Errata
Much as being wrong irks me, I try to embrace the possibility as – being a pig – it happens on a fairly regular, recurring basis. The thing I was wrong about this time was how many custom color schemes Everspace 2 allows you to have.
Since color schemes I created for one ship automatically appeared for all ships in the hangar I (wrongly) assumed there were only four color schemes in all — whereas the truth of the matter is the game lets you have four color schemes per ship (so 36 total). I only figured that out after I changed a color on a shared scheme and it didn't change for all other ships in my hangar...
While we're on the subject, way back in my Void Shadows writeup, I mentioned that some accessories "didn't work properly" which was also incorrect.
My claim was based on the fact that tool tips for some accessories quoted "0 damage" which I chalked up to shaky math. As it turns out, Owlcat math is impeccable – it's their reasoning I should have picked a bone with.
Certain accessories quoted 0 damage because the statistic they were basing their calculations on was (at the time of the reading) zero. If an item's bonus is based on temporary wounds, for instance, and your character didn't have any then – naturally – the bonus would be nil. And that's all well and good and logical.
The usefulness of a tool tip that is only informative when you're otherwise preoccupied, on the other trotter, is another story...
Still – pig done goofed and, to paraphrase Mal Reynolds, "honesty is the mark of a great pig."
Guess I'm just a good pig.
...
Well, I'm alright.
Lateral moves
On the subject of paraphrasing, playing Everspace 2 reminded me of a game that done slipped my mind for, oh, the better part of twenty years which was the most prominent example of (to quote William Gibson via Berry Rydell) a lateral move I have ever seen in game development.
The game in question was Tachyon: The Fringe – an entertaining enough Privateer clone by a studio called NovaLogic. In its heyday, NovaLogic was known for two things: PC ports and (later and on a much grander scale) contemporary war sims (especially the Delta Force series of FPSs, but also Commanche, Armored Fist and a slew of other war/flight sims).
How a studio renowned for its own, patented engine (Voxel Space) and a singular focus in gaming (war sims good enough for the United States Army to contract them for actual combat simulators); ever decided to try a vector-based Wing Commander-like space opera on for size is something I've never understood — but would very much like to learn the story behind.
And the kicker? Tachyon was actually good.
Overly linear, maybe, and a little short, but – competent in its own right, with many fun features such as power management, sliding (another lateral move, which let your ship strafe or fly backwards); divergent plot lines, side missions and secondary objectives, ship systems (reminiscent of Everspace 2's devices), and – oh yes – a PC voiced by none other than the Big Chin himself, Mr. Bruce Campbell...
It was so competent, in fact, that I bought it again on GoG and was going to do a full review for, but – eventually – decided a nod was probably as much attention as it deserved.
For as nice as the game was, it had two issues: first, it was short and offered no ability for exploration or free flight outside of the main plot; and, second, just past the midpoint of the story (and moreso in the Bora than the GalSpan campaign), Tachyon got stupid hard, with battles that looked grand on paper but – effectively – hinged success solely on your performance and had all computer opponents zeroed on you and you alone.
If you fancy a little strafe down memory lane, you can get Tachyon for peanuts on GoG (it was discounted when I bought it and it went for two bucks and change). It's probably only good for about 20, 25 hours of gameplay and – once completed – offers no incentive to replay it (well, outside of experiencing whichever plot you didn't follow); but – if you've got nothing better lined up – it's a fun enough little excursion.
Setting sail
Speaking of excursions, come June 17, TaleWorlds will have Bannerlord players set sail with its War Sails expansion for the base game, which introduces ships, fleets, naval warfare and a "new" (slightly confusing) race of Nords (who are said to be "viking inspired" but then – where does that leave Sturgians?).
I'm not sure how closely gameplay will resemble the footage released alongside the announcement (which seemed to be rendered in-engine), but – I've gotta say – some of those scenes had shivers running down my back...
I'm also curious to see how TaleWorlds will handle steering. Orders to a helmsman via the function keys? Or more like "driving" a horse? (as in the Pirates! games or Sea Dogs).
On top of the expansion, TaleWorlds will also be releasing a lot of updates to the base game which come straight from a second planned DLC that didn't pan out. These will include stealth mechanics and related mission types, more traits and character development, a parley system, better spear bracing and – of all things – slings.
I was wondering recently whether TaleWorlds would pull up stakes and move on to a new project or invest into Bannerlord and now – giddily – I've got my answer. One I'm really looking forward to playing.
Sorry again for the mistakes and I hope spring finds you in fine form.
Pig — out.