User Score
7.0

Mixed or average reviews- based on 26 Ratings

User score distribution:
  1. Positive: 14 out of 26
  2. Negative: 4 out of 26

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  1. Jul 4, 2017
    5
    I'll be brief since you got **** to do today.

    - The gameplay is weak and there are no real tactical options. It feels like any of the other thousands of games out there where you don't get the feeling of flying a ship or an actual entity, but a brown cube shooting other brown cubes on auto-attack. - Camera control is needlessly complex with over-lapping toggling systems leading to a
    I'll be brief since you got **** to do today.

    - The gameplay is weak and there are no real tactical options. It feels like any of the other thousands of games out there where you don't get the feeling of flying a ship or an actual entity, but a brown cube shooting other brown cubes on auto-attack.

    - Camera control is needlessly complex with over-lapping toggling systems leading to a frustrating experience even moving and looking around. Firing is also hampered by having missed the use of 'soft' targeting..

    - The art direction is poor, not having solved the conundrum which is having dark ships/items on a black space background. Some ship designs look need and it has a gorgeous ship customisation system, but you will rarely get to see it actually looking beautiful. All the screenshots on their website are bullshotted.

    - The missions ended up feeling repetitive within the first two hours, and the encounters ranged from silly-easy to extraordinarily hard with no real midground to them.

    - There are 4X elements but they generally come in too late in the game to actually matter and at that point you still need to fly your ship which i mentioned before is not really a pleasant experience.

    End all, it's not a horrid mess, it works well as a technical product, it just doesn't play well.
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  2. Jan 20, 2018
    6
    Very well polished game. I only had two crash to desktops in my over a dozen hours of playing this game and I suspect it was something on my end. It's good, but I hesitate to call it great for the simple reason that it lacks difficulty entirely. The AI is so stupid that there is no point in playing conquest whatsoever, it's just a slog.

    The best comparison I can think of is when
    Very well polished game. I only had two crash to desktops in my over a dozen hours of playing this game and I suspect it was something on my end. It's good, but I hesitate to call it great for the simple reason that it lacks difficulty entirely. The AI is so stupid that there is no point in playing conquest whatsoever, it's just a slog.

    The best comparison I can think of is when you're playing a turn based strategy game like Civilization and have reached the point where you know you're going to win - but it's going to take another hundred turns. I reached that point in Warlords approximately one hour into conquest mode.

    It's a well made, well thought out game that I simply didn't find very fun at all. A simple change where the AI figures out you're a warmongering jerk and bands against you would have made this game ten times better.
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  3. Feb 23, 2018
    6
    I really tried to like this game. It took a while to get used to certain design decisions and see them as part of the challenge, and on Normal the gameplay was so simple, I see why some said it requires no tactics whatsoever.

    It starts off with a decent intro. You control a frigate (medium-small ship) in the prologue. Has a good tutorial that guides you through things. The voice-over
    I really tried to like this game. It took a while to get used to certain design decisions and see them as part of the challenge, and on Normal the gameplay was so simple, I see why some said it requires no tactics whatsoever.

    It starts off with a decent intro. You control a frigate (medium-small ship) in the prologue. Has a good tutorial that guides you through things. The voice-over and character headshots are pretty nice. It lacks any 3D rendered characters, which is a tiny bit of a letdown.

    It is truly 3D - which is something many space games simplify one way or another.

    After a short prologue you get to create your character. The number of classes (3) and perks each of them gets is very manageable yet meaningful. Leaves a hope that all 3 classes are reasonably balanced.

    Then you get your first simple gunship. Getting better ships requires a grind of "freelance" missions, although one can get pretty far on very basic ships - storyline missions are very simple. The storyline introduces you to major game mechanics from basic ship controls, to upgrading ships, to deploying troops, to eventually building space stations and fleets.

    Now, the combat - it is very micro-heavy. Even on larger ships you'll be dogfighting with pew-pew lazerzzz shooting out of every turret of which there is up to like a two dozen, and spamming missiles like every 4-5 sec - from each side! Then rotate ship, and spam missiles from other side.

