeling a bit "too on the rails" for some, so it's worth mentioning if you were expecting a multiple endings experience like the first game. The "Eh" - I like the crew system for its narrative opportunities and further player choice in terms of who they want to bring along. Being able to pick specific characters to interact with on journeys and get closer to them that way felt organic and appreciated. However, the "eh" part comes in with the gameplay, which is the ONLY 'tacked on' feeling aspect to the gameplay in my opinion. While it's nice to have companions or crewmates have their own dice to roll on Contracts, it falls a bit flat in terms of expandability. I'd have liked to see even a simple form of leveling up depending on how much you bring a certain crewmate along, maybe being able to make their chances of better dice higher or being able to put +'s onto certain skills. Nothing to the point our Sleeper can, but something to where I can feel my relationship with that character grows outside of the dialogue and has an impact on the gameplay. Hopefully something a future update can expand on lightly, who knows. Personal Preference Conflicts - Philosophically, the writing makes some choices I felt a bit disagreeable to, or felt pressured against making. There were a few instances I was told how my Sleeper was feeling without being given a choice, and I didn't much agree in that that'd be how *I* would respond or feel to the situation. Additionally, there are several moments where you get the "I completely agree" or the "I'm sorta iffy on it but it will happen anyway" options with no true opposite option. It's rare and more-so in teh later game, but these moments for me personally did pull me out of the experience a bit. Obviously, with one writer needing to account for any possible choice a player could make, there are limits to what can be implemented. But, without spoiling, introducing higher stake or existential topics only for there to *really* be one ultimate answer to the encounter felt a bit too on the rails for me at times. Again, to not spoil, it's things I think most in a general audience would agree with and not take issue with, and so is an extreme nitpick in the grand scheme, but something I felt worth mentioning in case others feel the same after a playthrough. Conclusion Saying I enjoyed this game on a first playthrough is an understatement. It's another wonderful narrative RPG that is in my top 10 games that have impacted me personally. The overarching narrative, the characters, the universe it's set in, all are incredibly enjoyable and overall immersive to a point I felt moved at the end of my first playthrough. I will no doubt be playing more to achievement hunt and experience different dialogue options I missed. It isn't perfect, but it's an unforgettable experience regardless, one I hope many many people get to enjoy.
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