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Review: Faster than Light

Blogs > Blazinghand
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Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
Last Edited: 2013-06-02 23:31:23
June 02 2013 23:30 GMT
#1

[image loading]


Game Review: Faster Than Light




I'm generally a big fan of roguelike games, I like sci-fi, and I in particular like space travel sci-fi. As an eternal fan of Star Trek and an avid gamer, when I saw FTL on sale for like $5 on Steam, I jumped on the opportunity to take this game for a spin. I found myself well entertained and sunk dozens of hours into the game, making it well worth the low price. I'm going to start off with a bit of background about roguelikes, and then talk about what I like and don't like about FTL.

So, a lot of gamers who aren't familiar with roguelikes will be confused (or even frustrated) about a few of the game design choices in FTL. The main traits of a roguelike are: psuedo-random level generation, no grinding/farming, and no respawning or reverting to earlier saves. Roguelikes like Dungeon Crawl or Angband involve descending through a dungeon and clearing randomly generated floors. The roguelike experience is unique and interesting, and makes for a lot of replayability value if done right.

As your character fights monsters and progresses towards his ultimate goal (in Crawl, it's acquiring the all-powerful Orb of Zot), he becomes more powerful and gains spells, items, and abilities he didn't have before. Although you can go back to earlier dungeon levels you've already explored, since they're empty of monsters you have no reason to. You definitely can't stay on the first dungeon level forever to get really strong, and the endless levels (The Abyss and the Halls of Pandemonium) give you very little for staying in them for a long time. You don't farm, you progress.


[image loading]
In Dungeon Crawl, you typically do not turn back.


In addition to the no-farming rule, you only get one life on a character. When you're dead, you're dead, and you start again from the beginning. You can't make backup saves and revert to them after a bad fight-- your character is unique. Normally, a feature like this would be unbelievably annoying, but roguelikes also have random generation of levels-- when you start anew, your new character is exploring a new world and fighting new enemies. Although certain things (the depth of the dungeon, what levels are like in broad strokes) are the same, if your character dies 3 levels in, you can start a new character and have new unique challenges from the get-go.

The roguelike traits fit together precisely to make a game that you can, and in fact must, play over and over again to win and be well entertained. Every experience is related, yet distinct due to the psuedo-random level generation. Depending on what character (or for FTL, ship) you start with, you face different challenges, and depending on what you find, the choices you make give you different strengths and weaknesses throughout the game. FTL doesn't let you have backup saves, and when you die you have to start anew-- these are features, not bugs.

All that being said, I actually have some mixed thoughts on this game. To begin with, I find the story, the art, and the general idea behind this game very compelling. Whether you're 3 humans aboard the tough but small Kestrel, or you're a heterogenous group of Federation officers flying an Osprey Cruiser outfitted with an integrated hull mounted, shield-piercing artillery beam, there's an interesting story that's implied. You're constantly being harried by the Rebels as you race against time and the Rebel Mothership to reach the Federation HQ before the final battle. Your data on the Rebel's secret weapon could well make the difference between the Federation surviving for another thousand years and humanity fragmenting into chaos. When the Federation fleet clashes with the Rebel fleet to buy time for you and make an opening to get to the mothership, it's a real nerd-chill moment. A lot of the storyline is implied and only exists between the lines of the brief dialogues, but it feels real.


[image loading]
You explore each sector using your FTL drive and the beacon map.


I had a lot of fun with FTL and really the fact that there aren't other games to directly compare this to is a shame. Roguelikes that aren't in ascii or made with relatively simple sprites, and especially roguelikes with real-time combat, are rare. As far as I know, FTL doesn't have any direction competition to compare to, though I could of course be wrong. They do a good job of adapting the roguelike structure to a realtime game. Your move from encounter to encounter using your FTL drive, at the end of each sector you use your FTL drive to move to the next sector-- no turning back. Each encounter is self-contained, but sometimes you'll have a mission to transport colonists or pick up cargo, linking two encounters together via quest. Any damage accrued or crew lost is permanent-- though you can repair your ship and hire new crew.

