I finally watched the third season of Love, Death and Robots on Netflix. For those unfamiliar with it, Love, Death and Robots is an animated science fiction anthology with no binding theme or premise.
The first episode, “Three Robots: Exit Strategies”, continues the tales of the delightful robot trio from Season One’s “Three Robots”. However, this season’s episode plays its hand heavily and unsubtly, the focus moving from the charming characters to the ridiculousness of humanity’s extinction. It pulls few punches, targeting the US tech elite and redneck preppers alike.
Some episodes struck a darker tone. “Swarm” was the most unsettling. It surmises that “intelligence is not a winning survival trait”, a theme touched other powerful science fiction like Starship Troopers.
“Mason’s Rats” and “Kill Team Kill” embodied compassion and heart. The former deals with the horrors of war and the inability to see each other as human, adopting a slightly stylized art style. The latter’s highlight was the banter between squad members, showing a macho love and mutual respect that can be hard to portray.
“Bad Travelling” was my favourite episode, mixing a desaturated palette, the isolation of Renaissance-era sea travel and Cthulhu-esque horror. Its aesthetics and premise reminded me of the Arkane series of computer games, but its unpredictable plot and clever writing made it the most satisfying episode of the season.
“In Vaulted Halls Entombed” also deals with Cthulhu-style horror but reminds humanity that our weapons and exploits pale compared to nature. There is much we do not understand.
“Jabiro”, the last episode, has a more contemporary, mundane theme. It is a tragedy, depicting a “toxic relationship” between a mythical, gold-scaled siren infatuated with a deaf knight she cannot call to his death and the knight that wants her for her treasure. This episode is sometimes confusing and confronting, with jarringly and intimately close camera shots and no dialog.
The animation quality is superb. Most went with a hyper-realistic representation, demonstrating how far animation technology has come. The sound design and foley are also excellent.
One exception to the realistic style is the “Night of the Mini Dead”, which is a refreshing contrast to the others’ sombre tones. It combines long, wide camera shots with shallow focal depth and sped-up motion and audio to turn a tragedy into a comedy, showing how most issues we deem important are actually irrelevant.
Another exception is “The Very Pulse of the Machine”, which uses a traditional, cell-shaded art style. This style suits its examination of consciousness. It feels more at home in a Beatles or David Bowie music video, where the line between the real and imagined is hard to discern.
I enjoy anthologies because they demand little from the viewer but an open mind. In a time when many series have vast narrative arcs and exhaustingly complex characters, anthologies episodes are short and easily consumed. You lose little if you watch episodes separately.
Moreover, without the pressure to fill umpteen episodes, the need to one-up previous arcs or huge budgets, anthologies are usually concise and succinct. There is no padding, no side stories and no fluff. Each exists as a statement and monument in itself.
Love, Death and Robots continues to deliver thought-provoking, albeit niche, material. It will not appeal to those looking for traditional stories or anything longer than about twenty minutes. However, it remains refreshingly different – a choc chip in the cookie.
An Elite Dangerous ship build aimed at players in the middle game, who want to laser mine for profit or community goals but have not unlocked the Imperial Cutter or a fleet carrier.
Goals
Create a ship to:
Laser mine Platinum, Painite and bulk community goal minerals in planetary rings for long periods.
Be cheaper than and not require the Imperial rank unlock of the Imperial Cutter.
Operate without a fleet carrier or nearby station.
Links: EDSY and Coriolis (have your preferred one open as you read the guide for easy reference)
While a Type-9 Heavy is a cheap and effective bulk laser miner. However, it requires engineering to be usable, particularly on its Power Distributor, to avoid copious waiting for the weapon capacitor to recharge, and its Thrusters, to make moving from one asteroid to the next less painful.
A minor point, but the Type-9 Heavy’s open canopy gives a wonderful view of asteroid belts and Elite Dangerous‘s screenshot-worthy sunsets and sunrises.
The laser mining aspects of this build are similar to the Imperial Cutter and Python Mining builds I described previously.
Laser Mining:
Fewer hardpoints and smaller Power Distributor: Most of the details for laser mining are identical to the Imperial Cutter build linked above. The fewer hardpoints and smaller Power Distributor means it will take longer to melt fragments off each asteroid.
Wonderful size 7 slot: The size 7 slot provides wonderful opportunities. Ideally, this is either a 7A Collector Limpet Controller or a 7E Cargo Rack. Using the Lightweight blueprint on the Collector Limpet Controller reduces its weight by almost 100 T.
Too many collector limpets: This build has slightly more concurrent active collector limpets than necessary, eleven when nine are required, but this helps offset the Type-9 Heavy’s poor handling.
Slow and clumsy: The Type-9 Heavy is slow and hard to manoeuvre, even with engineered thrusters. Remember that its pitch and raw rates are identical, unlike most ships in Elite Dangerous, and its lateral and vertical thrusters are relatively strong.
Refinery: A 2A Refinery is sufficient for most mining tasks, as you are usually looking for one or two minerals only.
Fuel Scoop: Equipping a 4A Fuel Scoop allows this ship to reach remote mining spots or distant stations with the best prices. Its fully laden jump range is low but still more than sufficient to travel across the bubble or further. The Type-9 Heavy also has a large fuel tank, meaning it needs to refuel or fuel scoop rarely. If you jump frequently and do not mind weaker shields, consider swapping the Fuel Scoop and Shield Generator.
Defence:
Shields and armour:The Type-9 Heavy is not known for heavy shields and armour. Its shields are there to give you time to jump out if pirates attack or prevent hull damage from asteroid impacts. Impact or “physics” damage is absolute so use the Heavy Duty blueprint on both the bulkheads and Shield Boosters and Reinforced with Lo-Draw on the Shield Generator. Use a Bi-Weave Shield Generator if you bump into asteroids frequently but, otherwise, a normal Shield Generator is fine. If you cannot fully engineer the Power Plant, remove or downgrade Shield Boosters.
No additional weapons: This build leaves the Type-9 Heavy’s two small hardpoints empty. Its Power Distributor is not strong enough to mount additional mining lasers and a Type-9’s sluggishness means it is ineffective in combat against all but the lightest opponents.
Point Defence: Equip one Point Defence in a utility mount on the lower side of the ship, closest to the cargo hatch. This will target hatch breaker limpets, preventing pirates from forcefully stealing your cargo. Disable this when mining with friends. Otherwise, it may target friendly limpets.
Variations
Stronger defence: Consider a Prismatic Shield Generator and replacing a Shield Booster with a Chaff Launcher if operating in a pirate-heavy area or player interdictions are likely. Chaff then high-wake out when interdicted. However, the extra power demands of the Prismatic Shield will likely require an Overcharged Power Plant, which increases heat generation when fuel scooping or mining at a low power capacitor.
