“Everspace 2” Review: A Wonderful Space ARPG

Everspace 2 is a space fight simulator with 3D movement focusing heavily on combat, exploration and puzzles. Rockfish Games, the developer, describes Everspace 2 as a “space shooter” with “RPG elements” on its Steam page. That is untrue. Everspace 2 is an action role playing game (ARPG) like Diablo or Path of Exile. And it is terrific.

You play Adam Roslin, an ex-military fighter pilot working for an uncaring and manipulative corporation. After a routine mission goes wrong, you are captured by outlaws and escape to a long abandoned base. You and your fellow escapees then rebuild and prepare for a heist that could set you all free.

Flying your ship in Everspace 2 is a joy. The controls are less detailed than those of more complex space simulators like Elite Dangerous. Still, such an outwardly arcade-like game offers a surprising degree of control. Dodging enemy fire, circling capital ships, and navigating maze-like tunnels all feel fluid and natural.

The combat is vibrant, frantic and engaging. Like most ARPGs, you usually fight swarms of weaker enemies, each with different weapons, defences, and abilities. This structure provides constant variety and changing tactics. Your relative strength also fuels the requisite power fantasy. 

A warm red star and a blue nebula shine through an asteroid field
A warm red star and a blue nebula shine through an asteroid field

Locations also contain puzzles, providing cerebral but slower-paced play. As you fly around, your sensors can detect and track nearby loot, mineral deposits or other points of interest. Your ship has a tractor beam that you can use to pick up and move things around, such as removing debris from a passage or picking up a battery to slot it into a socket elsewhere. These usually unlock doors or containers of potential ship upgrades.

Everspace 2 tells its main story through cut scenes showing hand-drawn images with voice-overs. While low-budget, this style works well for a game focused on flying spaceships. The main quest has excellent pacing while introducing more about the universe and its inhabitants.

There are plenty of side quests and activities, too. As with many RPGs, they are often the most interesting, flesh out the world and introduce unique NPCs. Chasing rogue AIs, rescuing trapped miners, or appeasing crime lords are all on the cards. Racing tracks and rifts filled with difficult enemies satiate those seeking a challenge.

Mechanically, Everspace 2 is a testament to game balance. Everything, including your character, gear, and enemies, is geared to a level. Level differences are more pronounced than in other games. Foes more than a few levels above you are deadly. Those a few levels beneath you will be merely speed bumps. Everspace 2 periodically increases the level of enemies to keep the challenge consistent.

A ringed planet seen from the surface of a desert planet
A ringed planet seen from the surface of a desert planet

Aesthetically, Everspace 2 is beautiful. Each location is a postcard, with asteroids, massive space stations, aging wrecks, vertigo-inducing icebergs and/or vibrant nebulae. Many are varied and original, like an iceberg in a solar flare or a megafauna skeleton, evoking wonder and appreciation. Each star system also has its distinct look, making them feel unique. 

The electronica soundtrack is also on point, supporting the sci-fi feel. The zen-like cruising pieces contrast with the exciting, upbeat combat ones.

A green beacon in the middle of a dark gas cloud
A green beacon in the middle of a dark gas cloud

However, Everspace 2 is not perfect. My biggest gripe is with the writing in the main storyline. No one expects deep or complex writing from an ARPG, but this does not excuse poor writing. 

The characters need more substance. Ben and Delia are just cardboard cutouts and deserve motivation and agency. Maddock becomes a contrived, grumpy omni-antagonist. Combining some supporting characters, like Ben and Tareem, would have enhanced both. Everspace 2 also unnecessarily sexualizes a female supporting character at one point. 

Similarly, the early main story has too much “I need you to do this, but I am not going to tell you why for at least two cut scenes.” It feels unnecessarily opaque and confrontational. The game also removes the player’s agency at a few key moments, railroading you. 

My other gripe is with loot management. Most of the copious loot enemies drop is trash you sell or disassemble for crafting components. The rare upgrade is fun, and Everspace 2‘s crafting system means you will always have suitable weapons, modules or consumables. 

However, the constant gear drops and level churn mean periodically yanking yourself out of the fun combat and puzzle game loops to clear your inventory. Loot management is a broader problem with ARPGs’ variable intermittent reward structure, but it is still a problem.

