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About Anthony Langsworth

I am a self-motivated, adaptable, outcome-focused enterprise and solution architect that gravitates toward technical leadership roles. I am adept at building relationships and translating between business and technology practices. My experience covers architecture, management, security and software development roles over 20 years, from multiple startups to global technology companies. I am a frequent innovator with many patents; maintain many architecture, agile and security certifications and contribute to open source software.

Dolphin On-Foot Support Build

An Elite Dangerous ship build.

Goals

Like the Cobra Mk III On-Foot Support Build, this ship build’s goals are:

  1. Get the commander to/from on-foot missions introduced with Odyssey. This requirement includes transporting an SRV (for mission support or raw material gathering) and a Detailed Surface Scanner (for finding points of interest).
  2. Endure a sustained assault from on-foot enemies. This requirement ensures you can complete mission goals rather than rushing back to defend your ship.
  3. Land at every surface settlement, outpost or station, effectively requiring a small ship. 
  4. Provide fire support to kill scavengers and other ground enemies. As these are too small to target with most ship-mounted weapons, this effectively means missiles or mines.
  5. Have a fast boost speed. The build should reach supercruise distance quickly for material farming or escaping hostile ships.
  6. Have a reasonable jump range and a Fuel Scoop for travelling to on-foot engineers or distant missions.

Build

Dolphin Blueprint by CMDR-Arithon (https://swat-portal.com/forum/gallery/image/9486-dolphin/)

Link: EDSY (have it open as you read for easy reference)

When I first approached the problem of getting my commander to on-foot missions, the Cobra Mk III seemed to be the perfect choice. I still had the one I used early in my commander’s career. Its versatility and repurposing a ship I loved made it an attractive choice.

However, I recently unlocked all the on-foot engineers on a second or alternate (alt) account. I took it as an opportunity to try different things, including different ships. The Dolphin proved to be surprisingly effective at this role compared to my Cobra Mk III On-Foot Support build:

FeatureCobra Mk IIIDolphinComment
Jump Range30.58 LY33.93 LY
Pitch/Roll/Yaw (seconds for a complete turn)3.4/1.2/124.0/1.1/5.3Dolphin has better yaw, making flying more natural and attacking ground targets easier.
Boost605 m/s591 m/s
Raw Shield Strength625 MJ681 MJ
Hull Strength6651001
Fuel Scoop Size45Faster fuel scooping.
Thrusting Heat40%31%Easier fuel scooping.
Comparison of Cobra Mk III and Dolphin builds

Where the Cobra Mk III was superior, it was not relevant. For example, the Dolphin has only two small hard points compared to the Cobra’s two medium and two small. However, the Dolphin’s two small hard points have better convergence, making hitting small ground targets like on-foot scavengers easier. The Dolphin’s lower ammunition capacity is rarely a constraint.

The Dolphin has more flexibility and utility. The Dolphin’s extra utility slot frees up internal module slots that the Cobra Mk III needs for Guardian Shield Reinforcement Packages. The Dolphin could even use a size five Prismatic Shield Generator, although this makes power management challenging.

The only real difference is aesthetics. Some people dislike the Dolphin’s more organic shape and the wheezing sound of its boost. The Cobra Mk III looks and sounds more like an Elite Dangerous ship should.

Defence:

  1. Prismatic Shields and Overchanged Power Plant: Most of the defensive measures are the same as with the Cobra Mk III. Strong prismatic shields protect it when attacked by scavengers or pirates. The Power Plant is Overcharged so it can service the power-hungry shields.
  2. Strong Hull: Unlike the Cobra Mk III, this ship can afford strong hull protection. It has the internal slots for Hull and Module Reinforcement Packages. Its size five Thrusters can maintain a fast speed with the extra weight.

Offence:

  1. Ground Attack: The Advanced Missile Racks provide explosive area damage against on-foot scavengers or guards. The Dolphin’s hard points are close, making targeting easier, and the fast yaw means moving sideways faster to change targets or to dodge incoming projectiles.

Utility:

  1. Double SRV bay: This can transport both a Scarab and a Scorpion or two of your favourite kind of SRV. Dropping down to a 2G does not give any significant advantage. Coupled with the Cargo Rack, you could use this build for surface missions.
  2. Advanced Docking Computer: Odyssey added the ability to auto-land on planet surfaces. This module allows easy landing when distracted or on uneven terrain near surface points of interest.

Solo Tactics

  1. Flee: This build runs, not fights. Its prismatic shields protect it long enough for it to escape. This build will outrun almost everything with its almost 600+ m/s boost speed. Most enemies will mass lock this build, so the high speed is welcome.
  2. Power (pip) management: Place four pips in systems and two in engines when landing to maximize shield protection. Otherwise, do the reverse to maximize boost frequency, speed and agility.

Wing or Team Tactics

  1. Pairing: This build can transport two commanders to and from an on-foot mission location, providing each with an SRV.
  2. Rescue: This build can rescue an on-foot commander who has lost their ship or would otherwise wait for an Apex. Use missiles to kill any ground targets, land to pick up the commander, and then boost to supercruise before enemy ships take down the shields.

PvE Combat Vulture Build

An Elite Dangerous ship build for more experienced players, effectively an end-game version of the Beginner PvE Combat Vulture Build.

Goals

The goals are:

  1. Create a build that uses the Vulture effectively for late-game PvE combat, such as Hazadous Resource Extraction Sites, High Intensity Conflict Zones and Threat 7 Pirate Activity signal sources.
  2. Use any module or engineering in the game to maximize effectiveness and the Vulture’s strengths.

Build

Vulture Blueprint by CMDR-Arithon (https://swat-portal.com/forum/gallery/image/9464-vulture/)

Links: EDSY (have it open as you read the guide for easy reference)

As mentioned in my Beginner PvE Combat Vulture Build, the Vulture is a wonderful small ship to learn PvE combat. It is cheap, packs oversized weapons and teaches good skills like pip (power) management.

However, the Vulture is rarely seen during end-game combat. Large ships like the Federal Corvette and medium ones like the Fer-de-Lance and Chieftain tend to dominate. They have more firepower, better hull and shields, speed and/or agility.

No clever engineering or obscure modules will change this balance. However, the Vulture is far from useless. Some even see its disadvantages as a challenge. Killing NPC pirates in a fully engineered Federal Corvette is relatively easy. Doing so in a Vulture requires more skill.

Offence:

  1. Intertial Impact: The Internal Impact experimental effect changes the damage from 100% thermal to 50% thermal and kinetic. This change means the Burst Lasers become effective against both shields and hull. However, it adds a 3% jitter, which is much larger than it sounds.
  2. Efficient: Some people use the Short Range Blaser blueprint to maximize damage output but this drains the distributor quickly. Using Efficient means you can fire indefinitely with four pips to weapons.
  3. Fixed: A small, nimble ship is the perfect platform for fixed weapons. The extra damage over gimballed weapons helps, as does the immunity to chaff or even needing to select your target.
  4. FSD Interdictor: An FSD Interdictor is useful for interdicting assassination mission targets, wanted ships for bounty vouchers or even powerplay ships for merits. Swap for another Guardian Module or Hull Reinforcement Package otherwise.

