Review

Endless Space Review (PC)

The greatest stories are the ones you make in your mind. It’s one of the key reasons why I personally believe the strategy genre gets away with being relatively unchanging over the years. Look beyond Endless Space’s rich (and wonderfully batty) sci-fi exterior, and you have the same gameplay mechanics as Civilization or any 4X strategy game going back to the first, but whether you’re playing as Amoeba, or the dude who cloned himself so that he could spread his perfection to the stars, the tapestry of the Endless Space allows you to form stories in your head that can rival any Bioware epic, and that is why strategy games are, in their own way, endless.

Endless Space is a 4X strategy game with all the usual suspects – exploration, expansions, exploitation and extermination…. Exploration is fairly light – you literally just find systems for you to colonise, and eventually you’ll encounter other races, but everything else makes up for the rather simple game maps. The real game is in managing your empire – there are many different planet types in the game, and you can’t colonise them all at once (you need to research techs for the more ‘advanced’ ones), and in addition to this there are strategic and luxury resources to consider, any planet anomalies that will affect performance… there’s a lot to take in, but the game isn’t punishing about it on the lower difficulty settings.

See? Right out of Battlestar Galactica or something… it’ll grow on you

The economy of the game is divided into four areas: Food, which governs the population growth on planets at a system wide level (the more planets you colonise in any one system, the more food you need to keep the growing population fed), Industry simply governs how quickly you can build things, from ships to planetary and system improvements. Dust is the in-game currency, and is only really used for speeding up production; healing heroes and using hero abilities (can be useful in diplomacy too). Fleets and planets need maintaining, obviously, but that’s a passive tax that you need to allow for when you’re managing your economy anyway – mostly you just hoard it.

Diplomacy is as good as any other game, we guess – aside from games that focus on diplomacy 100%, we never really feel that it’s ever an outstanding gameplay mechanic. Everyone exists in the state of cold-war when they first meet, and it will require the research of certain techs in order to make peace, trade, make alliances etc… The game is good at giving you plain feedback as to how your relationship is with each race, and when it changes, and it’s easy to figure out what actions will cause change. Generally though, as you grow and expand (because what else is there to do), the AI will take offence, tensions will mount and then they’ll probably attack you, as that’s what AI’s do. Anyone who’s ever played a game of Civilization will know what I’m talking about, and its much the same here. That’s not necessarily a bad thing though as it could be worse.

You can create custom factions, with unique ‘traits’ to tailor your empire to how you want it

We’ve spoken before about combat in the preview – granted, it’s still not all that perhaps it could be, even Civilization gives you more tactical options, but to be honest it’s grown on us. If you look at grand-strategy games and how they abstract combat, we can’t help but feel fortunate that Amplitude at least tried to give good presentation. And ultimately the abilities you can choose for each of the combat rounds (Long-range, Mid-range and Close-quarters) give you that dynamic and tactical breadth to take engagements beyond the base ‘combat strength’ that every fleet has. You have to take into account what kind of ships are there, what kind of weapons they favour… missiles are deadly, and if you don’t pack enough counter-measures your fleet will get chewed up, regardless of your firepower.

There are three types of weapons – missiles (long-range), lasers (mid-range) and Slugs (close-range), and each weapon type has a countermeasure that can be installed on ships ( there are other defence and support modules, but only three offensive modules at the moment). Each race’s AI seems to have natural leanings towards certain weapon types, but there’s little racial diversity beyond the empire traits – there ARE race-specific traits and some races even have their own modules etc… but it’s not a lot, and everyone always has access to the same three weapon types. The exception of course is the Cravers, as they are such a unique race that they have several unique gameplay aspects, including technology.

Technology is divided into four areas, each with a theme but many of the games concepts are spread across multiple trees

Like most strategy games of this nature, there’s a peak… eventually, you’ll have researched everything there is to research, seen everything there is to see – even with the ‘random events’ that alter the playing field for everyone, and all that’s left really is to Win. Even then, your empire will reach a state of critical mass where not only is it just a matter of time before you win, but your empire will probably get so complex that you won’t have the energy to maintain it anyway. Like any good 4x game there are different ‘types’ of win conditions you can choose to alter the focus of the game, but hopefully the DLC will be swift and interesting.

