The ship's on fire, you've got the airlock doors open in an effort to starve the fire of oxygen but now your crew can't breathe either. Weapon systems are offline, your pilot is dead - escape isn't an option any more. The last hope you have is for second engineer Jacobs to keep the shields up long enough for your automatic attack drone to finish what you misguidedly started. It's too late, you see one of their weapon systems come back on-line; a moment later a Hermes missile launches – your shields are useless. You swear, and then it's over. The ship breaks apart and second engineer Jacobs’ scream is immediately silenced by the vacuum of space.
|"And BOOM! goes the dynamite"|
|F*** YOU FISH!|
So, what do I actually think of the game? I like it. It’s addictive. The gameplay mechanics are easy to learn: start a new game, pick a ship (there’s only one in the beginning but you unlock more somehow, not dying I assume. I’ll give that a shot and let you know how it goes); it’s a roguelike experience with real-time space combat jammed into the mix, you need to direct power and crew members to systems to keep everything working. The story is simple: your ship contains valuable information and you’re being chased across the galaxy by a rebel fleet, keep them behind you and don’t hang about. FTL features some beautiful electronic music, if you’re the sort who appreciates that kind of thing*. The graphics are adequate and there’s some good variation in the artwork for ships and backdrops, but there are no fancy cutscenes, just simple dialogue boxes:
FTL: Faster Than Light is a hard game, it’s a frustrating game, it’s a lovely game. The pair of ex-2K-Games developers exceeded their humble $10,000 Kickstarter goal (did I mention this was a Kickstarter project?) by $190,000. Needless to say, I expect great things from their next endeavour too.
|"The ship, the ship, the ship is on fire!"|