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first look into Pandora

Posted: Sun Jul 28, 2013 9:38 pm
by lightfox_lowell
My impressions started on the factions select screen. Going into this, I had hoped for something of a make-your-own faction option and was somewhat disappointed that one was not found.

After that I picked up the research faction. This choice was made twofold since I liked to play in such a style and it would allow me to see the most of the game. Now, I noticed wuickly that there were no voice-overs for the game. This means for the factions and to read the new research when it finished. This was deeply disappointing, because it really does kill a lot of the flavor of the game to not have this stuff in. While that may sound like something that can be done later it really is more important than it seems. With no real campaign story, SMAC managed to tell the story of the game with the Projects(wonders) and research that you undertook. This was paired up with the great voice acting to give the game more depth than it truly had.

The next thing I noticed was how the research looked. It took me a few moments to notice that the research tree is a lot longer than it seemed. I really do not understand why you choose to hide most of the research until later. It provides nothing by hiding it and only takes away our ability to plan ahead, while allowing people that have played longer just to ram down the path they want, since they already know what they want. It would benefit us to see the whole of the research tree from the get-go.

I also took notice to a lack of Projects(wonders) in this game. THIS was massively disappointing and takes the number two spot in most disappointing things in the game. Why are there no projects? This provides nothing to the game to not have them and only takes away interesting game choices later on. While operations are a very nice new element to the game, they do not replace that game shifting element that projects had.

The most disappointing aspect of the game? Probe teams, or the lack thereof. Why is there no spy element to the game? Is there going to be and it's just not added in yet? I really hope that is the case because probe teams were a massive part of SMAC, which this game seems to be trying to emulate in some ways. I really can't totally explain the hole that this missing game play element makes, but I do hope its filled soon.

Now on to the good points of the game. I really did enjoy the flow of the workshop screen. The hate I have for the workshop in SMAC is immeasurable, but the workshop in Pandora flows nicely and is easy to work in. While I did wish that armor and devices changed the look of a unit, I can understand that aspect not being in the game yet. Along with the work shop; the city screen also flows nicely. I really can't seem to come up with any thing in my first impressions that would be wrong. Combat also seems to flow well and gives all the info you need to make a well informed choice to engage or run for the hills. Overall some of the more core game-play elements seem to be solid in the first hour! Well done!

Re: first look into Pandora

Posted: Mon Jul 29, 2013 4:11 pm
by void
Thanks for the feedback lightfox_lowell!

Similar to how Civ 5 did it, we currently have planned to add espionage units as well as a faction that focuses on diplomacy/stealth with an expansion.

We will add voice acting before release, but it's not fully decided yet for what.