Endless Space may not push any boundaries or possess much ‘wow’ factor, but it’s a very enjoyable 4X strategy game, set in a rich and diverse science-fiction universe that begs exploration. It’s no Sword of the Stars II, but then Sword of the Stars II is no Sword of the Stars II either. Given the choice, we’d rather have a more limited, but realistic game then be promised the moon and only get given a cardboard cut-out instead. From here, the folks at Amplitude have given themselves a great framework from which to expand and improve on the base game, and like we said during the preview we hope the numbers are good enough to fund all their future endeavours.

Top Game Moment: Getting to the later stages of the game and seeing your big Battleships and Dreadnoughts be brought to bear for the first time. Although still, not a big fan of the ship designs, but what can you do?


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Videos

Comments

By nocutius (SI Elite) on Jul 23, 2012
nocutius
...and the game is cheap to boot :)
By herodotus (SI Herodotus) on Jul 23, 2012
herodotus
Thanks for the review Joe, and thank-you for not bringing up "SoSE: Rebellion" as many review has (that is more a RTS within a 4X structure). Good idea to include an image of the Tech Tree as this is one part of the game that player will need to have a very good understanding of, and spend much time in exploring.

I'd agree with all aspects covered, however you've made reference to "Civilization" several times, and most players have stated that this is not the best comparison. "Masters of Orion 2" and "Sword of the Stars II" (with the latest patch) are games that this sits in company with, though I'd say it's it's better than both. Many have gone as far as listing "Civilization" as the worst of comparisons. I'd have to say from what I've played I'd have to liken it to "MOO 2"and even "Star Ruler", having not played "SotS II"...yet.

I've played the game for several hours on a friend's PC, as I have a few space-based 4X's already to get through ("Galactic Civilizations II" and "Star Ruler"). The combat system in "ES" appears to be either loved or loathed, but I think it suits this game which focuses much more on R&D. I enjoy "Gratuitous Space Battles", with the similar set-up (though light-on in "ES") of design ships, tweak them, arrange in fleets and watch the ensuing battle with no input. Well there is the small amount of input in "ES" with the card system, but that can be arranged at the beginning of a fight and then it's all hands-off. Frankly 'auto-resolve' becomes very appealing after watching the same-ish video time and again but I don't trust the result (losing far more battles in this way). The UI is the best part, crisp and clean and allows for quick, intuitive play. The backdrop is quite handsomely done as well and the music in turn both suitably grand and subtly atmospheric.

Overall a good game, and will probably get better - 8.2 is a fair score.
Still, I am looking forward more to what "Legends of Pegasus" brings now that the first flush of launch day for "ES" is over. There the player WILL have direct control over the ships in battle and so far it looks pretty damn spiffy.
By JustCommunication (SI Core) on Jul 23, 2012
JustCommunication
The only reason I didn't mention SOTS2 is because a/ I've been mentioning that a lot recently, and I mentioned it tin the preview and B/ SOTS2 has a tactical engine, whereas Endless Space does not. Therefore it's definitely more in line with Civilization than it is SOTS2.
By Makrodomination (SI Newbie) on Jul 23, 2012
Makrodomination
I like how the score is so high and there's Endless Space ad banners all over the site.

When you get past the fancy UI, it's just a souless game and it gets boring pretty quickly. The combat is just bad in every sense and the strategic component lacks any depth whatsoever. A total waste of my money. Good going SI.
By herodotus (SI Herodotus) on Jul 23, 2012
herodotus
As I say, I've yet to play "SotS II" which apparently is now in very good shape (and perhaps worth another review, as in "state of play" or something?) so I would not compare them. I feel it has more in common with "Star Ruler", a stellar game (no pun intended) with easily understandable and user-friendly UI. The Tech Tree in "ES" I found to be where most mistakes are made as it's sheer depth can be overwhelming. Some of the more important research can be on the very outside of the branches (like wormhole travel) and so easily missed by the casual gamer.
Some say it compares with "Sins: Rebellion" (which it doesn't), and some "Civilization" as you said, Joe. I still go with "MoO 2" and "Galactic Civilizations II" but I see your point.