Defence:

  1. Resistance: This build focuses on high resistances for shields instead of raw strength. Unless you consistently fight plasma-armed enemies and cannot dodge the slow-moving projectiles, this focus gives a high effective strength with fast regeneration.
  2. Fast Charge versus Lo-Draw: Like most ships using Fast Charge on a Bi-Weave Shield Generator, the Power Distributor cannot supply enough power with two pips in systems to rebuild the ship at the optimal rate. This build’s shields should drop rarely but, if they go down often, replace the Fast Charge experimental effect on the shield generator with Lo-Draw.
  3. Reactive Surface Composite and Thermal Resistance: Reactive Surface Composite inverts the standard resistances for armour, making it strong against kinetic and explosive weapons but weak against thermal. To compensate, the build uses Thermal Resistant on one of the Hull Reinforcement Packages. This gives the build net positive resistances on the hull.
  4. Guardian Shield and Module Reinforcements: Guardian Module Reinforcement Packages provide slightly more protection than Module Reinforcement Packages but cost some power. Swap for normal Module Reinforcement Packages if you do not have them unlocked. The Guardian Shield Reinforcement Package is the only non-utility module that buffs a shield.

Variations

  1. Shieldless: A shieldless version (EDSY) reduces longevity but lets you put the system pips into engines for greater speed and agility. Consider it a challenge. Replace the Shield Generator and Shield Reinforcement Module with Guardian Module Reinforcement Packages and a Hull Reinforcement Package respectively. Replace the Shield Boosters with Shielded Point Defence and Chaff Launchers. Replace the Efficient blueprint on the Burst Lasers with Sturdy, giving them more protection and higher armour penetration. Sturdy costs more power but you have power to spare, even with an Armoured Thermal Spread Power Plant.
  2. Anti-Thargoid Scout or Hunter: To create an AX version (EDSY), take the shieldless version and replace the burst lasers with Azimuth Enhanced AX Multi-Cannons. Fill the utility slots with Caustic Sink Luanchers and an Enhanced Xeno Scanner. Replace the FSD Interdictor with a 1A AMFU and the Guardian Module Reinforcement Packages with normal Module Reinforcement Packages to reduce power use and prevent a Glaive field from damaging them. Replace the Reactive Surface Composite with Military Grade Composite, because the additional resistances are unnecessary. Once again, other ships fulfil this role better but this build can hold its own.

Tactics

  1. Finding targets: This build works best against wing-less large or less agile targets. Anacondas, Asps, Pythons and Type-10s are generally easy prey. Using fixed and jittery weapons against fast or agile targets, like Elite Vultures and Vipers, is doable but frustrating.
  2. Point blank: Get as close as possible to enemy ships, preferably above or below where their surface area is maximized. Avoid jousting as it reduces time on target. Instead, circle strafe, pre-turn and landing gear-turn to track ships as they pass by. Hold down fire. Even with only two pips to weapons, exhausting the distributor or overheating will take minutes.
  3. Power (pip) management: Two pips in systems and four in weapons are usually sufficient. Temporarily shift pips into engines to boost or run down fleeing ships. Ironically, power management is easier in this build than in the beginner version. An Overcharged Monstered Power Plant gives more than enough power. A Charge Enhanced Power Distributor gets it to where it needs to be.

The Art of Video Game Screenshots

Have you ever watched a movie or TV show and wanted to pause and marvel at a scene? It may be beautiful, showing off an artful mix of colour and design. It may be complex, requiring time to appreciate the detail. It may capture a moment that creates strong feelings or thoughts.

I love taking screenshots in video games. Not all video game graphics are lifelike or realistic, but even retro or pixel graphics have their beauty, such as the screenshot from Cloudpunk below. The definition of “realistic” also decays as each new generation of hardware increases fidelity.

Even Cloudpunk‘s voxel-based graphics are beautiful

Why take screenshots? I enjoy it. Arranging a good scene and admiring it as a screenshot is fun. This admiration is called “sense-pleasure”, a term coined in the original Mechanics-Dynamics-Aesthetics game design framework. Some game developers have screenshot competitions and communities. Winning is fun, as is sharing a common interest. Trying to take good screenshots also allows me to appreciate the effort developers put into games, looking at games and visual media through different eyes.

Taking good screenshots is simple: play games, take lots of screenshots, review them, decide which ones are the best, try to get more of those, and repeat.

That leaves two questions. The first is “Which games should I take screenshots from?” The second is “What makes a screenshot good?”

The answer to the first question is also simple: play whatever games you enjoy. That said, some platforms, such as PCs, and game types, like 3D open-world games, are more conducive to taking beautiful screenshots. High-end PCs have higher resolutions and are capable of better graphics. The developers of 3D open-world or similarly expansive games often create visually appealing worlds. 

Some graphics capabilities require special attention. Virtual Reality (VR) and Augmented Reality (AR) are more of an experience, something a static screenshot cannot capture. Screenshots from High Dynamic Range (HDR) displays are often too bright, at least in non-HDR file formats.

Screenshots of glitches, memes or schadenfreude are often spontaneous. These can be fun. They have their place. However, these tend to be unpredictable and their popularity fleeting.

Answering the second question, “What makes a screenshot good,” is more difficult. Someone with art training could write volumes on what makes a good painting or scene. However, some general advice I found helpful follows.

The human eye is usually drawn to specific places when playing a game. Players have fractions of a second to decode a busy scene and determine what to do next. The game designer wants to emphasize where to go next or the boss’s weak points.

An underground cave from Greedfall

The above screenshot from Greedfall shows how the developer can unsubtly force the eye to focus somewhere. The light filtering from above among the dangling roots directs the player while hinting at this place’s history and significance.

However, the human eye can take its time to appreciate a screenshot. Treat each screenshot as a diorama. People view a screenshot holistically, like a painting. Arrange interesting things around the image or, if there is a single focus, ensure it is unique or intriguing enough to hold attention.

An Asp Explorer (spaceship) from Elite Dangerous

This screenshot shows a beautiful fusion of elements. The blue exhaust from the Asp Explorer (spaceship) heading towards the ringed planet matches the light of the eclipsed blue-white star. The edge of the Milky Way galaxy shows behind. This fills the image, meaning there is something interesting to look at everywhere.

Night City from Cyperpunk 2077

This screenshot shows the busy Night City skyline from Cyperpunk 2077. There is so much detail that it takes time to parse. What initially could pass for any modern metropolis is quickly dashed by the ascending holograms and unfamiliar advertising.

A Krait Phantom (spaceship) flying between a planet and its moon in Elite Dangerous

Another example from Elite Dangerous is above. Elite Dangerous‘ planet generation is fantastically detailed, and the colour contrast reflecting off the Krait Phantom’s mirrored hull looks wonderful. The distortion from the engine exhaust gives it that extra touch of realism and adds momentum.