    There are 7 different combat ship classes, several models in each class, but they are a linear progression from small to large, without any meaningful differences in tactics. I.e. a Corvette is about 1.5 - 2 times more powerful than a Gunship, while 2-2.5 times more expensive. A Frigate is to a Corvette as a Corvette to Gunship. Ditto for Destroyer vs. Frigate (well OK Destroyers gain a drone bay and as such - rudimentary carrier capabilities), or Cruiser vs Destroyer. They all use the exact same turrets, just bigger ships have more of them! Holds true in fleetbuilding - you can build one Frigate or 2 Corvettes or 4 Gunships - they all are generic combat ships.

    The UI makes it a bit tricky to estimate incoming DPS or notice when your ship starts to take hull damage. Most of the times I get killed because I didn't notice that shields were done.

    The "freelance" missions are rather repetitive. On "Extreme" difficulty - the basic ones take on average about 3 minutes to complete. After a while you can choose the advanced versions which pay about 3x more, and do pose a challenge to your micro skills and ship upgrades - meaning you will get killed if you screw up or use a severely under-equipped ship. But these missions are the most efficient way to make money in this game, so you'll be inclined to grind them.

    Does it matter whether you spend 100k or 25 million credits on equipment you put on your ship? Only for the side missions and random pirate encounters. The main story quests are so darn simple that I can't even... Maybe they will get more complex eventually. But so far the main story is just that - a story! It's OK so far (I'm about 12 hours in). There are various characters (represented by a headshot pic and dialogue trees). It's linearly scripted, and sort of disconnected from what you do in all the randomly generated side/freelance missions, as if it happens in a "parallel world".

    There is no way to "lose" in the campaign / story.

    Basically, you can screw the RPG / ship progression / empire building part and play the storyline, in a scrappy Corvette w/o any upgrades - OR ignore the story missions, research/build supercapital ships, and build your empire.

    The space itself seems like a crowded junkyard where you can't fly for 10 seconds - without bumping into - sometimes literally - some anomaly, cargo container, random spawn enemies, allies, neutrals, gas cloud, asteroids, nebulae, shipwrecks, hazard zone, perk container or something else.

    To give it some credit - the amount of random things you can bump into is impressive, so is the tech, research trees. The devs didn't even bother to put any 2D icon on research items or equipment so it's just a line of text saying i.e. "Artemis III - a 50% damage bonus to Light Turrets". Quite easy to churn out ~200 of such items and keep the mouse spinning the wheel for a while to buy them all. Given the lack of variety in combat, all of these upgrades boil down to a straightforward "+X% on damage, range, shield capacity, speed, maneuverability", etc. Ok there's a "Blink" device to research who's description says "It's creator swears it works". I will surely test that! :-D

    If you "free roam" you can find enemies who whoop your ass quickly - and give a reason to upgrade your ship, actually learn some dogfight tactics and/or gather a support fleet.

    I'll stick around because the storyline has some intrigue, ships are pretty. And because Tara Higgs :-
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Metascore
73

Mixed or average reviews - based on 11 Critic Reviews

Critic score distribution:
  1. Positive: 6 out of 11
  2. Negative: 0 out of 11
  1. Apr 12, 2018
    70
    Starpoint Gemini Warlords is an impressive effort by Little Green Men, especially in light of its crowdfunded origins and community-driven design. That they’ve managed to expand the scope and scale of their game to encompass a whole other genre outweighs the concerns raised by poor balancing and a less-than-smooth final result. All the same, those concerns remain, so those who are willing to put up with the rough edges are the ones who’ll find themselves most satisfied.
  2. Jan 10, 2018
    60
    Ambitious, but unfortunately falls under the weight of those ambitions. Trying to juggle too many things, there’s a decent game here, it’s just hidden under awkward controls, a restrictive camera and the need to vomit. Also the names kind of dumb.
  3. CD-Action
    Jul 20, 2017
    75
    A space sim, an RPG and a 4X strategy mixed together skillfully, but held back by outdated technology and excessive grind. [08/2017, p.66]