I got really good at Tetris on my daughter's tablet after 3 hours. I learned all the controls and lots of little tricks too. Excellent game. Easy to learn, intuitive, lots of fun.
F 2nd impressions, already deleted this poopoo. Wasnt worth the 4h or 20gb download
LOOOOOOOOOOOOL is this thing really 6 years old? And you have to navigate 3 UI's like an old 1990's dos application just to join a friend in a game? So one can get disconnected when undocking just so you can do it all over again.
And ye I came to post a real first impression. Figured many fanbois will have something to say, as seen above, but in all honesty.... In 20 years of game, one of the truly worst games i've tried. Think only no man sky launch and Titanfall topped this. God, sacred 1 with a bugged main quest was more of a game than this. This is a few pretty textures and lights on spheres. Nothing more going for it.
Oh man... This post almost put me in trouble.Just a few first impressions after 3h walking...
Floor looks great, is kind of hard though.
Gravity design is unpleasant, constant pratfalls are annoying. Alternative is swimming along floor, so might as well force me to use fins. Legs an obvious flipper port.
Social and racing with a friend, making Morris dancing troupes, unreachable handholds, lots of falling down when you finally figure out where everything is hidden. Well ye... terrible experience.
Glad it was free on evolution, would have been p'd of if I payed 450ZAR for this.
Destinations already seem pointless and generic after doing 4. As much as I loved crawling, and a lot of other kinds of locomotion, don't see myself walking for too long. Can already tell its heading for a running grind.
Really?? you think I'm a fanboy??? You should spend some time reading a selection of my posts I'v made over the last six years too....................................but you won't 'cos you'll get bored in 5 mins & give up.......just like you did with EDLOOOOOOOOOOOOL is this thing really 6 years old? And you have to navigate 3 UI's like an old 1990's dos application just to join a friend in a game? So one can get disconnected when undocking just so you can do it all over again.
And ye I came to post a real first impression. Figured many fanbois will have something to say, as seen above, but in all honesty.... In 20 years of game, one of the truly worst games i've tried. Think only no man sky launch and Titanfall topped this. God, sacred 1 with a bugged main quest was more of a game than this. This is a few pretty textures and lights on spheres. Nothing more going for it.
The world stopped reading there.Pretty obvious console port.
Social and playing with a friend, making groups, unreachable wing requests, open mic when you finally figure out where everything is hidden. Well ye... terrible experience.
It's good...but is it Bazmeson good?F 2nd impressions, already deleted this poopoo. Wasnt worth the 4h or 20gb download
I'm glad this thread was free, would have been p'd of if I payed for this. Terrible experience (especially the later post where OP blatantly trolls the community).Just a few first impressions after 3h playing...
Game looks gorgeous, and sounds great.
UI design is , no offence but navigating a UI with qe ws ad spacebar etc.... Might as well force me to use a controller. Pretty obvious console port.
Social and playing with a friend, making groups, unreachable wing requests, open mic when you finally figure out where everything is hidden. Well ye... terrible experience.
Glad it was free on epic games, would have been p'd of if I payed 450ZAR for this.
Missions already seem pointless and generic after doing 4. As much as I loved freelancer, and alot of other space games, dont see myself playing this for too long. Can already tell its heading for a mining grind.
Oh for Cliffs sake, another one?
I will never ever understand what drives people to go through the effort of signing up to this forum just so they can tell everyone they’ve played it for 5 minutes, don’t like it and now they’re leaving![]()
It's not as if they're actually wrong about the UI, though - sure, a lot of it has to be designed to be used with a HOTAS hat switch in VR ... but so much of it isn't optimised even for that. For example:
(And while the station UIs do have mouse support too, which helps a bit, the ship ones don't)
- if you're in a mission depot, the most likely action you'll want to do is "load maximum" or "unload maximum". There are times when you might not, but in general that's the obvious action. However the UI defaults to zero, so mouse, keyboard, joystick, whatever ... you always have to load it up.