Looking at the planet’s star through its rings in Elite Dangerous

While stark and beautiful, the lack of something interesting in the foreground in the above image gives the feeling something is missing or incomplete.

The best screenshots are not always from the most action-filled or detailed scenes. Screenshots omit many elements of game interaction, reminding us of what the screenshot lacks. There is no movement or action. There is no music, sound effects or story. The hardware sometimes limits the graphical fidelity. A screenshot can expose low polygon models and blurred textures.

An alien machine from Elite Dangerous

If you have a central focus, viewing it from a slight angle gives it a more natural appearance. It shows more detail from the side or top. The above screenshot shows the misty, creepy, organic, Gieger-esque internals of a thargoid base from Elite Dangerous. The details of the back pillar would otherwise be obscured if the shot was front-on.

The best screenshots tell a story or evoke emotion without context.

A Scorpion (buggy) exploring a thargoid spire site in Elite Dangerous

For example, zooming back from the Scorpion (buggy) and placing it below the camera’s centre in the screenshot above draws the eye towards the towering thargoid spire above it. The contrasting light between the green cloud to the right and the blue star to the left pleases the eye. This screenshot evokes a sense of alienness, wonder and being alone.

A rain scene from Cyberpunk 2077

Plenty of games have rain. However, the mist, almost monochromatic palette and subtle reflection in the puddles above capture a dreary oppression better than any other I had seen. The dirty footpath and cluttered scene emphasize the worst parts of urban life.

Avoid busy or unclear scenes. The dozens of spell effects hurled at a boss in an MMORPG raid can be impressive. However, parsing the scene can be difficult. 3D scenes rendered in wide aspect ratios, such as 16:9 or 16:10, distort around the edges. Avoid putting essential details there.

Lighting and colours pose unique challenges and opportunities. Overly dark or light scenes can be hard to discern. Contrasting light can be beautiful, as shown in the dull red of the star against the alien structure’s yellow below. Monochromatic scenes can be stark.

A thargoid titan from Elite Dangerous
A dark HDR screenshot from Elite Dangerous

While the scene above has a lot of detail, it is too dark. This is a good example of an HDR scene losing too much contrast when rendered in standard displays.

Disable or remove any “heads-up display”, voice chat overlays or similar UI elements. They often distract from the scene unless they are the focus (“I survived at 1% health!”).

Modern games may have photo modes that temporarily use more screenshot-friendly graphics settings and give more camera control. Use these when you can. Controlling the camera angle or adding effects, such as vignettes or filters, can add a lot.

An alien world from No Man’s Sky

Tilting the camera turns the already alien world from No Man’s Sky, above, into something disorienting. The slight vignette helps focus the attention on the centre and adds depth.

An Imperial Cutter (spaceship) amongst a gas giant’s ring in Elite Dangerous
Looking through asteroids toward a faint, distant star in Elite Dangerous
A thargoid interceptor at a barnacle site in Elite Dangerous

Effects like bloom, light rays, reflection or lens flare turn a scene into something magical, as shown above. If I ever want new backgrounds for my computer’s desktop, Elite Dangerous is a wonderful way of generating them. Unfortunately, players may have to turn effects off to improve frame rates or to run games on low-end graphics hardware.

A traveler admiring the nighttime bioluminescent display from No Man’s Sky
A traveler admiring an eclipse on No Man’s Sky

Sometimes, careful timing and placement are key. This can be as simple as waiting until night in the first screenshot above or finding a lens-flared eclipse’s exact moment and angle in the second.

Be careful of symbolism and logos in games. While these can be meaningful and emotive in games, they often lose context outside that game. Worse, games sometimes use real-world symbols that can offend.

Avoid modifying screenshots after taking them. Highlight the game developers’ artistry, not Adobe Photoshop skills. Modifications are often prohibited if you want to enter screenshots in competitions. However, each game and community will have its own rules.

Many games have “vista moments”, where the player leaves a cramped, narrow area and enters a broader, almost agoraphobia-inducing wider world. If you are looking to start taking screenshots, finding these is a great place to start. The developers often make these look stunning.

Your first view of the Erdtree in Elden Ring

Your first view of the Erdtree in Elden Ring is a wonderful example of a panoramic “vista moment”, as shown above.

Looking over the water at dusk in Deliver Us Mars

The above scene showing the sun reflecting off the water is a wonderful change from the cramped corridors preceding it. In a setting where the Earth’s environment is collapsing, this reminds you what you are trying to save.

Graphics are arguably the most essential part of video games. While it is possible not to have any significant graphics, e.g. The Vale, video game developers spend much time and resources getting things right that players may only see for a few moments. Taking screenshots both helps share these moments and appreciate the effort and artistry that goes into video game development.

Does the 31 January Stream Change Elite’s Outlook?

Mockup of the Python Mk II

Frontier’s stream on 31 January changed the landscape for Elite Dangerous players. Accustomed to Frontier drip-feeding content, no credible roadmap, and poor financial results, Elite‘s players had resigned themselves to being comfortable with table scraps. Did this stream signal a change?

Frontier has traditionally been famously vague, uncommitted and underwhelming. For example, a “new feature overhaul” was first discussed in 2022 for 2023 and is still undelivered. The content Frontier did release, such as the thargoid titans and spire sites, was visually spectacular. However, it lacked the long-term game loops required from a live service game. 

By contrast, the pleasantly succinct 31 January stream announced four things: a culmination of the thargoid war, a revamp to PowerPlay, an undisclosed major new feature and new ships. The new partnership with Dead Good Media for PR is producing good results.

This announcement exceeded reasonable expectations. It surpassed mine. However, that was not the biggest surprise.

While players have enjoyed the Thargoid War, Elite has always interweaved multiple game loops. Culminating the war allows people to get back to other things. 

Galnet, Elite‘s in-game newsfeed, has strongly hinted at a PowerPlay revamp. PowerPlay, Elite’s macro-political simulation, has devolved into passive-aggressive cargo healing. A rework is welcome.

Delivering four new ships was terrific news. New ships allow players to customize and experiment, re-experiencing existing content through a different lens. Frontier last released new ships in 2018. Five years without new ships is a long time when Elite is essentially a spaceflight simulator. 

The mockup of the Python Mk II, shown above, looks cool. It engages players’ imagination. The new canards, short tail fins and wing tips make it look sleek and modern. Frontier has taken a page from Star Citizen‘s playbook.  

However, the biggest surprise is Frontier’s implied renewed focus on Elite. As my previous post said, most expected Frontier to put Elite into maintenance mode. 

It is essential not to get too excited, though. For example, the PowerPlay revamp and the new feature are not new; Frontier just reannounced them. They have been years in the making. They may get pushed back again or, when delivered, be underwhelming.

From a business model perspective, the promise of new ships is the most lucrative. ARX sales for cosmetics will help the bottom line. Many ex-Elite players are interested in returning to play new ships. Whether it or any of the other announced features brings in new players is yet to be seen.

As my previous post said, games sell on potential and goodwill. Elite has lacked both for some time. Frontier has created an opportunity to hint at a vision or dream. However, it now has to deliver engaging content in a reasonable time frame. If so, Elite may return to the glory days of old. If not, this opportunity was Frontier’s to lose.