Tactics
Run: Identical to the Imperial Cutter build discussed previously, but avoid Resource Extraction Sites and run from pirates.
An Elite Dangerous ship build for end-game laser mining.
Goals
Create a ship to:
Laser mine Platinum, Painite and bulk community goal minerals in planetary rings for long periods.
Be fast and agile enough to escape pirates or manoeuvre around asteroids easily. Surviving in Low- or Medium-Intensity Resource Extraction sites is a bonus.
Operate close to a fleet carrier or friendly station, and so does not require a fuel scoop.
Links: EDSY and Coriolis (have your preferred one open as you read the guide for easy reference)
While a Type-9 Heavy is a cheap and effective bulk laser miner, the Imperial Cutter is faster, more agile, has a better Power Distributor and is in a different class regarding weapons, shields and armour. Unfortunately, the Imperial Cutter requires a mountainous rank unlock and comes with an eye-watering price tag.
Other contenders include the Federal Corvette, which has a better Power Distributor and better manoeuvrability but lacks the Imperial Cutter’s cargo space. The Anaconda is similarly light on cargo space.
The laser mining aspects of this build are similar to the Python Mining Build I described previously.
Laser Mining:
Mining Lasers and Power Distributor: This build has four 2D Mining Lasers and uses a Weapon Focused blueprint on the Power Distributor. This means it can comfortably deplete an asteroid without exhausting its weapon capacitor. Equip the mining lasers in the top and bottom hardpoints and not the nacelle hardpoints to make mining smaller asteroids easier.
Collector Limpet Controllers: Three collector limpets per 2D mining laser is a good guide for efficient fragment collection. A-rated Collector Limpet Controllers have a longer lifetime while B-rated have a longer range. A longer lifetime means fewer limpets are required. Most laser mining occurs at close range, so A-rated Collector Limpet Controllers are preferred. Use the Lightweight blueprint for a small boost to speed and agility.
Prospector Limpet Controller: These tell you an asteroid’s composition and increase the number of fragments mining lasers can burn off. A-rated Prospector Limpet controllers provide more fragments than B-rated, B-rated more than C-rated and so on. Once again, use the Lightweight blueprint for a small boost to speed and agility.
Avoid Mining Multi-Limpet Controllers: Multi-limpet controllers are great for multi-purpose builds or ships with constrained slots. However, dedicated limpet controllers are less effective for mining. Their lower rating means prospector limpets produce fewer fragments and their collector limpets have shorter lifetimes.
Cargo space: Use the larger slots for Cargo Racks and the smaller slots for limpet controllers and a refinery. The 512 T cargo space should be ample. Fill it with between 25% to 75% capacity with limpets before heading out, with lower values if you are using a mining map or are otherwise familiar with the area.
Refinery: A 4A Refinery is more than large enough for most mining tasks, particularly if you have to wait for the occasional “Refinery Full” bug to clear.
Detailed Surface Scanner: A Detailed Surface Scanner probes rings for hotspots or to see hotspots revealed previously.
Defence:
Shields and armour to taste: Mining does not require particularly strong shields. The eight utility slots coupled with a size six shield generator, the smallest an Imperial Cutter can practically fit, are overkill for mining. Impact or “physics” damage is absolute so resistances are not important. This build uses Bi-Weaves due to the lower power requirements and faster regeneration speeds when fighting in lower-intensity resource extraction zones.
Military slots: Use Guardian Shield Reinforcement Packages to bolster shields. Hull and Module reinforcements are good substitutes if you have not unlocked those modules. The two military slots can be left empty if cost or mass are tight.
Point Defence: Equip a Point Defence on the lower hull near the cargo hatch to protect against hatch breaker limpets. However, deactivate it if mining in a wing or with friends. Otherwise, it may target others’ collector and prospector limpets.
Weapons to taste: The three remaining hardpoints can be left empty or filled with your preferred weapons. Medium Lasers and a Huge Multicannon are an effective pairing.
Variations
Resource Extraction Site Mining: This build can handle itself against most pirates and in Low- and Medium-Intensity Resource Extraction zones. To improve the build’s effectiveness, consider replacing one of the 5A Collector Limpet Controllers with a fighter bay. Swap the sensors to Long Range A-rated Sensors to see what is coming. Wingmates are ideal. Flee if your shields drop.
Fuel Scoop: If you want to operate without a carrier or in remote locations, swap one of the 5A Collector Limpet Controllers for a 5A Fuel Scoop.
Tactics
Fire groups: Have one fire group for laser mining. Put the Prospector Limpet Controller on one button and both the Collector Limpet Controller and Mining Lasers on the other. Putting both collector limpets and mining lasers together means collector limpets are released when you fire the mining lasers.
Laser Mining: Laser mining is covered by guides from elsewhere. To summarize, fly close to an asteroid then fire a prospector limpet at it. When it hits the asteroid, select the prospector limpet to see the asteroid’s composition in the info panel. If it contains sufficient minerals, move close to the asteroid near the pole of its rotation Fire mining lasers at it to melt off fragments, which the collector limpets will pick up. Open your cargo hatch for the limpets to drop the fragments into your refinery. When the asteroid is depleted, move to another asteroid and repeat. Ignore minerals you are not interested in. Abandon limpets in groups of 10 to 20 if your cargo racks are full.
Pip management: Mining is best with four pips to weapons and two in engines. Unless you want to lazily boost into each asteroid instead of breaking, shields should only be needed for accidental bumps or pirates. Avoid boosting unless you are running from pirates or jumping out because an Imperial Cutter requires kilometers to slow down.
Pirates: Waiting for the initial pirate to spawn, scan you and move on is the easiest plan. It may spawn outside sensor range so be patient. However, This build’s copious shields and huge hardpoint give the option of defeating most pirates if you are impatient.
Resource Extraction Zones: Choose a resource extraction site within a hotspot if you want to mine a particular mineral. Start about 20 km away from the centre of the zone to avoid most of the traffic. Have the fighter deployed and set to “Defensive”.
This post outlines various Elite Dangerous ship builds for racing. Racing is an emergent gameplay loop in Elite Dangerous – there are no missions or similar activities requiring such a ship. However, many players create their own courses around settlements or canyons. The rules and location determine exactly what build you need so this post focuses on the fundamentals and design decisions.
Goals
The goals are:
Build a ship for racing. This requires maximizing thruster speed and manoeuvrability. Like an exploration ship, this requires minimizing everything else down to the thruster’s minimum mass.
Handle a few bumps. Racing along a course will often involve bumping into the sides or obstacles along the way. Strong shields or armour help survive a few of these.
Assume that the ship can travel to the racing system via a fleet carrier or a shipyard on in-system station. Once the ship is outfitted and engineered, there is no need for a long jump range.