- on the commodity pages, you can't set separate filters for buying and selling: the obvious sell filter is "things I have in hold", which makes a terrible buy filter. So you either have to spend a lot of time messing about with filters, or use a whole list
- transfer of cargo to and from your carrier is a multi-click process buried deep in the right panel
- squadron tools are split, not entirely intuitively, between the right panel and the comms panel
- the positions of the "confirm" and "cancel" UI controls are not consistent between panels - sometimes cancel is below, sometimes it's to the left, sometimes it's to the right, sometimes it's default-selected and sometimes not
Output UI is also pretty bad in places:
- to discover that you were half a degree off on your FSS zoom positioning is a top-level red alert message ... to discover that your power plant is a few percent off critical failure involves going to the right panel, then scrolling to the modules tab, then scrolling down to the power plant and picking out its damage level from a bunch of identical looking orange rows
- no-one knows what the red and green supply/demand symbols on the market mean (if you think you do, I'd be interested to hear your theory, but I'm pretty sure it's wrong because all the obvious ones are)
- the galaxy map state filter gives incredibly misleading information (and on the input side, has at least one state missing entirely)
The multiplayer-focused UIs are particularly bad, too - wing beacons and navlock confuse a lot of new players (and even some experienced ones) in exactly how they work and when you should turn them on and off.
All of this we basically ignore because we're used to it and we enjoy the basic spaceship flying bit enough to put up with it, and many of us learnt it a bit at a time as it was added incrementally over the years. But a lot of it is very definitely not good, especially not for beginners who have a huge amount to learn already without having to fight weird UI choices as well.
While I dont disagree with most of that, none of that has to do with 'being a console port'. 'Its a console port' is to UI complaints what 'it is poorly optimized' is to frames-per-second complaints: a meaningless argument that is supposed to make you sound like an expert. if you prod these people with a stick they'll tell you what the 'fundamental limitations of the engine' are, or provide some fascinating input into the 'netcode'.
Not to mention having no way to sort or filter our stored modules; or how time-consuming and clunky outfitting and switching ship loadouts is. The irony is, the UI has actually improved over the years!It's not as if they're actually wrong about the UI, though - sure, a lot of it has to be designed to be used with a HOTAS hat switch in VR ... but so much of it isn't optimised even for that. For example:
(And while the station UIs do have mouse support too, which helps a bit, the ship ones don't)
- if you're in a mission depot, the most likely action you'll want to do is "load maximum" or "unload maximum". There are times when you might not, but in general that's the obvious action. However the UI defaults to zero, so mouse, keyboard, joystick, whatever ... you always have to load it up.
- on the commodity pages, you can't set separate filters for buying and selling: the obvious sell filter is "things I have in hold", which makes a terrible buy filter. So you either have to spend a lot of time messing about with filters, or use a whole list
- transfer of cargo to and from your carrier is a multi-click process buried deep in the right panel
- squadron tools are split, not entirely intuitively, between the right panel and the comms panel
- the positions of the "confirm" and "cancel" UI controls are not consistent between panels - sometimes cancel is below, sometimes it's to the left, sometimes it's to the right, sometimes it's default-selected and sometimes not
Output UI is also pretty bad in places:
- to discover that you were half a degree off on your FSS zoom positioning is a top-level red alert message ... to discover that your power plant is a few percent off critical failure involves going to the right panel, then scrolling to the modules tab, then scrolling down to the power plant and picking out its damage level from a bunch of identical looking orange rows
- no-one knows what the red and green supply/demand symbols on the market mean (if you think you do, I'd be interested to hear your theory, but I'm pretty sure it's wrong because all the obvious ones are)
- the galaxy map state filter gives incredibly misleading information (and on the input side, has at least one state missing entirely)
The multiplayer-focused UIs are particularly bad, too - wing beacons and navlock confuse a lot of new players (and even some experienced ones) in exactly how they work and when you should turn them on and off.
All of this we basically ignore because we're used to it and we enjoy the basic spaceship flying bit enough to put up with it, and many of us learnt it a bit at a time as it was added incrementally over the years. But a lot of it is very definitely not good, especially not for beginners who have a huge amount to learn already without having to fight weird UI choices as well.