Does Elite Dangerous Use the Wrong Business Model?

Note: I originally wrote this before Frontier’s 31 January stream, which revealed surprisingly pleasant news. I considered rewriting this post for a few days. However, I decided to post it as is and then write an update later.

Frontier Developments PLC (or Frontier), the developer of Elite Dangerous (or Elite), recently published its interim 2024 financial reports. I have played Elite for thousands of hours. Considering the lacklustre Odyssey expansion launched two years ago, Elite‘s vague roadmap, and Frontier’s economic woes, I was interested in what this said about Elite‘s future.

Two slides from the financial report summarize Elite‘s situation well. The first is the “Cumulative Revenue” graph, shown below. This graph shows Elite favourably, earning the second-highest cumulative revenue of all Frontier’s Intellectual Properties (IPs).

Frontier's Cumulative Revenue Graph from Interim FY24 Reports

However, the “Cumulative Cash Flow” graph tells a less rosy story. Elite has earned the least of Frontier’s big IPs. Elite‘s current (right-most) line is almost flat, meaning its income roughly matches its costs.

Frontier's Cumulative Cash Flow Graph from Interim FY24 Reports

Given Frontier’s financial troubles, what does this mean for the future of Elite? The critical question is, “What are Frontier’s goals?” If Frontier wants to keep Elite as a “pet project”, they need not do anything different. Frontier can continue maintaining the game, likely entertaining the hardcore players for years. Frontier and Elite are synonymous, and Elite should continue as long as it does not lose money. 

Unfortunately, Frontier needs its IPs to generate income. David Braben, Frontier’s founder and previous CEO, may love Elite. However, Frontier is a business, not a charity. Their investors, including the Chinese game giant Tencent, rue the declining share price. The relative success of Star CitizenNo Man’s Sky and similar IPs of the same age and genre must weigh heavily. 

While, technically, it may have been the correct decision, Frontier’s decision not to support consoles likely had a significant financial impact. Frontier had invested heavily in Elite‘s console support before ceasing it without realizing any revenue. As shown in the Cumulative Revenue graph above, releases on other platforms boosted all IPs significantly.

Frontier may also be using Elite to hide costs. Frontier shares many development resources, such as the game engine, audio, marketing and community relations. Frontier may disproportionately attribute costs to Elite to bolster other IPs. However, given the lack of evidence and specifics, I am ignoring this.

Elite makes most of its money from the initial purchase or selling ARX, its cosmetics currency. Therefore, Frontier must attract new players or convince existing players to purchase cosmetics like ship paint jobs. 

Unfortunately, the “Cumulative Cash Flow” graph indicates Frontier failed. Not in creating a good game – that is another discussion – but in creating a game that generates significant revenue. 

One way to generate revenue is to improve gameplay. Frontier needs to identify new foci that engage players. For example, Eve Online wants to focus on “conflict, identity, and community” per Eve Online‘s 2024 roadmapElite needs beginner-friendly gameplay with less “grind” (repetition). However, gameplay changes are another discussion, as mentioned above. 

Another way to generate revenue is through hype and promise. Star Citizen is a prime example. Players “pledge” thousands of dollars for new ships to be released years from now, if ever. Players happily shrug off poor performance and reliability. Elite has lost this over the years. Better marketing and community relations could help, but Frontier needs that inspiring vision or dream.

An alternate could be changing the business model. The game designers may have created the ideal Elite but for a different monetization model.

For example, Elite could go “free to play”. A free version may allow players access to specific star systems or ships, requiring a purchase to unlock the full game. However, this is unlikely. Elite has a famously steep learning curve and lacks a clear story or path, meaning a low conversion rate to paying customers.

Elite could shift to a monthly or yearly fee, like Eve Online. This shift would increase revenue but would likely drive most players away. Many players drift into and out of Elite, while others enjoy it precisely because it is free after the initial purchase.

Elite could alleviate the grind. For example, it could offer blocks of engineering materials for ARX or increase the materials gathered. Another possibility is buying Federation or Imperial rank to unlock ships and gain access to systems like Sol. Warframe and other “free to play” games have similar offerings. Many enjoy Elite but are time-poor or only enjoy some game loops. Unfortunately, this is getting close to “pay to win”. It can frustrate or alienate those who put in the effort.

Frontier could generate more revenue from a regular, smaller expansion model instead of the current “big bang” model. Eve Online and No Man’s Sky do this. The high development time and cost mean a misdirected or incomplete expansion, such as Odyssey, can endanger an IP’s financial viability. “Big bang” expansions are typically sold at a significant discount in regular sales. 

Thinking more pessimistically, Frontier could sell Elite to another company. Daybreak Games, the owner of old MMORPGs like Everquest and Lord of the Rings Online, is one possible home. Pearl Abyss, the new owner of CCP games who make Eve Online, is another. 

Selling Elite would give Frontier a much-needed cash injection. This injection could fund another creative management game or two, something Frontier has monetized more effectively. 

However, a sale is unlikely. As stated above, Elite holds a special place at Frontier. It uses Frontier’s proprietary Cobra engine, unused outside of Frontier. Elite is still profitable, albeit marginally, so the price would be high. Thus, making a decent return on investment could be difficult. 

Predictions are always tricky. We need more information on the development team’s size and capabilities, the quality of the code base, and Frontier’s plans. Frontier’s next stream on 31 January will also lay out plans for Elite, although this will likely be just a teaser for the upcoming update 18.

However, if I had to predict, little will happen beyond update 18 for 2024. If anything, Frontier will continue drip-feeding the irregular updates planned as part of Odyssey. Anything else that happens will be completing existing work. 

This prediction may sound pessimistic. However, Frontier’s communications mention no new Elite content but plenty of content for other games. The recent restructuring has seen many senior members of the Elite team leave. Rebuilding and realigning afterwards will take time.

Reading between the lines, Frontier is moving Elite into the “too hard basket” for now. They want to focus on creative management simulations. They need revenue to correct their balance sheet and appease investors.

What would I like to see? I would love an inspiring and engaging “vision” for Elite. The hype around Odyssey drove huge player numbers and an undeniable anticipation. A focus on gameplay and marketing like that would be ideal. However, that requires creating a compelling vision, investing in marketing and community relations and commitment to see it through. These are improbable for a game in the “too hard basket”.

I would also love a “season” (like in Path of Exile or Diablo) or an “expedition” model (like in No Man’s Sky). These are separate versions of the game with interesting or exciting changes. Imagine Elite with a different economy, ships/modules, weapon balance or location/setting! Imagine replaying stories from Elite‘s lore!

Realistically, moving to smaller, cheaper, regular expansions will occur in 2025 or later. It deviates the least from current patterns, creates a constant revenue stream and reduces risk.

That said, it is remarkable that a game as old as Elite still makes money. Plenty of space games have come and gone over the years. Elite is still profitable and will be around for a while. However, in an industry dominated by hits, Elite may not be enough of a success to get the resources and attention it deserves.