Possibly good for a demolition derby but not much else.
Speed and Agility Comparison of Speed-Focused Builds
The Viper MK III is the fastest ship in the game at a maximum possible boost of 932 m/s. The Eagle is the most agile. They are bolded in the table above and, deservedly, get a lot of attention. The Imperial Eagle matches the Eagle’s boost speed but not the unboosted speed.
However, these Viper Mk III, Eagle and Imperial Eagle builds sacrifice just about everything else to attain those speeds. They have a minute jump range, heat problems, can boost infrequently and a modest bump will destroy them.
Getting these ships to engineers is also challenging. Using a fleet carrier to jump the ship to each engineer will be easier for those with patience. Otherwise, fitting a temporary Frame Shift Drive to jump to engineers is a good idea.
Heat is also a challenge. Grade 5 Overcharged on the Power Plant means the ship will often overheat when jumping, fuel scooping or boosting frequently. Use the lowest grade Overcharged on the Power Plant that you can get away with. Temporarily equipping more fuel tanks reduces the need to fuel scoop, too.
Instead, the Imperial Courier is a good compromise between speed and agility while sacrificing little. You can adjust the components to taste, like having a larger frame shift drive to get to engineers or racing tracks unaided or stronger shields. Heat management is also much better.
Outfitting and Engineering for Racing
Thrusters and minimum mass: Thrusters in Elite Dangerous roughly follow a real-world physics model. They provide a certain amount of thrust that is divided by the ship’s mass to determine speed and agility. However, unlike frame shift drives, thrusters have a minimum mass, meaning reducing the ship’s mass below that value provides no benefit. Therefore, the design goal with a racing ship is to equip and engineer the best thrusters possible, reduce the mass as much as possible then add necessities and “nice to haves” until just below the minimum mass.
Enhanced Performance Thrusters: Only available from engineers that provide thruster blueprints and only available in sizes 1 to 3, these thrusters provide the most thrust but have low minimum, optimal and maximum mass values.
Lightest core internals: Fill every other core internal slot with the lightest component possible, usually the D-rated version of the lowest equipable class. Engineer Sensors and Life Support with Lightweight and everything else with the blueprints that do not increase mass and Stripped Down experimental effect. This means using Overcharged blueprint on the Power Plant and the Fast Boot blueprint on the Frameshift Drive. Lower engineering grades than 5 are viable for this build if materials are scarce or overheating is a problem with the Overcharged Power Plant.
Power Distributor: The Power Distributor is the exception to minimizing core internals.. Using a larger Power Distributor reduces the time between boosts by a few seconds. Engine Focused or Charge Enhanced are both viable blueprints, although Charge Enhanced provides slightly faster recharge, meaning you can boost a tad more often. Charge Enhanced also helps with shield regeneration. Use the Super Conduits experimental effect instead of Stripped Down if you have the mass available.
Fuel tank: If the mass is still too high, reduce the fuel tank size. While you do not have to completely fill your fuel tank, there is no easy way to vent fuel. Therefore, a smaller fuel talk is the easiest way to minimize fuel mass. This is normally a dangerous trade-off but acceptable for this build.
Bump protection: You can apply the Heavy Duty blueprint and Deep Plating experimental effect to Lightweight Alloy without worrying about the mass multiplier. Lightweight Alloy has zero mass. A D-rated Shield Generator with the Enhanced, Lower Power blueprint and Stripped Down experimental effect gives reasonable protection at a negligible mass and power cost.
Optional internals are optional: As long as you have sufficient power and they do not add mass, you can add whatever you want. A Fuel Scoop can help keep the small fuel tank topped up. An Advanced Docking Computer and Supercruise Assist are nice to have.
Empty hardpoints and utility mounts: As with optional internals, nothing is required here. This build runs from fights and is well equipped to do so.
Variations
Lots of tweaking: Expect to experiment with and adjust these builds a lot to match your play style and different racing tracks and environments.
Too fast or fragile: These builds may be too quick or too brittle when hitting obstacles. Add Hull Reinforcement Package(s) to solve both problems.
Mines and chaff launchers: Depending on the rules of your races, limited weapons may be equipped for a “Mario Kart”-style race. Mines and Proximity Mines are hazardous for those following you. Chaff can disorient those nearby or celebrate a win. Seeker Missiles can take out those ahead of you, assuming you can get a lock
Wake scanning: Outside of racing, fit a 0D Wake Scanner and better sensors to make a ship for scanning wakes for encoded materials.
Hit and Run: Make this into a hit-and-run ship, e.g. with torpedo tubes, but you are unlikely to destroy anything other than the lightest ships.
Mosquito: Fit an FSD Interdictor then interdict pirates then stay out of their firing arc or boost away for a fun challenge.
Tactics
Racing: Shift pips between engines and shields to control velocity and minimize the damage from hitting obstacles. Deploy the cargo scoop or landing gear temporarily for easier turns. Boost laterally to avoid or mitigate an impending collision or get around that tight corner.
Practice: Racing is a skill. Without a course, the training simulations available under “Training” on the main menu can help.
The thrill of speed: Casually boosting to 800+ m/s low over a planet’s surface or around a settlement is fun. This ship may also be effective a Buckyball racing (flying over a planet with flight assist off to find the fastest possible speed).
Combat: If you are attacked, clearly racing ships are well equipped to escape.
Hello Games initially Kickstarted No Man’s Sky in 2016, promising a vibrant, life-filled universe to explore. Unfortunately, under-delivery led to an initial backlash, but Hello Games has since built it into a worthy and unique game.
No Man’s Sky is an exploration-focused, survival crafting game with space simulation elements, like Astroneer or Subnautica. You play as an unnamed “traveller” who wakes up on an alien planet with a damaged spacecraft and no memory. You initially explore, gather resources then craft things. Crafting first extends survival by refilling oxygen and recharging your exosuit’s components. Eventually, you repair your ship, construct bases and build vehicles to increase your exploration speed and range.
No Man’s Sky includes activities common to space simulation games like ground combat, space combat, piracy and trading. You can adopt, ride and breed pets. The brave can explore derelict freighters. Later in the game, you can also maintain a fleet and periodically send ships on distant missions, build and oversee a town or relax into daily quests for upgrades or cosmetic rewards.
No Man’s Sky provides quests to introduce players to new mechanics and provide context and purpose. The main quest line examines existentialism. However, unlike other survival crafting games, No Man’s Sky treats this solemn theme lightly. For example, the game lacks the conviction of Subnautica’s pacificism and environmentalism or Breathedge’s self-deprecating humour.