The actual combat system, despite being real-time, involves tactics and strategy more than it does micro-- befitting for a roguelike game. You can pause whenever you'd like to issue new commands to your crew, designate new targets for your weapons, or reroute power to needed systems. That being said, there's almost always an optimal choice in any given situation. How able you are to deal with threats is almost entirely reliant on what equipment you have (or have found) beforehand, and assuming you follow an optimal strategy in combat and travel the right routes, you can maximize your chances of victory.

I consider this the curse of the young roguelike: RNG determining how well you do because there is always optimal decision. The reason RNG determines your game outcome, rather than your own choices and decisions, is that when there's a tactically optimal way to play, there's nothing left for you to do. Strategic choices (like missiles versus guns, or drones vs teleporter) are actually relatively rare, and even then often once choice is obviously better. Of your inputs into the game (luck, tactics, and strategy), two of those are basically fixed at an optimal value, leaving just luck to determine how you do.

This is really my long-winded way of saying that FTL has a relatively low skill ceiling. This doesn't make it a bad game at all-- in fact, there's still plenty of replayability since there are challenges available for each ship (like never upgrading your primary weapons system on the Osprey and instead using only artillery) and it's quite fun to unlock and play through the game with each of the unique ships you can use. It's also worth noting that it does take some time to learn how to play FTL optimally, and get quick and familiar with the UI. Once you've unlocked and won with every ship, though, there's nothing left to do. Game over.


[image loading]
Once you learn the optimal way to play, the game peters out pretty quickly.


That being said, up until that point, the game was very enjoyable. I can't really blame such an inexpensive game for lacking replayability, and collecting all the ships and doing the challenges for them is actually pretty entertaining. I got a good 40 hours out of this game, and enjoyed it fully until I stopped enjoying it. If you're bad at figuring out how to optimize your play, you'll enjoy this game for much longer than I did-- and if you're better than me, you'll get less play time out of it. Also, I consider all of the 40 hours I spent on this game to be worthwhile. There is no farming, no grinding, no spamming quests to get my EXP up on my character.

Every moment of play my crew and I are pushing forwards, jumping from beacon to beacon, trading and scavenging when we can and fighting when we have to. There is no time to stop and do repetitive actions designed to inflate play time-- the Rebels are upon us, and the Federation needs our help. We press, quickly, ever onwards into the darkness of space.

FTL may be flawed, but it's flawed like a roguelike.

I'm glad I bought it.



****
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Zim23
Profile Joined August 2010
United States1681 Posts
June 02 2013 23:36 GMT
#2
Good review. I must admit though that when I clicked I thought it was a review of 6Fast6Furious6.
Do an arranged marriage if she's not completely minging, and don't worry about dancing, get a go-kart, cheers.
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2013-06-02 23:47:54
June 02 2013 23:43 GMT
#3
It's fun. If you're trying to play optimally though, you probably don't get it. The game incentivises you to play sub-optimally by giving you rewards (new ships and skins and achievements) for making do without stuff / adding extra challenges. A lot of it is stuff a creative player would think of on their own and just do to see if it were possible. Those ships in turn ask you to try playing in ways you didn't think of.