“Moonring” Review: Nostalgia in RPG Form

Moonring is a top-down, turn-based, retro, fantasy role playing game (RPG) developed by Fluttermind Games. It is the work of a small indy team led by one of the designers of the first Fable game. It is also free.

In Moonring, you play an unnamed protagonist in the eternally shadowy world of Caldera with little early guidance or direction.

Mechanically, you move your character around the world using up, down, left, or right. Moving onto items picks them up. Bumping into enemies attacks them. Bumping into doors opens them. Bumping into allies starts a conversation. Moonring highlights keywords or phrases when you speak to NPCs. You type them in to converse further.

Using these, you piece together what to do. Your deceased father left instructions to continue unravelling a mystery. These involve a tutorialised exploration of your small farming community and then leaving to explore further.

As implied above, playing Moonring needs effort. No quest log or marker is pointing you in the right direction. No dialog tree reminds you what to say. The game helps a little. It captures notes with pertinent information and sometimes puts locations on the map. However, the player deduces what to do.

As you explore and converse, you learn that Caldera plunged into darkness centuries ago. Five moons appeared, each associated with a god. Unlike most, you have not had a god-enthralling dream. As one of the dreamless, is your destiny to become the new Archon and rule Caldera?

You also discover Moonring‘s mechanics are more complex than they appear. The game has a complex stealth system. You can make ranged attacks. Status effects overlap in interesting ways, such as water dousing fire. Ability’s energy costs change as different moons wax and wane.

Moonring has rogue-like elements. Saves are automatic, and there is a single save slot. You cannot save scum. The game generates dungeons when first entered. Dying punts you back to the dungeon’s start, losing your progress. The game randomises potion ingredients in each playthrough.

Moonring can be frustrating. I often felt stuck and had to review old notes or wander until I stumbled into something useful. I died to the end boss of a seven-level dungeon multiple times, having to repeat the whole thing each time.

However, the eureka moments when things clicked, or I finally beat a boss, were exhilarating. Sometimes, it is as simple as finding the one villager with a vital clue or bumping the right wall to open that secret door. Sometimes, it was new tactics and gear inspired by earlier failures.

These highs and lows are like those in the late 1980s RPGs that inspired Moonring. Moonring’s pixel graphics even use the old 16-colour EGA palette; the audio is reminiscent of the old IBM PC speaker, and the music is MIDI-like. There is even an optional blur mode to make the graphics look like an old, interlaced, cathode ray tube monitor.

However, there are conveniences and improvements found in modern games. As mentioned, Moonring takes notes for you. While Moonring intentionally does not explain its mechanics, the game has basic help. When crafting potions, Moonring tells you the potion that ingredients will create. The game explains new status effects each time.

Moonring treats advancement differently from most RPGs. Moonring does not reward killing creatures, discovering new areas, or completing quests. Instead, you earn devotion to one of the five gods. You spend it to gain god-themed abilities and raise that god’s attribute, which makes new items usable.

You earn devotion by using a rare item or fulfilling deity-specific tasks. These tasks can be as simple as a pilgrimage to their holy city or as complex as recovering a sacred relic. The tasks tie into each god’s themes. A god of strength may reward killing many enemies. A god of knowledge may reward discovering ancient artifacts.

This advancement system encourages exploration and discovery, which is the heart of Moonring. This is not just of the map but of mechanics, conversations, crafting, equipment types and even status effects. The game encourages stealth or working around problems. Grinding or clearing out every creature on the level is rarely rewarding.

How else will you discover whether becoming the new Archon is the only way to complete the game? How do I afford a ship deed at that price? Is there more to the fog-like amber? There is no magic system, right?

Moonring will appeal to those who played early RPGs or want a quirky, sometimes frustrating game. You can finish the game in about 10 hours, but most playthroughs will take much longer. It will not appeal to many. However, Moonring shows love and nostalgia for an RPG style long surpassed. Being free is just icing on the cake.

“Starfield” Review: Vast, Exciting and Fun but Shallow

Starfield movie-like poster

Starfield is the latest action role playing game (RPG) from Bethesda, the developers of Skyrim and Fallout

Starfield, the first new RPG setting from Bethesda in a long time, is set in 2330. The Earth’s magnetosphere dissipated over a century earlier, rendering it lifeless. Thankfully, humanity mastered faster-than-light travel via the gravity drive. They rapidly evacuated to the star systems near Earth, deserting old nations and building new institutions. 

You start Starfield as a lowly asteroid miner, listening to your coworker’s banter. You unearth a seemingly alien artifact that gives you strange visions. After an attack by space pirates, you are inducted into a quaint, exploration-focused organization called Constellation and whisked off onto an adventure.

Structurally, Starfield has a similar “in media res” style introduction to Skyrim. It quickly teaches you the basic mechanics, gives you a short fight to get the blood pumping, establishes you as the “chosen one”, sets you on the main quest, and then gets out of the way. Much of the exposition happens later.

Starfield‘s strength is the breadth, if not depth, of game loops. Its gameplay is fun, but only exploration is remarkable. The combat is standard first person shooter fare, although melee could be more varied. The stealth mechanics are good but not up to Deus Ex or Cyberpunk 2077. Bethesda nailed the sci-fi feel of lock picking, but once you understand it, less player skill is required than in Skyrim. Your scanner is helpful for exploration, identifying enemies, or satiating hoarding instincts by finding things to pick up. 

The gameplay is repetitive but not grindy. You do not need to repeat boring activities to enable more enjoyable gameplay. Sufficient variety in the quests and randomly generated or placed content prevents boredom. Once you exhaust the scripted quests, Starfield offers randomly generated versions to pass the time or continue adventuring. Alternatively, land on a planet and start exploring.

Starfield‘s main quest line is suitably epic and galaxy-spanning, providing mystery and motivation. It draws you above the drama occurring elsewhere in the settled systems. However, this distance means the main quest line loses some emotional grounding and gravitas. Starfield‘s setting and side quests provide the most content, variety and potential like most RPGs.

Starfield contains many visually and thematically diverse places. After leaving the dusty, decrepit asteroid mine and a short detour, you first visit the city of New Atlantis. It is the capital of the United Colonies. Visually, it resembles the citadel from the Mass Effect series: clean, bright, organic curves, open spaces with water and greenery integrated seamlessly with technology.

New Atlantis contrasts with other places like Akila City, the capital of the Freestar Collective. Its mud roads and stone buildings make it feel like the Wild West in space, complete with a bank robbery. As its name suggests, Neon is a cyberpunk (the genre) style metropolis on a rain-drenched water world. It is where to indulge in less savoury activities, like gang warfare, corporate espionage, or elicit substances.

Neon in all its multicoloured glory.
Neon’s exterior in all its multicoloured glory.

Exploration is integral to Starfield, being the primary mission of Constellation. Mechanically, it is similar to No Mans Sky or Elite Dangerous. However, Starfield does it better. Starfield supports multiple biomes per planet, adding variety. Starfield is about exploring a known, finite universe, not the near-infinite set of random ones no one else will ever visit. Planet surfaces intersperse improbably frequent natural phenomena and enemy-filled bases to break up the gameplay. You can improve your exploration skills, like increasing scanner range, sprinting further, or learning more about scanned species.