What sets No Man’s Sky apart is its massive procedurally generated universe containing quintillions of planets. Procedural generation is not new, but No Man’s Sky‘s scale and beauty are unique. Each planet has a biome (e.g. desert, marsh, paradise, volcanic), which determines the flora, fauna and geology populating it. Some planets have seas and caves, effectively different biomes on the same planet. The player earns credits by scanning specimens and gets a bonus for finding samples of all a planet’s fauna.
Graphically, No Man’s Sky is a love letter to 1970s- and 1980s-era science fiction art. Those artists portrayed landscapes with recognizable terrain and creatures with recognizable limbs but in alien colours or orientations. No Man’s Sky harks back to the endless potential and wonder these artists captured, looking at the universe through nostalgia-coloured glasses.
A ring over a paradise planet in No Man’s Sky. This screenshot shows the beauty that Hello Games promised in 2016 but took a few more years to deliver. Captured by the author.No Man’s Sky uses bioluminescence not just to allow the player to see at night but to create beautiful grass seas with luminescent waves. Captured by the author.No Man’s Sky is also home to the bizarre, like the Giger-esque hive worlds. Some planets, like this one, use extreme palettes, emphasizing their alienness. Captured by the author.
All players share the same universe. However, it is a vast universe, so the chance of meeting another player outside the Anomaly (the central quest hub) or your friend list is remote. PVP combat is by mutual consent only. You can play offline but lose the ability to claim credit for first discoveries or interact with other players.
No Man’s Sky favours accessibility over challenge. For example, its space flight and combat are arcade-like and lack the atmospheric handling of flight simulators or Newtonian handling of more realistic space simulators. Ships have different inherent strengths and are upgradable, but the process lacks the depth and specialization found in other games. No Man’s Sky‘s simplistic trading uses static economies and routes. Landing and docking are automated.
Realism is out the window. Procedural generation sometimes produces gravity-defying floating rocks or improbable creatures. Planets do not orbit their stars. They are often close enough for their gravities to cause horrendous damage and collisions. The game’s chemistry is more comparable to alchemy than real-world chemistry, allowing easy conversion of one element to another or liquid water at high or low temperatures.
Neither of these are oversights. No Man’s Sky does not want to be a gritty, “realistic” universe like in Elite Dangerous, Eve Online or Star Citizen. It is not the game for those looking for complex ship outfitting, pouring over spreadsheets maximizing trade profit, elaborate joystick and HOTAS setups or ruthless PVP.
Instead, Hello Games designed away anything distracting from the almost meditative play. They created a game where losing hours to the self-expressive joy of building bases or the “sense pleasure” of seeing the sunrise on yet another verdant or desolate world is easy. Internal consistency and beautifully varied landscapes are what matter.
While survival and permadeath modes are available to those looking for a greater challenge, No Man’s Sky also offers expeditions. These temporary game modes increase the difficulty and provide different main quests. They feel different enough to be novel without losing familiarity, keep experienced players engaged and give unique rewards.
The most significant criticism of No Man’s Sky is that, while Hello Games has worked hard in the last six years on survival and crafting mechanics, it is still a procedural generation engine looking for a game. The designers could have shrunk No Man’s Sky into several dozen unique planets spread across a few solar systems. This choice would expose all planet types while satisfying the limited curiosity of most players.
Meanwhile, No Man’s Sky wants to be a live-service game – an ongoing online entertainment service – but it lacks end game mechanics beyond intrinsic exploration or social interaction. It degenerates into daily or periodic quests once the shallow main quest line is complete. Some game loops also deteriorate into grinding. If you want to upgrade your freighter or find that perfect-looking ship, you must keep retrying until you fluke the right one.
However, despite offering no paid expansions, Hello Games continues to expand the game with new features, including regular expeditions. They do so more frequently than comparable games like Elite Dangerous or Star Citizen. Along with the more casual appeal, these draw in a large and growing audience that loves No Man’s Sky.
The name No Man’s Sky is a play on “No Man’s Land”, the unexplored part of old maps where no kingdom or empire holds sway. No Man’s Sky presents a universe full of the unknown, ready for players to explore but much safer than the early European explorers found it.
Those looking to satiate curiosity and meditative “sense pleasure” from exploration and self-expression from building bases will enjoy No Man’s Sky. You can finish the main quest in a few tens of hours, but the game will capture your imagination for much longer.
No Man’s Sky‘s low challenge also appeals to a broader audience and may help introduce new players to the space simulation genre. It is a welcome change to one often dominated by hardcore players and niche games.
Obi-Wan Kenobi is the latest Star Wars series streaming on Disney+ in their seemingly unending desire to explore the edges of Star Wars characters and canon. It follows the fan-favourite Obi-Wan Kenobi ten years after Revenge of the Sith, covering events between it and A New Hope.
The series starts with Obi-Wan watching over a young Luke Skywalker on Tatooine and a young Leia chaffing against the life of a princess on Alderaan. While Obi-Wan’s life appears necessarily humble to avoid drawing attention to Luke, Obi-Wan’s dreary routine is more a penance as he hides from his responsibilities and abandons others in distress. Still driven by revenge, Anakin Skywalker/Darth Vader orders his Sith inquisitors to kidnap Leia to draw Obi-Wan out from hiding. Bound by duty, Obi-Wan hesitantly embarks on a rescue.
The series focuses on two main characters: Obi-Wan Kenobi and Reva, one of the inquisitors. We know Obi-Wan, Darth Vader and Leia survive, so the drama focuses on interactions and character development.
Obi-Wan follows the well-trodden path of the “hero’s journey”. Initially reluctant, he battles his self-righteous guilt at Anakin’s downfall and the inquisitors. Obi-Wan rebuilds himself and reconnects with the Force while rescuing Leia and confronting his past, namely the scene-stealing Darth Vader.
Obi-Wan spends much time with the adolescent Leia, an unexpected but welcome introduction of naive kindness, childish stubbornness and adolescent bravado that blossoms into true courage and resolve at the series end. Her lines and acting are excellent, particularly the quiet, tender moments between her and Obi-Wan.
Reva has a more nuanced and subtle storyline. Initially, she is rebellious and attention-demanding like a whiney teenager, as a colleague put it. Reva’s defiant successes make her feared by the Jedi but ridiculed by her fellow inquisitors.
Unfortunately, Obi-Wan Kenobi (the series) gets bogged down in its middle episodes. The series needed to either spend more time developing secondary characters and the setting or skip them. The Path, saving the now hunted Jedi, or Haja Estree, a lovable conman with a heart of gold, deserved more screen time, but perhaps these are for future series.
Similarly, the shaky camera focuses too close to the characters during action sequences like in the Fortress Inquistories and on Jabiim. It increases the emotional intensity but loses perspective and, therefore, cause and effect. People shooting blasters or waving lightsabers seemingly randomly is less compelling and credible.