A ship in an asteroid field hovering over a ringed planet
A ship in an asteroid field hovering over a ringed planet

I initially thought Everspace 2‘s lack of replayability would be a problem. It lacks a skill tree or other ARPG elements that specialize your character. No advancement or story choice blocks off content. ARPGs have traditionally used these to encourage players to create different characters to replay content differently.

However, being able to quickly switch out a new ship or experiment with new weapons or modules means experimentation or change is refreshingly easy. Meanwhile, the perk and challenge systems provide attainable alternative goals that offer useful benefits instead of gatekeeping high-level content from less dedicated players. 

Ultimately, Everspace 2 is a game that knows what it wants to be. It doubles down on that explore -> shoot -> loot -> craft game loop. If you enjoy that loop, and you will find out quickly or via the free demo, the game promises hours of the same. Otherwise, you will bounce off Everspace 2 hard.

Everspace 2 also knows what it does not want to be. It is single-player and offline, eschewing the complex code, gameplay loops and community management required for multiplayer or online play. It focuses on quality over quantity, providing a few well-developed star systems to explore. There is no piracy, salvage, political simulation or other distractions.

It took me about 60 hours to complete the main quest, including most side quests and challenges. As with most RPGs, you could complete it in under half that time, but you would miss the best content. Meanwhile, the developers continue expanding and enhancing the game, showing a welcome love and attention to detail. If only all ARPGs were this good.

“Chants of Sennaar” Review: The Tower of Babel in Game Form

Chants of Sennaar is a 3D puzzle game developed by Rundisc. It focuses on decoding and translating languages, combining the deductive reasoning from The Return of the Obra Din with the language learning from Heaven’s Gate.

The goal of Chants of Sennaar is to ascend to the top of a vast tower, learning the language of each level’s inhabitants as you go. Of course, nothing tells you that. You infer it from the game’s conversations and level design.

The mechanics of learning languages are simple and ingenious. You encounter glyphs, symbols that represent words, in writing, signs, or conversation. You infer a glyph’s meaning from its context. For example, a glyph on a sign over a bottle probably means bottle. 

A ruler using alien numbers.
A clever, succinct way to convey numbers

You automatically capture glyphs in your notebook, where you can type in a meaning or clue. Those meanings are written above the glyphs, giving a rough translation on the fly. You can then iterate with different meanings until you are happy.

Occasionally, you draw pictures in your notebook and then match glyphs to their drawings. If you get all the glyphs correct, the game confirms their meanings, making inferring the meaning of other glyphs easier. In the worst-case scenario, you can keep guessing until you get it right.

Clearly, the main challenge in Chants of Sennaar is inferring or deducing the meanings of glyphs. The languages are simple, restricted to 40 to 50 words each. Some languages even embed hints or patterns in the glyphs themselves. 

However, decoding languages is not straightforward. The tower’s levels are non-linear, so missing a vital clue is easy. Language and meaning are also flexible. If I see a glyph next to an arrow pointing up, does the glyph mean up, high, north, ascend, or just arrow?

Meanwhile, Chants of Sennaar is a puzzle game at heart. Beyond language translation, some puzzles are stealth sections where you must sneak past guards. Some areas are maze-like. Some have simple lever combinations. Sometimes, you must find an item that will unlock a puzzle elsewhere. The variety keeps things fresh. There is even a Flappy Bird mini-game to find.

Your character blocked by a canal.
Your first puzzle

The game’s cel shaded art style is simplistic but on point. For example, the yellow and orange walled areas of the Devotees, complete with cats and crows, are obviously different from the blue walls and red water of the Warriors, complete with distant but intrigued lizards.

The audio and soundtrack are subtle but thematic. Early pieces are mainly orchestral but include obscure instruments, drums, claps and other tribal influences to give it a primitive feel. The instrument balance shifts subtly as you progress and discover the true nature of the tower. The audio is mainly environmental, with wonderfully high-quality bubbling water and wind at times.

My criticisms of Chants of Sennaar are few. While the game tracks the glyphs and meanings, it does not track word order. This omission makes translating between some languages more challenging. You can repeat conversations, but you do not track them in your notebook. This decision keeps your notebook decluttered but means you must return to where that conversation occurred to replay it. Some puzzles get obtuse toward the end, too.

Overall, completing Chants of Sennaar is a cerebral ten to fifteen hours for those who love language puzzles. If you do not, this game will be frustrating, boring or both. However, given that its rarest achievement has a 25.8% completion rate at the time of writing, Chants of Sennaar has found its feet with a niche but dedicated audience.