A misty sunset with trees in the foreground and mountains in the background.
A misty sunset with trees in the foreground and mountains in the background.

Starfield is visually better than games like No Mans Sky and Elite Dangerous, and “sense pleasure” is integral to exploration. Not just because Starfield is newer. While all generate terrain procedurally, most of everything else in Starfield is hand-crafted. Starfield‘s alien flora and fauna are more plausible, not just a random assortment of limbs. Think Star Wars, where humanity is not at the top of the food chain. Starfield‘s designers often placed moons and planets to create picturesque views, like ringed planets filling the sky. Starfield also has weather, like dreamy mist-filled sunrises, savage dust storms, or dreary rain. 

A beautiful ringed planet viewed from a moon.
A beautiful ringed planet viewed from a moon.

You need a starship to explore. Your starting ship, the Frontier, is a masterful example of worldbuilding. From the venting gas from its landing thrusters, whose exhaust is ignited by sparks like modern rockets, to its white, vaguely aerodynamic shape reminiscent of the space shuttle, it anchors the setting to a believable near future.

Unfortunately, you pilot your ship rarely. It is either in space, docked or landed. Docking and landing are automated. Flying between planets or systems is “fast travel”, using a short cutscene.

Your ship approaching the starstation "The Eye".
Approaching the starstation “The Eye”.

Starfield has ship combat, but it is arcade-like and closer to No Mans Sky than Elite Dangerous. It devolves into building ships with better shields and weapons. Manoeuvring is all but useless. The camera views block too much with either the cockpit or your ship’s back. Power management is awkward, particularly in the heat of battle. Macros would be helpful. The targeting mode loses any situational awareness. 

However, once you master the clunky interface, the shipbuilder is a beautiful avenue for self-expression. Like the Galactic Civilization franchise, you customize and assemble ships using modular components. In a clever touch of worldbuilding, different vendors’ modules have different styles, such as the blocky, angular Deimos or Taiyo’s almost organic curves. 

You can also walk around your ship, board enemy ships and add crafting stations and containers. However, to prevent punishing those with large ships, you can board into or leave directly from the cockpit. Elite Dangerous‘s designers should take note.

A Stroud-Ekland cockpit.
The back of a Stroud-Ekland cockpit.

Starfield allows building outposts on different planets to store excess equipment, gather resources, craft materials, and refuel ships flying past. You can also create trade links to automate the transfer of materials between them. Starfield almost rivals factory games like Satisfactory with its web of materials and resources. 

However, the capacity of even the largest storage buildings needs to increase. A lot. No Mans Sky offers more variety, including positioning individual walls, roof and floor tiles. 

In terms of companions, there are dozens that you can hire or find around the galaxy. Of these, four companions have unique quest lines. Each quest line companion follows roughly the same moral compass: generally good and favouring exploration. Although not my thing, this limits the potential for less noble playstyles.

Some want Vasco, your robot companion, to have a quest line and opportunity for growth or change. However, with the world currently enraptured by the potential and danger of AI, seeing a robot follow its programming is a welcome piece of sanity.

Thankfully, Starfield does not take itself too seriously. Catching up with your parents in an alien petting zoo or watching them pretend they did not try illicit substances is touching and amusing. Various “inspirational” posters line the walls of shady secret research labs. Chunks, the ubiquitous cubic fast food of the 24th century, “meet all minimal nutritional requirements”. Vasco has some innocent but cuttingly insightful wit. Your adoring fan’s flattery never gets old.

An in-game advertising poster for "Chunks". No with "Sauce".
Hmmm. Appetizing.

Starfield‘s music is orchestral, reminiscent of Star Wars or Star Trek. Most tracks are slow and use periodic gradual crescendos to emphasize the wonder and grandeur of Starfield‘s universe. The soundtrack is composed to support a game with lots of voice dialog and critical sound queues, such as in combat. It does not call attention to itself. For example, the restrained, almost mournful menu theme is the opposite of Skyrim‘s rousing call to action. Rather than assaulting the player with aggressive emotion, Starfield‘s version hints that the player has to come to the game (or music), not vice versa. 

My main criticism of Starfield is not that it is too easy, at least on “normal” difficulty. I may have played many Bethesda RPGs, but even “hard” provided little challenge. Assuming you do not intentionally engage in challenging content, there is little pressure to specialize your character’s skills, ship, outposts or use consumables for temporary buffs. These become more role playing opportunities.

My main criticism is also not that Starfield is the usual Bethesda RPG oxymoron. Starfield empowers you, creating a feel-good power fantasy where you are important and can make galaxy-affecting changes. However, as the conveniences in your favour accumulate, like free ship fuel or unkillable companions, immersion and suspension of disbelief get harder. Starfields‘ roots in points-based mechanics mean large level differences between you and your target can create unrealistic bullet sponges.

I do not mind that, despite Starfield having the best facial and hair animation of any Bethesda RPG, it still falls into that uncanny valley. NPCs wander aimlessly and still get stuck in walls occasionally. 

My main criticism of Starfield is an absent central or recurring theme. For example, in a world where AIs are more intelligent and capable than humans, and the powerful are unshackled from laws and ethics, Cyberpunk 2077 examines humanity. The Fallout series deals with the difficulties of survival and that the best choices are often hard or impossible. The Witcher series shows that, when monsters walk among humans, humans are sometimes the most monstrous of all. The Nier series deals with loss.

In fairness, a game does not need to be profound to be good. Making action movies or games requires skill. Bethesda more than demonstrated it with careful level design, regular mixing of gameplay modes, managing tension, and catering to familiar sci-fi tropes and fantasies. The usual meme-worthy glitches are thankfully absent. The greater attention to quality after Cyberpunk 2077‘s problematic launch is apparent.

Instead, Starfield is pure, fun sci-fi escapism. It is a series of concurrent action movies. RPGs are defined by how well they let you play out fantasies. Starfield delivers on that.

For example, the Vanguard quest line plays like a rerun of Starship Troopers. The Ryujin quest line is a sci-fi James Bond or Mission Impossible coupled with corporate espionage and intrigue. Completing the Mantis quest allows you to play as a space Batman. The Sysdef/Crimson Fleet quest line has palpable tension as you play a double agent, playing criminals and the law against each other. Join the Rangers and play as a space cowboy. 

Standing on the surface of Luna, the moon, looking toward the bright sun.
A “Neil Armstrong moment” standing on the surface of Luna, the moon, looking toward the Sun.

Starfield is unoriginal. Almost everything in the game is “heavily inspired” by something else. That is OK. Successful RPGs help players fulfil fantasies by immersing players in familiar tropes. Where Skyrim opened the fantasy genre to a broader audience, Starfield attempts to do the same with science fiction. 