However, the climactic lightsaber duels with Anakin Skywalker/Darth Vader are Star Wars at its best. The choreography is distinctly different from the stilted awkwardness of the original trilogy and the energetic and frantic fights of the second trilogy.
Like the Japanese mythos that inspired it, lightsaber fights in Star Wars have always been personal battles of wisdom and focus, not just martial. The first duel between a timid, shattered Obi-Wan and vengeful Darth Vader shows Vader terrorizing, dominating and torturing. Darth Vader’s battle with Reva demonstrates how vastly he outmatches the tunnel-visioned Reva, toying with her like a cat with its prey. The flashback to the training fight between Anakin and Obi-Wan during Part V is a compelling allegory that Star Wars should use more.
The final confrontation is the series’ crux and emotional pay-off. Similar to the moment in Return of the Jedi where Luke refuses to fight Vader until Vader threatens Leia, Obi-Wan’s desire to protect finally empowers him.
The image of Anakin’s scarred but recognizable face beneath the shattered mask of Darth Vader, as he alternates between James Earl Jones’ distinctive voice as Darth Vader and the more human voice of Anakin, is horrifying and sympathetic. It personifies the battle within Vader that Anakin lost.
However, despite the satisfying gravitas, one wonders whether these events were better left to headcanon. Was this moment different to the one people expected or imagined? Does every character and moment in Star Wars need a different series and detailed explanation?
Similarly, much of Disney’s Star Wars seems to orbit the Skywalkers, fuelled partially by the current fixation on nostalgia. However, Star Wars has many more stories to tell. Reva, for example, presents a fascinating character for future development.
Many were ready to dismiss Obi-Wan Kenobi (the series). The need to unrealistically break the previously resilient Obi-Wan to give him character development, Reva’s annoying early character flaws and the slow middle threatened to render this series a profit-driven vanity project. However, the last two episodes provide the emotional punch, plot twists and satisfying albeit predictable resolution that the series and franchise deserve and fans craved. Hopefully, it will springboard new and varied stories set in the Star Wars universe.
No Man’s Sky, the survival crafting game developed by Hello Games set in a colourful, massive and procedurally-generated universe, has been around for many years. It is long enough for many to have completed its main storyline and fully explored its mechanics.
However, this is where “expeditions” come in. An expedition is a free, temporary game mode with a new storyline with altered mechanics. It is like playing a modded version of the game but with full support from the developer and only available for a limited time.
The current and seventh expedition, “Leviathan”, has five phases, each comprising eight goals. Some goals are story-focused, usually travelling to a point on a planet or using a crafted item. Some are mechanical, like collecting rare items, acquiring a pet or clearing a derelict freighter. A few are community-based and repeatable, encouraging players to help everyone.
Unlike the regular game, this expedition is rogue-like, meaning you start anew each time you die. You lose inventory, bases and upgrades. However, you can recover unlocked phases and goals, or “memories”, after restarting. Death is more a setback than a reset.
Leviathan uses survival mechanics. It limits your item stack space per inventory slot. Base building components require more salvaged data to unlock.
Leviathan is challenging. Most quest planets have dangerous conditions, mountainous terrain and aggressive sentinels. Pirate attacks are frequent when flying. Thankfully, completed goals give you the needed tools, such as a Minotaur exosuit and weapon upgrades, but you need the knowledge to use them or risk returning to the expedition’s start.
Progression is faster. Completed phases give copious new slots and almost overpowered upgrades. For example, I had multiple +10,000% scan bonus upgrades, meaning I earned millions of units for scanning one planet’s fauna, flora and wildlife.
These rule changes and restrictions focus the player toward the expedition goals and core mechanics of exploration and travel, not on the ancillary mechanics like base building. It opposed my usual playstyle of relaxed exploration, gathering, hoarding and occasional quest advancement, but it was a refreshing tone shift once I twigged.
The increased challenge is unusual for No Man’s Sky. For example, you can dogfight by pressing two keys: brake and fire. However, this expedition’s difficulty works because the rogue-like death mechanics are otherwise impotent. The expedition is aimed at a limited audience, looking for trophies, and not the broader, more casual player base.
Leviathan’s storyline examines themes of existentialism and the cyclical nature of existence. Story has never been No Man’s Sky‘s focus. However, it integrates well into the mechanics, reinforcing each other, and is consistent with the regular version of No Man’s Sky‘s storyline.
Expeditions like Leviathan invigorate No Man’s Sky, giving players something familiar yet novel. I tried out new weapons and upgrades and cleared a derelict freighter for the first time. Starting again with experienced eyes, accelerated progression and a different purpose is motivating and fun.
Beyond cosmetics, the reward for successful completion is a biological frigate for your freighter, the titular “Leviathan”. The community goals also encourage people to hang around, building a feeling of community.
No Man’s Sky‘s Leviathan expedition takes about fifteen hours to complete without external assistance, although a few goals may take longer if you are unlucky or unobservant. Old hands will find it rewarding. New players may find its challenges and rogue-like aspects unforgiving.
However, the best thing about expeditions is Hello Games’ continued experimentation, potentially leading to new game features. It also shows that Hello Games can keep delivering frequent, high-quality content for a six year old game without paid DLC. Like many of the No Man’s Sky‘s planets, Hello Games is almost unique. Let’s hope it stays that way.
The Book of Boba Fett follows the titular bounty hunter after The Mandalorian‘s second season. While fans will enjoy the Star Wars references, the series fails to reach the same heights as its predecessor.
The early episodes simultaneously tell two stories of Boba Fett trying to assert his new position as Daimyo amidst the turbulent criminal underworld of Tatooine and his escape from the sarlacc following Return of the Jedi.
The former story in the early episodes is more character- and scene-setting, reminding the audience of Boba taking over the throne once held by Jabba the Hutt on Tatooine. He saves Fennec Shand, who becomes his henchman and trusted confidant, and sets up the battle for the city of Mos Espa as the series’ central conflict.
The second story in the early episodes is more interesting, portraying Boba Fett’s messianic transformation as he escapes the Sarlacc pit, loses his armour, is rescued by Tuskan raiders then finds that saving others leads to acceptance and community. Amidst flashbacks of this father abandoning him on Kaminoa, he transforms from the ruthless bounty hunter seen in the original movies to someone that wants to free “his people” from the criminal warlords that rule Tatooine.
Unfortunately, this transformation is unconvincing. Boba’s past antagonistic actions, such as capturing Han Solo, and unsympathetic stoicism make it a hard sell. Even the symbolism of Cad Bane’s death, representing the end of the bounty hunter in Boba, lacks any credible build-up from earlier episodes.
The Book of Boba Fett is at its best when political complexities confront Boba. The slimy Mayor hiring assassins to kill Boba, talking his way out of it then double-crossing Boba again shows credible intelligence and cunning. The Pykes’ betrayal shows how ruthless and uncaring Boba’s opponents are.
