You can buy it. The game turned out OK despite the obviously rushed development, and the price is very low for what you get. What is it? A 4x inspired board game for the computer - not a strategy game, but an optimization game. While in most 4x you decide on your strategy how you want to conquer the galaxy, in this one you optimize your randomly presented chocies to conquer the galaxy in the way your faction allows you to. This game isn't simple, but it IS quick (the 5th X --> express) You like complex board games with considerable randomness? Then it may be for you. You expect a simplified 4x space strategy game which is quick because of the simplicity? Then it is not for you. Pros and cons The game could be more enjoyable if the developer had made a few more passes with new user feedback. Most issues I have with the game are obvious and would have been found with sufficient quality control. However, the foundation is very rich - there is a lot of content and mechanics here and the graphics are really nice, the principal goal of an express 4x was achieved. Pros [*]Dirt cheap (15€ for all this? Wow.) [*]Nice 3D graphics and combat animations [*]Nice drawings and UI visuals [*]Good humor and atmosphere in the mission writing and faction design [*]No crashes or lockups (I was really anxious because of the missing manual savegame feature) [*]It IS quick (for me : about 10 games in 20 hours) [*]It has a lot of content and mechanics (11 factions, 33 leaders, tons of buildings, research, spying, diplomacy, concil, high variety of units, fleet roles, faction specific mechanics, multiplayer etc.. etc..) Cons [*]Design flaw (They cannot fix this!): [*]The game is very restrictive about what you can do, often you'll find yourself wanting to do something but you can't because you didn't get the action for it that turn or in the wrong order, or the research you want randomly isn't available or you can't move your units to where they need to be, speed and strenght and all ignored, because "you are out of support". Instead you need to optimize your available actions. [*]Fixable issues: [*]The tutorial is absolutely insufficient, in fact the whole 8 mission campaign is the tutorial (20h play time). A better, condensed introduction could have saved me from frustration. [*]The campaign is absolutely linear, you can't avoid a mission you don't like or which is badly designed. (2nd or 3rd mission with trade is already a difficulty spike). [*]The difficulty of the missions varies wildy, from boring (council mission) to tough (trade mission, bird-crusader mission) to AI-abuse-only (culture mission). [*]No manual save games. This is an issue since additional mission objectives are revealed during the mission and sometimes they are very unfair. Then you need to maybe restart the game entirely :O I had to restart the trade and cuture missions 2 or 3 times. Let me save-scum, that is much more fun than starting over because of random stuff happening! [*]The localization for german is only partial, randomly, some texts are english. Also, the in-game announcner (i.e. "you need more support for this action!") is enlish. On the steam store page "eXpress" is incorrectly translated as "to realize oneself"(Ausdrücken) as opposed to "quick"(Schnell). lol. [*]The UI has problems with information availability. For example without a construction action you can't view the options and costs of buildings and without a research action you can't view the next research options. This means you can't really prepare the neccessary resources to effectively use that action. Also you can't view active treaties with an empire without a diplomacy action etc.. [*]In general the UI is confusing and the choice to show info on hover instead of info on click is questionable. The game only uses one mouse button anyway for some reason. [*]The mission objective list is super annoying to use! It expands the mission details on hover, thereby changing the mouse hover location, thereby expanding other mission objectives I wasn't interested in. Who the hell designed this and who let that pass through quality control?! Simply make it expand on click! [*]In the 8th mission, you play for 100 victory points. However! The current points are not displayed for inspection in the UI anywhere, except in the council dialog, every 10 turns or so which you cannot open if it's not council time (same pattern as in my other UI complaints)... What are my current points? Also how the council works is so badly explained (the dialogs are not!! intutitive!) it took me half the mission to understand what is going on (that tiltes are added by vote each council and you can get each title by achieving specific goals in first place (once) and for that you get victory points.) Your VP should be displayed like the other resources in the bottom bar. [*]The ammunition and research resources should be shown as "unspent storage(max)" instead of "spent(max)". This confused me initially because all other resources are counted as "unspent storage". [*]The "engagement-pending" combat music is annoying and frequent. [*]The diplomacy-confirmed and exploration-event popups should be implemented as forced-use-cards instead start of turn popups, because then the player can decide when to use them and they don't pop into combat scenes (they appear while combat is playing back). [*]Most obvious hint that this was rushed: the popup at the first launch warning that "this 4x is different" still says it's in early access. verdict So the list of cons seems longer than the pros, why do you recommend it? For the low price, it was more fun than frustration. The game is cool. It could be considerably better though, many people might drop out right away because of the issues. Tips: Build a couple of support generator buildings (like cities) early, so you get to do more things in a turn and whenever it counts, so the game doesn't feel as restrictive as it would otherwise. You might want to browse the encyclopedia (in extras in the main menu) after the tutorial; too late for me but maybe early enough for you.
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