That said, I was disappointed there were not more overt references to other movies, shows or games. Many will pick the few references to Skyrim‘s sweet rolls and Meridia quests. Yes, there was some well-known voice talent from Star Trek: Deep Space 9 and a subtle reference to the 1986 Transformers movie. Cyberpunk 2077 did this comparatively better.

Without strong themes and notwithstanding a few minor nods to modern sensibilities like same-sex relationships, there is little to offend or demand too much of its players. Perhaps Bethesda wanted to play it safe and avoid controversy.

However, Bethesda missed the opportunity to do something more. So many quests touch on real-world themes. For example, the war between the United Colonies and the Freestar Collective that ended 20 years before the game’s start still has lasting social and economic impacts. The United Colonies has to deal with the compromises and the demands strict order creates. The Freestar Collective juggles freedom with the criminal behaviour it facilitates. The Rangers’ quest line deals with the place of veterans in a postwar society. Meanwhile, the wealthy flatter themselves on luxury space cruises.

DLC or the modding community may fill the gap. Like Skyrim and Fallout, Starfield is as much a gaming platform as a game. Much of the work establishes content for future expansion or use. Outposts and shipbuilding, for example, go far beyond what Starfield currently needs. The Va’ruun, relegated to mysterious bogeymen, have much potential. 

If you enjoyed Fallout or Skyrim or like science fiction games, you have probably already played or plan to play Starfield. You can race through key quests in 30 hours, but the complete experience takes at least 100 more. Starfield is fun, emphasizes exploration and knows its target audience well. However, the lack of anything original, introspective or thought-provoking may limit its long-term impact on the gaming landscape. Playing Starfield is like eating Chunks. It tastes good and you want more but the nutrition is questionable.

“Stray Gods” Review: A Musical Romp Through Greek Mythology

Stray Gods poster showing the cast jamming at the ruined Mt Olympus

Stray Gods: The Role Playing Musical, or just Stray Gods, is an interactive musical game, as its name suggests. Summerfall Studios developed it, the first game for this Australian studio.

You play as Grace, a leather jacket- and boot-wearing directionless 20-something. After sitting through uninspiring auditions for a new band member, Calliope happens by. The muse from Greek mythology inspires Grace, weaving the words from her mournful song into hope.

Later that evening, a wounded Calliope bursts into Grace’s apartment. She dies in Grace’s arms, gifting Grace her powers and catapulting Grace on an adventure to clear her name.

Mechanically, Stray Gods is similar to point-and-click dialog games. However, this mechanic extends to songs, where the player’s choice determines the subsequent words and music sung. This design alone puts Stray Gods in almost unique territory.

Some dialog and most song choices are associated with one of three traits: caring (green), kick-ass (red) or clever (blue). You select one at the start and another when you max it out. Choices accumulate. Some options may only be available with a sufficiently high score in its trait. 

A musical lives and dies by the quality of its music. Thankfully, Stray Gods’ music is excellent. One would have expected no less from Austin Wintory with help from Tripod and Montaigne.

“Adrift”, the first song, is probably the best. It sets the game’s moody, elemental tone. Its waltz-like triple time gives the feel of constant motion or bobbing, reinforcing Grace’s relatable malaise. 

“Old Wounds”, another memorable song, is an argument between Persephone and Apollo. Its chorus is a welcome respite between the angry words, and the verses tear open millennia-old wounds. It is almost uncomfortable to hear. It reinforces how the Idols are divided, self-righteous and entrenched.

However, Stray Gods also surprised me with its writing and voice acting. Its story is deceptively deep and intelligent, reminding me of the musical Wicked. Instead of subverting The Wizard of OzStray Gods reinterprets the Greek gods and how they would function in modern society. 

It is not just Grace who is adrift. For example, burdened by history and the guilt of his prophecies, Apollo has receded into himself. He has become a meek, softly spoken shadow, whispering most of his lines. He is the opposite of what a sun god should be.

Persephone embodies rage and resentment, often depicted with her back to Grace or the world. Every word seethes and resents her injustices, like losing her underworld.

Pan is more faithful to himself, revelling in chaos and mischief. He copes by living in the moment and seeking advantage where he can.

The game’s writers also showed love and attention to detail. I spent twenty minutes chatting with Apollo as he mournfully whispered the Idols’ history and current challenges. There is also a bit of humour, such as with Apollo’s or Hecate’s unease with modern technology.

The art style is dreamlike and stylised. The main characters are cell-shaded, with minimal animations between poses. The backgrounds vary. Some are detailed. Some, like Calliope’s apartment, are merely pencil lines over patches of colour.

My criticisms of Stray Gods’ are few. Despite a patch intended to fix this, the sometimes inconsistent dialog volume can be jarring or make some lines hard to hear.

Stay Gods also has superficial libertarian or “woke” undertones. Some romance options are same-sex. It hints strongly that one idol is transgender. Some characters have piercings and tattoos. None of this should matter. However, some will read too much into it.

If you like musicals, Greek gods, murder mysteries and a bit of romance, Stray Gods has you covered. It is short and sweet at about six hours. However, multiple playthroughs are required to see all possible outcomes and get all achievements.

“Deliver Us Mars” Review: Grim but Emotional

Deliver Us Mars poster, showing a space suited Kathy Johanssen climbing a precarious Martian cliff using pickaxes.

Deliver Us Mars is an interactive fiction game developed by KeokeN Interactive. While some consider it an adventure puzzle game, Deliver Us Mars focuses on story over puzzles and mechanics.  

Deliver Us Mars follows on from the prequel, Deliver Us the Moon. Earth’s resources are exhausted and its environment is rapidly degrading. You play the teenage Kathy Johannson as she travels to Mars with her crew. They want to find the three ARK ships that fled the moon in the prequel, then use the ARKs’ technology to fix Earth.

Mechanically, Deliver Us Mars shifts between three modes. The first is engine-rendered cut scenes, where the game tells much of its story. Deliver Us Mars shows off the facial animation features of the Unreal engine, not to mention the animators’ skills.

The second is exploration, walking or travelling around near linear maps. You often find objects to scan or read that flesh out the world. This is natural to those familiar with RPGs and adventure games. However, finding them all will likely require multiple playthroughs.

The third is mini-games. Some mini-games require traversal, including climbing or driving a rover across the Martian surface. The climbing mechanics are designed well, requiring coordination to survive palm-sweating moments. Some mini-games are puzzles, like using energy beams to power doors or machinery. 

The mini-games are mostly easy, although their controls or intended results are sometimes unclear. Most have an additional achievement for fast or exceptional completion, yet another reason for subsequent playthroughs.

Mini-games and exploration are also not the game’s central focus. They supplement and reinforce the story. Instead, the success of a game like Deliver Us Mars relies on the quality of the storytelling and the characters. Thankfully, the game delivers.

For example, Deliver Us Mars periodically revisits Kathy’s youth. These flashbacks are initially tutorials, such as swimming teaching how to manoeuvre in zero gravity. They momentarily break the tension, reminding the player of less stressful times in Kathy’s life. 

However, later flashbacks exacerbate the tension and add context. For example, the game hints at the death of Isaac’s wife and Kathy’s mother early. However, the game delays the event to maximize the emotional impact. 