However, the series often oversimplifies complex issues, making their plot points less credible. While Star Wars‘ fights have always been metaphors, the series assumes a 1930’s Batman-style naivety that Boba Fett can solve crime and poverty by eliminating all the bad guys. Enemies shown mercy suddenly and unrealistically become unshakably loyal, like Gamorrean guards, Krrsantan and the hoverbikers.
The series squanders chances at character development or insightful conflict. For example, Fennec Shand could have genuinely chaffed against Boba’s new, more benevolent direction, embodying the contrast with the unforgiving ways of a bounty hunter. Boba’s enemies could have offered her a considerable incentive to betray him, driving tension to the decisive moment. Instead, the character serves merely as a competent fighter and source of exposition.
The Book of Boba Fett compares unfavourably with its predecessor, The Mandalorian.
Djin-Darin, the main character from The Mandalorian, is more sympathetic than Boba Fett. Both are armoured orphans. However, Djin-Darin’s armour hid his mysterious identity, while Boba’s was merely a tool. Djin-Darin battled for acceptance against a seemingly unfair creed, a code of honour that Boba lacked.
Both series deal with the noble theme of protecting the less fortunate. The Mandalorian brought that to the cute and relatable Grogu, a triumph of character design that appealed to parental instincts and fans longing for more Yoda. The Book of Boba Fett dealt with protecting the more nebulous and poorly supported “my people”. Thankfully, it avoided the “white saviour” trope with the Tuskan tribe, albeit under tragic circumstances.
Each series borrowed inspiration from different genres. The Mandalorian was like a Western or Japanese samurai movie, with a lone, honourable gunman/samurai wandering from town to town fleeing a tragic past. The Book of Boba Fett felt almost more cyberpunk, examining economic and technological inequality amongst powerful, mysterious criminal cartels in an urban environment.
The Book of Boba Fett‘s hoverbikers are good examples of cyberpunk impinging on the Star Wars universe. The bikers’ deliberate and overt augmentation and brightly coloured bikes feel pulled from cyberpunk. However, the bikes feel out of place amongst the grungy, rusting, third-hand technology seen elsewhere. Cybernetics has long been canon but it has been a metaphor for trauma, like Luke’s hand or Darth Vader’s suit.
Structurally, The Book of Boba Fett is an interlude between seasons two and three of The Mandalorian. The series finishes the Boba Fett subplot introduced in season two. The short but vital subplots reuniting Djin-Djarin and Grogu ensure The Mandalorian can continue as before.
There are many obscure references for Star Wars fans. They will like the Tuskan anthropology, a Wookie wrenching an arm off a Trandoshan in a cantina, Bantha riding, a rampaging Rancor, more Hutts and Luke building his Jedi school.
The special effects are also fantastic, like in The Mandalorian. Luke’s lifelike recreation shows how far special effects have progressed from the later Star Wars movies.
The Book of Boba Fett is a fun romp through Tatooine, riffing on the edges of Star Wars canon. However, the series tries to fit too much into a short season. More character development and extending more plots between different episodes would have given it the credibility, heart and sympathy that its predecessor enjoyed.
Cyberpunk 2077 is a role playing game (RPG) from CD Project Red, the same developers as The Witcher series. It had a rocky start but has since become a standout, particularly its immersive world, strong exposition and thought-provoking side quests.
Cyberpunk 2077 is a first person RPG using a similar ruleset and setting to the eponymous tabletop RPG. You play as V, a citizen of Night City, a pseudo-San Francisco or Los Angeles. V witnesses the murder of a megacorporation’s owner during a heist gone wrong. Forced to embed a stolen chip in his head while fleeing, V discovers it contains the personality and DNA of the long-dead rockstar and terrorist/freedom fighter, Johnny Silverhand. Now V must solve this mess one way or another before Silverhand takes over his body and mind.
Silverhand is V’s ever-present “lancer” and appears at pivotal moments to provide his perspective. While his self-confidence and aloofness give him superficial charisma, Silverhand is a self-righteous, narcissistic psychopath. You must decide whether V agrees with his single-minded anti-corporation and anti-establishment views, sympathizes with his deeply buried vulnerability or finds his incessant criticisms grating.
Just in case you missed the copious marketing for Cyberpunk 2077, Keanu Reeves provides Johnny Silverhand’s voice and likeness. Silverhand is the opposite of Reeve’s usual humble, softly spoken and slightly vulnerable protagonist. This typecasting sometimes detracts from Silverhand’s intended purposes: a constant reminder of V’s impending doom and a skewed moral compass fitting for an immoral setting.
Mechanically, Cyberpunk 2077 plays like most other RPGs and combines the best aspects of others. Cyberpunk 2077 uses a Witcher 3-like vision mode to scan for clues or interactable objects. The hacking and stealth feel like Deus Ex, although without the omnipresent paranoia. While it lacks police chases, it has the car driving and theft of Grand Theft Auto. “Braindances”, replaying people’s experiences, are similar to watching three-dimensional recordings in Tacoma.
The character advancement options can create unique or, in most cases, derivative characters, from stealthy, handgun-wielding assassins like John Wick to muscled, baseball bat- and minigun-wielding tanks like Arnold Schwarzenegger’s Terminator. Higher-end abilities are potent, fueling power and dominance fantasies.
Cybernetic augmentation is also vital. V starts with basic enhancements such as eyes that can zoom and a computer in his head to view mission briefings and act as a mobile phone. Early enhancements provide additional bonuses while later ones grant new forms of movement, powerful weapons or other surprises.
However, Cyberpunk 2077 goes much further. Cyberpunk 2077 uses cybernetics as a powerful exposition tool in a world where technology surpasses flesh and suppresses individuality. The alien-like dehumanizing enhancements to members of the Maelstrom gang, near interchangeable golden-skinned hotel attendants or the subtle, fashionable enhancements of the elite instantly communicate much about other characters without unnecessary dialog or explanation. Think clothes that you cannot easily change.
The residents of Cyberpunk 2077 even have slang for cybernetics: chrome. It has other jargon, too. People have “chooms” instead of buddies, pals, mates or bros. Only “gonks” (idiots) would rely on “deets” (details or information) that are not “preem” (premium or good). You get paid in “eddies” (eurodollars). The copious voice-acted dialog weaves them into conversations allowing players to infer their meaning and connotation.
Cyberpunk 2077‘sworld-building is broad and deep, and the internal consistency adds realism and believability. The frequent in-game news bulletins, for example, portray a dystopian, corrupt, technologically-dominated future similar to Robocop or Blade Runner. Amidst constant and desensitizing advertisements, radio and TV personalities openly call out the elite’s hypocrisy and power games while relishing the schadenfreude. In-game tobacco advertising has warnings probably only to comply with real-world laws.
