Every time a new 4X game comes along, I can't help but wonder
who it was that first coined the term. 4X: eXplore, eXpand, eXploit,
eXterminate. Aren't the children of the world confused enough? It's
like the 3R's, Reading, wRiting, and aRithmetic; only one of which
actually starts with the letter R. Why not call them 4E games? It's
true, X is a pretty cool letter, much cooler than E. And we all
probably wish that more words started with X. Of course, if there
were more words starting with X, it likely wouldn't be as cool. Who
knows. In any case, as a form of protest against the unnecessary
confusion caused by this careless act of coolness, the term 4X will
not appear anywhere within the review of Reach for the Stars that
follows. Thank you for your cooperation. Have a nice day.
So right, Reach for the Stars. Based on the game of the same
name that came out way back in the 80's, Reach for the Stars is
one of those turn-based games of galactic domination that seem to
be making a comeback. Colonize planets, build up industry,
research new technologies, create a powerful military, and take
over the universe by any means necessary. Just like all the others.
And that's the problem. There's not a lot to set this game apart,
nothing that makes it particularly interesting or fun. Before long,
Reach for the Stars will have you reaching for another game to
play.
Load up the game and you're "treated" to an intro movie that sets
the tone for the rest of the game. Narrated by a man whose voice
bears an uncanny resemblance to a physics professor I once had,
this movie about a fight between two opposing fleets of warring
spaceships drones on for a while and manages to turn something
that should be exciting into a lecture on ship design strategy. Once
you get through that, you're faced with the choice of game types to
play. For the single player, there's a campaign of ten linked
missions, as well as some twenty stand-alone scenarios with a
variety of situations and victory conditions. There's also a random
game generator with a fair number of options, and a mission
editor for the creative gamer who wants to make scenarios. As for
multiplayer, Reach for the Stars supports up to six people on a
LAN or four people in an Internet game. Included with the game is
software for using the MPlayer matching service to find a game.
All of this multiplayer stuff is purely speculation as far as I'm
concerned. I tried for days to get a game online, but there is
nobody, and I mean nobody, out there playing this on the Internet.
Once you get into the game everything is very typical. You've got
your star map, your productions screen, research, ship building,
etc. In an attempt to de-emphasize micromanagement, many of
the normal game activities have been simplified. Colonies for each
of the sixteen different races feature the same six building types,
four of which are upgradeable to four different levels. The
compatibility of your race with a given planet, which depends on
the planet's atmosphere, gravity, and temperature, determines the
maximum population of the planet and to what level you can
upgrade structures. Race compatibility is probably the most
interesting aspect of the game. Races with radically different
planetary requirements could peacefully coexist within the same
area since there would be no competition for habitable planets.
Races with similar requirements will find themselves competing
for the same space, a natural conflict starter.
Like most aspects of Reach for the Stars, research is simplified to
the point of not being very interesting. You use science points from
research facilities to learn various technologies, most of which are
starship related. Technologies are broken down by eras, but they
mostly wind up being slight improvements over previous ones.
Different races have different tech trees, and each race has slightly
different strengths and weaknesses. For example, one race might
be able to research powerful beam weapons easily and gain
technology that grants them bonuses to industry, but have weaker
missiles and shields. Much of what you will be able to do is
dictated by what race you choose, and once you're into the game
it's just a matter of keeping your science points up and letting the
minor improvements roll in.
So if planet management is simplified, and research is simplified,
what the heck do you do in this game? Combat, combat, combat,
that's what, and not in a good way. Combat too is simplified, and
as almost every conflict in the game is settled by wars of attrition,
you'll be doing it a lot. When combat starts you'll see your ships
lined up against your opponent's. You pick one of the four
formations for your fleet, and one of three ranges you want to fight
at, and then you just watch them shoot it out. Formations match up
against each other in a rock, paper, scissors type advantage
system. The range at which you fight is based on the engine
speeds of the fleets and has a substantial impact on weapon
effectiveness. But all considered, there really isn't much to do, and
it really isn't very interesting.
Early in its development, Reach for the Stars promised a deep
diplomacy system, allowing for enforceable treaties and such. I
don't know what happened to that, but the diplomacy options
included in the final version of the game are underwhelming. All
races start out at war with each other, with the option to become
neutral, allied, or even united through diplomacy. Races not at
war trade openly, unless a trade embargo is in place. Likewise,
races not at war can travel openly within each other's systems,
unless a navigation embargo is in place. Bribes can be made to try
and grease the wheels of the negotiation: a percentage of the
current turn's production or science, a technology, or even a
planet. There's nothing wrong with the system, just nothing really
exciting either.
And that's what's wrong with this game in a nutshell. There's really
nothing bad about the game, everything more or less functions the
way it should, there's just nothing good about the game either.
Everything is very simplified to allow for ease of gameplay, but
what's left isn't really worth playing. Colonies are all the same,
combat is boring and repetitive, and the list goes on and on. From
the movie intro at the very start, Reach for the Stars is dull, dull,
dull. The prospect of dealing with other alien races and making
yourself a force to be reckoned with in the galaxy should be
enjoyable, but there's no flavor here, nothing fun to do to keep you
playing. The scenarios and campaign missions try to put you in
interesting situations, but they can't overcome the pervading sense
of tedium. Even the prospect of playing a game on the Internet
against actual people doesn't do much. It's not the opposition that's
the problem, it's the gameplay. Much like Birth of the Federation,
Reach for the Stars only served to remind me what a good game
Masters of Orion 2 was. If you're looking for a game like this to
play, see if you can't dig up an old copy of MOO2. You can
probably find it in the discount bin for about ten bucks. Reach for
the Stars is unspectacular in almost every way. Do yourself a favor
and leave this one floating with all the other space junk.
Ratings:
[ 20/50 ] Gameplay
[ 08/10 ] Controls
[ 08/10 ] Graphics
[ 06/10 ] Sound
[ 06/10 ] Multiplayer
[ 09/10 ] Bugs
See the Game Over Online Rating System