Deliver Us Mars also uses subtle analogies, such as Kathy’s home on Earth. It represents the family dynamic and Earth’s perilous state. Initially, it is inviting with a warm sun and a loving, successful family, albeit with subtle hints of external unrest. As flashbacks recur, disagreements boil over, and dust storms darken the sky. Eventually, a storm destroys the house while Isaac, the father, must leave Kathy in the hands of Claire, her sister. It then gets worse.

Deliver Us Mars is pessimistic. Superficially, it is about how humanity’s talent for internal conflict often sabotages our best efforts. It examines how decision-makers can lose context and grounding, succumbing to revenge, narcissism or paranoia. It highlights the unreconcilable sacrifices some make. Even the worst climate prediction models do not show the Earth becoming inhospitable in the game’s timeframe. 

The character of Kathy Johannson is one exception. The first flashback shows her irresponsible playfulness as she swims with her new and not waterproof moonbear toy. She grows over the game, watching the mantle of responsibility pass from her father to her sister and finally to herself. When Isaac first sees Kathy on Mars, he remarks how she has grown, and this is not just physically. Players presume and impose a default heroism on her, and she does not disappoint.

Delver Us Mars hinges on the emotional connection between Kathy and Isaac. Like in Deliver Us the Moon, Kathy and Isaac show how family and close relationships often motivate us the most. A single word from Isaac, “moonbear”, is enough to spur Kathy onward. The love of his daughter also inspires Isaac when all seems lost.

Isaac Johannson is initially sympathetic, torn between duties as a father and saving Earth. However, unlike Kathy, Isaac plays a tragic role. Time will tell whether Kathy or Isaac represent modern-day governments trying to appease their citizens while protecting the environment. 

It may be my inherent optimism, but Deliver Us Mars is more about not running away from problems. Like the sacrifices people make. Like the relationship between Kathy and Isaac. Like the environmental problems on Earth.

Even when things seem grim, there is always time and more opportunities. This is a pre-apocalyptic setting, not a post-apocalyptic one, and there is still a chance to prevent it. Deliver Us Mars believes that human ingenuity and hard work can solve significant issues.

Aesthetically, Delver Us Mars is influenced by near-future science fiction like Gravity, Interstellar, Ad Astra or 2001: A Space Odyssey. Most technology is slightly ahead of our own, making the game relatable. Some models are superb, particularly the detail in the crashed ARK Lados. The blue Mars sunset is also realistic.

However, Deliver Us Mars skims over many dangers of living on Mars. Its dust is abrasive and toxic. It receives more radiation than Earth. However, I suspect the game designers wanted space or the hostile, desolate Martian environment for spectacle and impact. A game set in safe but sterile metal corridors would quickly feel dull and mundane.

Playing Deliver Us The Moon first is recommended. Like the flashbacks, the prequel adds gravitas and emotional context. For example, Deliver Us Mars almost ignores Sarah Baker, the expedition leader. Appreciating Sarah’s importance and perspective from her small part in Deliver Us Mars is difficult.

While the realistic graphics are gorgeous, they are sometimes inconsistent. It is a minor criticism, but little things can break immersion, like a buggy not leaving tire tracks or the sprite-based thrust from a manoeuvring spacecraft. Higher resolutions are unkind to some of the models and textures. Stylized graphics like cell-shading may have been a better choice. It would have simplified the art and given better cohesion.

Deliver Us Mars is about the right length at about ten hours to complete, more if you want to get all the achievements. It is darker than its prequel but worth it for science fiction or interactive fiction game fans. Hopefully, KeokeN has a sequel planned to continue or conclude the story.

“Rebel Galaxy Outlaw” Review: A Homage to Privateer

Rebel Galaxy Outlaw Game Poster

Rebel Galaxy Outlaw is a single-player, space sandbox game developed by Double Damage Games. It was initially an Epic Store exclusive in 2019 and released on Steam and other platforms a year later.

Rebel Galaxy Outlaw is infamous for being the first Epic store exclusive. This decision led to review-bombing and bad press. However, this is unfair. The poor early reviews had little to do with the game itself.

Rebel Galaxy Outlaw is also not the best space sandbox game available. Elite Dangerous and its peers do just about every game loop better. However, Rebel Galaxy Outlaw never intends to compete at that level. Instead, it is cheap and developed by a small studio that lacks the resources of a AAA behemoth. It packs a lot into a small package.

You play as Juno Markev, an out-of-luck ex-space pirate. The opening cell-shaded cinematic shows her crashing on a planet after unsuccessfully confronting her husband’s killer. Juno calls in a favour to get a modest replacement. She then must juggle repaying her debts, upgrading her ship and unravelling her past.

Rebel Galaxy Outlaw‘s gameplay consists mainly of combat with some trading, piracy and asteroid mining. These earn credits to afford better ships and equipment. Experimenting and exploring are helpful but optional. They can reveal poorly explained mechanics, side quests, rare weapons, lucrative mining spots or beautiful nebulae. 

Unlike Elite Dangerous and similar games, Rebel Galaxy Outlaw has a light, grungy, blue collar, “space trucker” style. The default radio station plays heartland rock and advertises discount ammunition and cheap beer. All technology looks retro-futuristic, old and second-hand. Many star systems are named after working-class southern or central US states. The region of space is called Dodge, like the famous lawless US frontier town. You can play eight-ball pool or dice poker to unwind, the genre equivalent of fishing. 

Rebel Galaxy Outlaw is the prequel to Rebel Galaxy, Double Damage Game’s previous game. They share the setting and style. However, the games are different. Rebel Galaxy is about flying capital ships on a 2D plane fighting with broadside cannons. Rebel Galaxy Outlaw is about 3D fighter combat.

Instead, Rebel Galaxy Outlaw is a homage to Wing Commander: Privateer and Freelancer. While there is a central campaign and side missions, you can ignore them to explore, fight or trade as you see fit. You can unlock buddies to fight with you temporarily. You can side with the law, against it or both. 

Even the graphics look like upscaled MCGA, used in Wing Commander: Privateer. The cockpit and HUDs are blocky and favour the old EGA colours. The stars are square. The game renders debris as sprites. Ships have distinct silhouettes and blocks of bright colours. 

Rebel Galaxy Outlaw plays best on a controller. While not as precise as a keyboard and mouse, the vibration makes you feel every shudder of acceleration and weapon recoil. The game’s aim-assist helps, too.

To be fair, Rebel Galaxy Outlaw is not flawless. Encounter difficulty can vary considerably. Auto-saves are regular and reloads quick, but unexpected deaths can still be frustrating. One mission requires non-lethal takedown of enemies, but you must manually remove any turrets beforehand. It is easy to miss some side missions, like those in Eureka.

However, Rebel Galaxy Outlaw surprised me. I had a fun 40 hours or so. You can complete the campaign faster if you do the minimum. However, getting distracted and blazing your own trail is part of the point. Fans of space sandboxes, Wing Commander: Privateer or something light and stylized will enjoy themselves. Do not let the poor early reviews fool you.