@ Makrodomination
As I said, it's a game you either love or loathe (particularly the combat), but as a long time (make that very long time) 4X enthusiast I find little here to fault.
Shame you have not enjoyed it. Perhaps a few more hours with it might help, with a relaxing dash of "Gratuitous Space Battles" to casually pass the time (love the simplicity of that game that belies a complex tactical and strategic premise).
By SirRoderick (SI Elite) on Jul 23, 2012
SirRoderick
Overall I'll agree with what hero's said on it so far ^_^

A little lacking in depth ATM in my opinion, but surely this will be adressed at a later date.
By herodotus (SI Herodotus) on Jul 23, 2012
herodotus
*blink blink*
By SirRoderick (SI Elite) on Jul 23, 2012
SirRoderick
You have a good taste in games! Just that M&B thing....
By lichlord (SI Core) on Jul 23, 2012
lichlord
do agree on the ship design being not too awesome lolz but that the only thing besides i saw a mod tab ingame still greyed out so much to happen on that part likely :P
By herodotus (SI Herodotus) on Jul 24, 2012
herodotus
Mods will, as they usually do bring a lot more to the game as they've done in countless others (the "4X" Mod for "Rebellion" is brilliant with it's new content). So I hope we'll be seeing these appear soon.
By Makrodomination (SI Newbie) on Jul 24, 2012
Makrodomination
herodotus: I did play it for several hours, and I'm not saying it's a bad game, just a mediocre one. Anyone with some experience in the genre will tell you the same. Mediocre AI, mediocre diplomacy component, no espionage/intel component, bad combat, etc... but it happens to have good graphics and presentation which it seems is enough to get 7.0 and above scores in the press.
By lichlord (SI Core) on Jul 24, 2012
lichlord
idd mods did wonders for some games aswell they can help out by patching up bugs or surten crashes

i remember a mod for Star Trek Armada 2 that changed the look of the game so much that it was like a new entire game
By lichlord (SI Core) on Jul 24, 2012
lichlord
the combat mechanics aren't nesscaryly bad they just a bit unusual i agree that its Cam isn't exactly better and a multi-fleet combat would be nice
By herodotus (SI Herodotus) on Jul 24, 2012
herodotus
Well you'll be getting real time combat in "Legends of Pegasus", though with Kalypso at the helm it could be hit or miss (as with most of their titles, there are/ may be fundamental problems - wait and see). Multiple fleet, or enormous fleet combat is readily seen in "Star Ruler", a nice little Indie title using Newtonian Physics for planetry behaviour and fleets numbering thousands of ships.
Reading the Amplitude Forums most seem happy with the combat system here, but they are running a poll so who knows what developments lie in store for future patches and/or possible expansions/DLC.
By Makrodomination (SI Newbie) on Jul 24, 2012
Makrodomination
In the amplitude forum they may seem to like the combat, but most people from other forums I go to hate it or just find it a waste of game assets. Legends of Pegasus may have real time combat but judging from the videos it doesn't seem to be any better than SOTS for example, and like you said it's published by Kalypso so it's almost certainly mediocre. Also I wouldn't expect them to change the combat in future DLC, let alone patches. At best we can expect decent combat in a sequel but that's a long shot.
By JustCommunication (SI Core) on Jul 24, 2012
JustCommunication
So you'd rather comabt be abstracted to an a spread-sheet, a la every other grand strategy game? I really don't see the hang-up over this... Amplitude said they weren't going to do a tactical engine, so the only other choice is mathmatics-based abstraction.

At least you've got neat presentation, and some sembalence of choice. I'd agree that it lacks a certain amount of depth and needs a bit more character, but as a debut game, and a strategy game in general, I've played far far far far FAR worse.

