Review — Faster Than Light

Alright. I’m reviewing this game because, while it’s been some time since I’ve played it extensively, it deserves my articulated thoughts. In fact, I actually thought I had reviewed it. Dungeon of the Endless reminded me of the game in terms of music, and I brought it up in my review of that game. I intended to put a link to my FTL review on that post, only to find that I had no FTL review to link. So here it is. Plus, now’s a good time, because their newest game, Into the Breach just came out, and buying it gives you a free copy of this game, too.

What is Faster Than Light? Simply put, it’s a rogue-like strategy game where you’re piloting a spaceship escaping from the evil Rebel fleet. There are two core aspects to the game: Game dialogue and combat. Game dialogue consists of what is probably a majority of the game. You jump to a star, and a text box opens up telling you what’s going on at this star. It’ll say something like “A pirate ship is attacking a civilian cargo ship! What do you do?” (paraphrasing here), and you can choose to attack the pirates or ignore it. (There might also be a third option to attack the civilians, too, it’s hard to remember the specifics of each event.) If you choose to attack the ship, a combat will happen. They might surrender and give you items, and you can accept or refuse it. If you kill them, the civilians will thank you, and you can still choose to steal from them. Basically, this game is largely dictated by choice.

Not everything happens the same way every time. Choices you make can help or hinder you pretty much regardless, because the repercussions of them are also randomly generated. (It’s worth noting that it’s not all random. Playing over and over again will give you knowledge of what can happen and how likely events are to be good or bad). This basically allows the game to be infinitely replayable, because if each choice always yielded the same result, you could just look it up on a wiki and win every time (as long as you weren’t bad at combat). As a side note, the combat is the only thing in the game that is real-time, but you can pause as often as you like while issuing commands to your units and guns, so if you’re bad at doing things quick, don’t worry about it.

Is the game good? Well, let me start by saying it’s hard. I’m pretty sure I’ve only beaten the final boss once. I’m not positive because my computer blue-screened while I was playing it today and deleted all my stats. (My unlocked ships are still fine, strangely enough). But it also has three difficulties, and of the dozens of playthroughs I’ve tried, I’ve beaten it once. On easy. Maybe I’m just really bad, but it is certainly not a walk in the park.

I love rogue-like games, and the single most important thing about it is replayability. FTL has a bunch of different ways to play, because there are lots of different kinds of weapons, races, ships, etc. The idea is once you beat the game with one method, you should try a different method. I’ve found that the Halberd Beam is just easy-mode. 3 Damage per room it and you can hit five or six rooms per shot? That’s insane!

Another thing this game does right is the music. Not only does it have a different soundtrack for each alien-controlled sector you’re flying in, but it also has a combat layer that seamlessly adds onto the music currently playing once you enter a combat (usually this means drums or other more percussive tools). It’s beautifully done.

So, this game does require reading. Not a lot, but you can’t just make choices willy-nilly until you start seeing the same events repeat themselves, and even then going too fast can mess you up big time. Overall, anyone who likes small, casual strategy-related games will love Faster Than Light. And though I haven’t played it yet, you’ll probably also like their new game, Into the Breach, as well.

Review — Dungeon of the Endless

Dungeon of the Endless is weird. I played it for the first time yesterday (well, two days ago as of this publishing), and the only reason I did play it was because a friend bought it for me and wanted to play it with me. I actually had zero interest in it. We booted up the game, it’s pretty small, and then while I was looking at stuff he just started talking/explaining.

I’ll be honest. I wasn’t really listening. I was in a weird mood where I was sort of tired so the enjoyment I was getting was pretty much solely just spending time with a friend (and brother). The game isn’t really fast paced, so it worked. I could just follow orders as he told me to walk in that room, put on this item, etc. Somewhat through osmosis I slowly started picking up the controls and the objective, and I have to say…

This game is amazing. It just does so much right for an indie game. Let me explain how it works. Imagine you’re in a giant tower infested with monsters that want to murder you. The only way to get up is to power the elevator, but the elevator is in a different part of the building on every single floor, so you have to carry the power source to it on every single floor. Problem is, there’s monsters everywhere. Trying to kill you, naturally. So you have to build defenses and power generators while you explore the floor, looking for the next elevator and (hopefully) not running into too many monsters.

Sound boring? Well, obviously it’s a bit more complicated than that. Each room you enter is randomly generated. It could have food you need. It could have an adventurer you can recruit (randomly finding them is the only way to unlock them). It could maybe be encapsulated by a toxic cloud. The fun never stops! You could have an amazing layout on one floor, have it be a cake walk and saunter into the next floor, only to find that you have no way of powering any of the rooms and there’s just too many monsters. The power of random.

It’s just a blast for a variety of reasons. It’s multiplayer friendly (up to 4 player), and is pretty much the same experience regardless of how many people play. If you’re playing single player you control four guys, and if you have three friends playing with you each of you control one guy. The game isn’t fast paced, there’s a lot of strategy involved, so if one of you wants to take a bathroom break or needs to go do something real quick, they can give control of their hero to somebody else and the others can keep playing. (Also, it’s soundtrack is great. The whole aesthetic of the game, especially the music, reminds me of Faster Than Light. Which, I’m just now realizing, I never reviewed! Next week.)

Is it without faults? Of course not. It’s biggest drawback is that in order to win a playthrough, you have to dedicate anywhere from 4-6 hours, because each of the 12 floors can take upwards of half an hour, assuming you don’t die. You can save it and play later, but you’ll probably forget what modules you’ve researched and what your characters were good at. Also, the interface isn’t the best. If you’re in a room with a dozen monsters and two friends, it can be really hard to tell how much health each of your characters have. And switching between characters you control can sometimes be a pain, too. The wording of items is suboptimal, too. You can see an item in a shop that says “Gives ‘Pack of Dogs’ Skill”, but without knowing off the top of your head what that skill does, the only way to find out is to buy it (or use the internet).

I’ve had the game for two days (one and a half, really), and I’ve already put 16 hours into it. It’s just a fantastic game, and if you have the time, it can be both mentally challenging and physically relaxing.

Parting warning. The game has two difficulties: “easy”, and “too easy”. I’ve never won on easy.