The writing continually enforces the setting’s hypercompetitive and unforgiving nature. NPCs and factions have separate and consistent motivations, and V is usually just a tool for their advancement. A small child says your boxing opponent killed their father. Is it true or just a ruse to increase her betting earnings?
The layers of Night City’s neon lights distract from the copious, uncollected trash. The metaphor reflects how the razzle-dazzle barely hides society’s underlying malaise.
Even V’s little flat has no kitchenette. Instead, there’s a vending machine peddling whatever junk food the corporations of the moment deem fit while advertisements sprout insincere warnings about eating organic food.
Cyberpunk, as a genre, has always been more than an aesthetic or bucket for near-future science fiction. It is an avid social commentator, warning that compassion and ethics must bound and guide progress.
Cyberpunk 2077‘s world takes the ideals of right-wing political groups to absurdity. Guns are so prevalent that you can buy plastic, disposable ones from vending machines. The government merely provides services that corporations find unprofitable. Laws exist not to serve or protect society but as blunt instruments of the powerful or as proxies for corporate wars. Society is increasingly stratified. Eighty hour work weeks and forced cybernetic enhancements are considered reasonable. The natural environment crumbles, a necessary price for technological advancement and profit. As one in-game shop owner laments, open expressions of sexuality are considered a social menace, but we must accept murders on every street corner.
The world of Cyberpunk 2077 is different enough to the real world to avoid direct comparisons but is close enough for commentary to be relevant. Its cars are a good example. While there are analogs to real-world brands, all the makes and models are different. Many have a single headlight or brake light and no seatbelts, minimizing safety features to reduce cost or maximize aesthetics. Their barcode-like number plates are for computers to read, not humans. Cars lack indicators, showing a lack of empathy.
Cyberpunk 2077‘s setting is faithful to the 1980s roots of its genre. For example, Japanese corporations were ascendant in the 1980s. Many in the USA feared the conquered would become the conqueror, like in the second Back to the Future movie, and Cyberpunk 2077′sAsaka megacorporation realizes this.
However, some predictions diverged from subsequent real-world advancements and trends. Instead of adding credibility by incorporating forecasts of the future, these now further segregate the game’s setting from reality. Paper magazines with animated pages, for example, hijacked something familiar in the eyes of someone from the 1980s, showing technology’s subtle and insidious progression. However, paper magazines are becoming anachronisms, replaced by purely electronic versions. Much of the Cyberpunk 2077‘s music is 1980s-like electronic and synthpop and not the more urban hip-hop.
Thematically, Cyberpunk 2077‘smain storyline deals with questions of identity and legacy. V has to work out what to do with his (or her) remaining time. Does V go for one last grand heist, allow Silverhand to finish what he started or choose quiet life while still V? Does V rebel against a world where individuals rarely affect meaningful change, finding value in the attempt and the lives touched along the way? Multiple endings provide V with some choice about how to answer.
Beyond the unique premise offered by the setting, the storyline is suitably grand. It is unmistakably cyberpunk and could not exist in any other genre. Each step provides satisfying answers and more yearning questions. It does not always follow the “show, don’t tell” rule of storytelling, but that is more of a guideline.
However, Cyberpunk 2077‘s numerous side quests are far more interesting. For example, the series of Delamin quests deal with artificial intelligence (AI), what rights it has and how it interacts with humans. If an AI creates a copy of itself, are the two copies still one individual, or are they parts of the whole? In the game, AI has displaced many traditional human-only roles like writing novels or fashion design. Should humans fear what AIs can become?
Another recurring but subtle theme is religion and spirituality. It can be a dangerous subject, potentially offending many. However, Cyberpunk 2077 is a world where braindances provide visions as vivid as any religious miracle, moral guidance is greatly needed, and technology offers salvation more tangible than any deity’s promise.
The Sinnerman quest line is the game’s most confronting. A prisoner sentenced to death finds religion. He elects crucifixion and wants his experiences recorded as a braindance for fellow Christians to experience or endure. In a setting with commonplace and fetishized violence, this moment drove introspection more than any other in the game.
Meanwhile, a neon billboard shows a Jesus-like figure but wreathed with network cables instead of a crown of thorns. Do you want to confess your sins? Just visit your nearest automated “Confession Point” vending machine. Buddhist monks ponder whether virtualizing people is compatible with reincarnation or whether an AI can suffer. Tarot cards and imagery not so subtly steer V. AIs are god-like in their stature, facelessness and echoing voice.
Following the RPG trend, V has companions that provide side quests and potentially lead to romance options. Different companions fulfil different sexual orientations, including one that is trans, supporting modern sensibilities and inclusion.
However, some of the impactful companions share genuine vulnerability, contrasting with the setting’s uncaring and brutal reality. Letting kids win at an augmented reality shooting game, for example, has a delightful mundanity and affection that contrasts with the setting’s cynicism.
Cyberpunk 2077 has its share of imaginative and novel quests and environments. One involves SCUBA diving in a flooded town while reminiscing about the displaced inhabitants. You can ride a roller coaster, pilot a tank or riff a guitar solo while playing in a band.
References to other cyberpunk and science fiction media abound, showing light, fourth-wall-breaking humour. You can purchase Kaneda’s red bike from the anime Akira or the Rolls Royce-like FAB 1 from Gerry Anderson’s Thunderbirds. You can find advertisements for mnemonic couriers, similar to Keanu Reeve’s Johnny Mnemonic. The famous “tears in rain” quote from Blade Runner is a memory in the columbarium. One quest pays homage to Portal, using GLADoS’s voice actor and lines. The “baby in a bottle” from Death Stranding appears, and there is even a dig at Star Citizen‘s long development time.
Graphically, Cyberpunk 2077 is beautiful, particularly with ray tracing. I took screenshot after screenshot as the cyberpunk genre’s requisite neon signs and holographs dominated the skyline. Bright lens flares are common enough to make Michael Bay jealous. The sparse but hardy vegetation and red earth of the hills outside Night City resemble postcards of the US midwest. Rain is wonderfully dreary and leaves humble, reflective puddles.
Cyberpunk 2077 uses a “film grain” effect and vignette over its visuals. Like the gold filter used in the Deux Ex series, this effect makes the game visuals distinctive and slightly unreal. It also helps cover a few errant pixels caused by NVidia’s DLSS or similar compromises for the more demanding ray tracing.
The main criticism of Cyberpunk 2077 was the bugs present at the launch. Some were meme-worthy and game-breaking. These problems are common in the industry, especially in large, open-world RPGs or anything developed by Bethesda. However, recent updates have vastly improved Cyberpunk 2077’s quality, and my 100-hour playthrough starting on version 1.3 was practically glitch-free.