I'd happily give these people my money.
By herodotus (SI Herodotus) on Jul 25, 2012
herodotus
As I will when it's on sale, tight basterd that I am:)
By lichlord (SI Core) on Jul 25, 2012
lichlord
for reminders the far worse think of Masters Of Orion 3 terrible that one was... so much potential it had...
By herodotus (SI Herodotus) on Jul 25, 2012
herodotus
Yes, that was a big disapppointment.
Here's that link for "SoTS II" lastest update, Lich:
http://www.rtsguru.com/game/270/article/1370/Sword-of-the-Stars-II-Continues-Getting-Improvements.html
By lichlord (SI Core) on Jul 25, 2012
lichlord
damn still many fixes to go tho it seems but it does look better sinds ive seen in the release
By Makrodomination (SI Newbie) on Jul 26, 2012
Makrodomination
JustCommunication I didn't say it needed to be spread sheet like, just more complex. Or at least, if the strategic part was the focus, make that part more complex but no, not only it added very little to the genre, it's also too shallow to be entertaining in the long run. I didn't mind Galciv2's combat for instance, and it was fully cpu controlled. Also I judge the game based on what I have in my hands, I don't care if it was their debut, or if it was made by the creative assembly. Not a bad game for a debut, but definitely not a 8.0 game.
By lichlord (SI Core) on Jul 26, 2012
lichlord
galciv2 combat isn't very much in depth tho :P twas like attack - defence = damage output on enemies added with some % of starbases or other influences like racial traits and i believe endless space isn't far off that either sure it has a deeper ship design as you can design every aspect still tho...

if you do want a complex combat strategy game make a go on Dominions 3 tho don't expect a graphical wonder...
By SirRoderick (SI Elite) on Jul 26, 2012
SirRoderick
Dominions 3? That has hardly any combat input at all! You just send your troops in and get the result, all you can do is set some tactics that really don't make much of a difference.

Great game though! ^_^
By lichlord (SI Core) on Jul 26, 2012
lichlord
you still have to manage formation,right spell casting,unit orders and they do actually make a diffrence ofc if you don't send priets,mages or archers allong not much to do then see em run at it and even then if ur ordered them they will flank and so on so their is thinking required at some point :P

if you for example send an air mage who can cast an airshield which protects ur units from ranged attacks how can that not make a diffrence?
By SirRoderick (SI Elite) on Jul 26, 2012
SirRoderick
I said "much" of a difference!

Truth is it's all down to production in that game. Clever use of spells only ever matters with equal forces.
By Kres (SI Elite) on Oct 25, 2012
Kres
I just bought it. Lets see if it is any good!
By lichlord (SI Core) on Oct 25, 2012
lichlord
talking about necromancy lolz :P
By SirRoderick (SI Elite) on Oct 25, 2012
SirRoderick
He gets to, he is the Kres :P
By Kres (SI Elite) on Oct 26, 2012
Kres
It's a great game! For sures. I'm talking about Endless Space. Don't know where you went?? Spells?? It's called high tech, not spells... So, apart from being really a good game I'm dislikig the following:

- At later stages of the game it can be a bit dull to fight fleet after fleet due to the limit of 15 CMPs (at least I came that far; but doesn't seem like it will have much more then that) per fleet. So fleets stack up.

- AI is a bit passive and I'm the only one it seems that ends up declaring the war and slaying billions. Evil humans...
By lichlord (SI Core) on Oct 26, 2012
lichlord
the spelss n monster things are from the game Dominions 3 if you read up a lil youd know it be of that lol

at later stages i had a lot more CP due to some end techs i believe the tree at the left has those as for the AI it can use some work its very programmed to defaults tbh MP would be better and challenging if ur looking for a fight

even so try getting the hissho and the cravers in the game if you want some AI sided action it will be difficult as both are military factions not to mention cravers are always at war or on cold war they know no peace
By herodotus (SI Herodotus) on Oct 27, 2012
herodotus
Kres, you can get up to 30 ships in a fleet by the endgame, according to several long term players. I haven't explored that far myself.
By lichlord (SI Core) on Oct 27, 2012
lichlord
cravers even got up to 40 i believe because of their traits and special techs
By Kres (SI Elite) on Oct 27, 2012
Kres
True, I've played more and seen around 22 CMPs thus far. But that doesn't really mean 30 ships. It's "just" CMPs. And by late game you'd mostly use bigger ships. So I presume in top case scenario it is around 10 ships max. But not so bad. The more I play the more I'm liking the game.
By lichlord (SI Core) on Oct 27, 2012
lichlord
ive tested fleet builds and its unwise to go for pure big ships youl end up with less fleet power but only small ones won't work either ive been able to get the best fleet strengths by combining the shiptypes and you only really need 1 battleship in ur fleet the 4CMPs is rather too much

i ussually got for 1 4CMP ship 4-6 2 CMP ships and fill the rest with smaller ones

also if you take some time looking on their forum for mods their should be one to size up if you really want to