This game might have benefited from a new game + option tho lol. Or just generally another phase of the game after the big boss fight. I guess they want to make the player specialize, because an ultimate ship in this game would be pretty boring, but there are some times when you feel like the game just needs one or two more sectors with tough as nails enemies so you can put the finishing touches on your war machine that are always just out of reach before you need to fight the final boss. Something like fighting back against the enemy's home territory would have been a cool way to finish the game. Maybe they will make a sequel one day with more options and a longer mission. They did well enough with this
LEGEND!! LEGEND!!
Hot_Bid
Profile Blog Joined October 2003
Braavos36390 Posts
Last Edited: 2013-06-03 00:31:49
June 03 2013 00:30 GMT
#4
some of the ships are so imba like the crystal ones

but the best / most fun runs i've had were when you go for the 4x boarding party as your main offense, mantis b / crystal b have those big teleporter rooms

in terms of what is most optimal weapons wise usually there is a very boring answer to that, but trying to "win with drones" or "win without shields" or whatever is actually quite fun and challenging
@Hot_Bid on Twitter - ESPORTS life since 2010 - http://i.imgur.com/U2psw.png
MysteryMeat1
Profile Blog Joined June 2011
United States3292 Posts
June 03 2013 00:37 GMT
#5
ADOM is sooo much fun. But that game made we want to rage so hard. I play it every now and then in the summer
"Cause ya know, Style before victory." -The greatest mafia player alive
Spazer
Profile Blog Joined March 2009
Canada8033 Posts
June 03 2013 00:49 GMT
#6
One of the things I wish was better in this game is the event system. A lot of the events boil down to getting nothing, or taking a 50-50 risk of losing crew/hull in return for potential loot. And while the risk/reward is there, I really feel that this system would've worked better if there was some way for you to affect the outcome of these events through skill or improvisation instead of being straight RNG.

Also, they never added renaming for crew acquired midgame. Bummer.

The combat system is really well done, and I enjoyed learning its ins and outs. A lot of my favorite moments are related to executing delaying actions against a superior enemy while I try to run away. Though that brings up another point: the moment you start meeting enemies that outmatch you, the game is generally unwinnable. The primary goal of the game can basically be summed up as scrap management. If you need to repair too often, you'll eventually fall behind the curve and be absolutely crushed by the later sectors, especially since you have a finite amount of jumps in each sector thanks to the rebel fleet. While annoying, I guess it does make sense in the context of the game. After all, grinding up to max level and demolishing every sector wouldn't much fun.

But yeah, overall, FTL was pretty fun. I don't regret the time I spent on it at all.
Liquipedia
itsjustatank
Profile Blog Joined November 2010
Hong Kong9168 Posts
June 03 2013 01:26 GMT
#7
While fun, a normal playthrough of FTL for me is far less than the depths of time one can spend playing a traditional roguelike. I really wish there was a way to have an endless exploration mode of sorts, allowing the game to continue until one finally dies.
Photographer"nosotros estamos backamos" - setsuko
AimlessAmoeba
Profile Blog Joined December 2010
Canada704 Posts
June 03 2013 02:20 GMT
#8
This game has eaten more of my time than it rightfully should've.

I don't mean that in a bad way.
Chexx
Profile Joined May 2011
Korea (South)11232 Posts
Last Edited: 2013-06-03 13:23:04
June 03 2013 13:22 GMT
#9
fuck this game -_-

sometimes so annoying and frustrating but i could never stop playing :<
WriterFollow me @TL_Chexx
PhoenixVoid
Profile Blog Joined December 2011
Canada32746 Posts
June 03 2013 14:31 GMT
#10
I also picked the game up on sale when Steam released it, and from the reviews, it seemed like a fun distraction with its rather simple mechanics and interesting concept. After playing it for about five hours, I do have a bit of a mixed feeling about the game, but mostly directed towards the positive. My biggest gripe was the random factor, how starting off on the first sector could end up with you blasted and scattered across the universe, or safely pass without as much as a scratch on the ship. If the game scaled better and involved less randomness, it would be a far more rewarding experience, but being forced to roll a die and pray you have the events favor you does seem like a bad design of sorts, but an expression of the isolation and fear of space travel also. I would give it an 8/10, but it could have been a 9 if it could remedy the issues involving the RNG and perhaps the difficulty that actually feels "easy", rather than a small step-down from normal.
I'm afraid of demented knife-wielding escaped lunatic libertarian zombie mutants
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