Some feel the sidewalk-infesting crowds should be persistent or that they add unnecessary clutter. Previous games eschewed clutter to reduce rendering costs and highlight the environment’s important parts. However, along with the omnipresent neon and holographic signage, the game intentionally visually assaults the player. It takes time in Cyberpunk 2077 to mentally adjust and filter out the noise of Night City, just like its inhabitants do.
Others complain the setting is unrealistic, a caricature of near-future USA. For example, the populace would rebel against corporations or that the claimed murder rate is higher than the birth rate. Debating sociology or economics is beyond the scope of this review. However, the setting provides opportunities where no one is uniquely or consistently good or evil, creating opportunities to side with or against anyone. The setting’s details are intentionally vague, meaning realism can be hand-waved or retrofitted if needed.
Similarly, the world of Cyberpunk 2077‘s technological inequality means MacGuffins and opportunities are plentiful, but society is still familiar. For example, the head of a megacorporation could live forever, while most live regular if not brutal lives. Meanwhile, the asymmetry offered by hacking allows a prodigious youngster to threaten the same megacorporation.
Some criticize the game’s mechanics as shallow. For example, having crimes without pursuing police or car chases feels unrealistic. However, this does not materially harm the game. It only means Cyberpunk 2077 is not Grand Theft Auto. People would have loved to see working trains for a deeper immersion. However, the development effort required is likely not worth the minimal increased sales or goodwill.
The sizable modding scene already addressed issues like police chases and working trains, anyway. Like Skyrim and other RPGs, many strive to fill the gaps or improve the game.
The most significant criticism I had was the awkward keyboard and mouse controls for driving. However, the racing side quests are forgiving, crashes are only minor annoyances, and you eventually compensate for the poor control scheme.
Like many long RPGs, Cyberpunk 2077 is a game you stop playing rather than merely complete. A game this long and involved becomes familiar. Leaving it is like ending a beloved television series.
CD Project Red has faithfully recreated the table top RPG’s setting in both form and spirit. It is fertile ground for many more engaging stories and insightful commentaries about modern social, economic and technology trends. It is a pity that Cyberpunk 2077‘s initial launch was so poor. Many will only recall the game’s early failures and not its world and potential for so much more.
An Elite Dangerous ship build for beginner players.
Goals
The goals are:
Build a ship for exploring. Exploration requires a long jump range to reach distant star systems, a Fuel Scoop for refuelling, a Detailed Surface Scanner (DSS) to map planets and a Planetary Vehicle Hangar to house a Surface Reconnaissance Vehicle (SRV).
The build must be accessible to early-game commanders. It should be cheap and require no engineering, rank, reputation or unlockable ships or modules.
Exploring can easily and quickly earn millions of credits, a huge boost early in the game. While not action-oriented like combat or as lucrative as trade, exploration has the lowest barrier of entry of all the main game loops. It appeals to those looking for a relaxed, self-paced playstyle motivated by seeing and discovering new things. It also gets the player out of their comfort zone by travelling long distances.
Links: EDSY and Coriolis (have your preferred one open as you read the guide for easy reference)
The Diamondback Explorer is the cheapest of the four best exploration ships, the others being the Anaconda, Krait Phantom and Asp Explorer.
This build can jump around 37 LY. While jump range is not the only indicator of a good exploration build, it helps. Unlike similar games, exploring in Elite Dangerous requires travelling long distances. Fewer jumps mean reaching the destination sooner.
If the just over 10 million credit cost is too high, B-rate the Frame Shift Drive and Fuel Scoop. This change halves the cost but significantly reduces the jump range. Upgrade as soon as you can afford to do so.
Finding a station that sells everything can be a challenge. Early- to mid-game players will not have access to Jameson Memorial station in Shinrarta Dezhra. Thankfully, both EDSY and Coriolis link to EDDB, locating nearby stations selling this build’s ship and modules.
Exploration:
Frame Shift Drive: The 5A Frame Shift Drive grants the longest jump range possible. Once you can, add the Increased Range blueprint and Mass Manager experimental effect. Even a grade one will have a marked improvement. The double engineered version from a human technology broker is even better but requires harder to find materials. The Fuel Scoop means you can keep jumping as long as scoopable stars are within range.
Lightest core internals: The rest of the core internals are as light as possible (D-rated) or even lower classes. This decision has little noticeable effect except for only boosting every 28 seconds.
Exploration essentials: A Detailed Surface Scanner (DSS) maps planets for credits, identifies points of interest and creates the geological/biological heatmap. A Planetary Vehicle Hanger facilitates surface activities like material gathering.
Empty optional internals: This build intentionally leaves several optional slots empty. They are not needed and can add weight.
Empty hardpoints and utility mounts: As with optional internals, this build runs from fights.
Artemis suit for exobiology: Not technically part of the build, but grab an Artemis suit before setting out. Exobiology is a great excuse to get out of your ship, earn a few extra credits and watch the sunrise on alien worlds.
Variations
Longer exploration trips: Add a Heat Sink Launcher to minimize heat damage when caught in a star’s exclusion zone. Advanced Field Maintenance Units (AFMU) can repair module damage caused by heat or Frame Shift Drive damage caused by fuel scooping neutron stars or white dwarfs. Two AFMUs mean they can fix each other if needed.
Rare commodity hauler: Fill the empty slots with cargo racks. This change turns this build into a passable long-distance hauler, suitable for rare commodities. The selling price of rare commodities increases the further you sell them from their point of sale. It can also help with long-distance cargo hauling for community goals.
Rescue ship: Add a Rescue Multi Limpet Controller and a Cargo Rack for limpets. This variant can refuel or repair other commanders.
Tactics
Initial exploration: If the goal is to learn exploration mechanics or early cash, find high population systems in the bubble and map earthlike words and anything terraformable using the DSS. While many systems’ bodies are already in the navigation computer, no bodies are pre-mapped. You can earn over a million credits per mapped earthlike world.
Seeing the sights: Elite Dangerous’s galaxy has many natural wonders. For example, visit a nearby black hole, like at Maia. Travel to the nearest neutron star, Jackson’s Lighthouse, then neutron jump back. Visit the famed red giant Beetlegeuse and fuel scoop outside the orbit of the innermost planet. The codex has many suggestions.
Find the lore: Elite Dangerous has lots of lore but finding it requires effort. Abandoned settlements, ghost megaships and tourist beacons are plentiful. EDDB (https://eddb.io/attraction) has an easily searchable list.
Engineer unlocks: Travelling long distances away from your starting location unlocks some engineers. Elvira Martuuk requires 300 LY and Professor Palin requires 5000 LY. An exploration build such as this is ideal for such long trips.