Test de Distant Worlds 2

Remote Worlds 2 is therefore a 4x spatial game in which we take the "orders" of a species in the process of exploring the galaxy. Note that the quotation marks are terribly important in this first sentence, because DW2 is a 4x so vast and complex that it is totally impossible to manage all aspects of the game and the development of the species you have selected.

Distant Worlds 2 - Let's Play Tutorial | Part 3 - Construction and Research When you launch some, you can directly choose your technological breakthrough (pre-warp or technology already advanced), but we will start from the principle that you start from scratch. You start by exploring your system, a sun among hundreds of others who crisscross the galaxy. A simple rear knob allows you to see your position in it and realize the immensity of what you need to explore. Little flying wheel to come back to your system, you start with... Ben by nothing, in fact. Because for a first part, I strongly advise you to leave everything in automatic and see how it goes before taking control, little by little, aspects you understand and kick you. Construction, Exploration, Logistics, Migration, Politics, Manufacturer, Financing, Operation, Research, Diplomacy, Investigation, Combat, Transformation... DW2 is more than a classic 4x and everything is happening in real time.

It is easy, at first, to control everything, because we do not have or explore a system or even the neighbors. But as your progress in the game, it's not 2 or 3 systems, but much more than you need to coordinate. Everything is in real time: you need a precise resource for the construction of a given station? It must be produced and then transported to the necessary place for construction. It takes time, it's often civil transport (and therefore not yours) who take care of it and are in fact under your control. Sometimes, therefore, a decision you have taken takes time to set up. And here, I only speak of a very basic thing that is the construction of a station. But rest assured: you do not bother you while waiting for it to happen... No, because this kind of decision is done by dozens and simultaneously.

Very honestly, it's terribly difficult to explain it via an article, both the potentially manageable details are numerous in this game. It will require comprehensive files for a fiddled aspects of the title. I have about 35 hours of play when I write these lines and I still discover stuff, all the time! Developers are great patients.

Despite this general complexity, the game is very quickly taking and interesting, if we proceed as I indicated above. If you have acute controllit and want to handle any game entry, forget: this game is not for you at all. You must go through a sacred learning. Because in the opposite, the level of control of the game you take with the time and the experience is infinite too: you can go so far as to make micro-management on a small ship of your war fleet, for example. And between the two, you can activate and disable the automation of each aspect to take control or give a general orientation, for example for the construction of a range of accurate vessels, with precise modules (because each vessel model is 100% customizable, if you wish) rather than let the IA update your models compared to your latest discoveries, then put the automation if you want. And even if you want to control everything, I assure you that at one point, you will go to delegate some branches of the game to the IA because there is just too much to handle.

The only thing you will not be able to control, it is civilians and their parallel economy. Your discoveries, your farms will be exploited in parallel by the IA and influence the economy of the Minute Galaxy after minute.

The IU of the game is obviously very busy, but it is finally very logical and the slightest aspect you are looking for will be easily Different by following a certain logic, everything is well hierarchical.

It exists, as for all 4x, several ways to win that it is by war, the most classic, but also via the economy or other aspect of the game. Know that you start on an equal footing with a Dizan other species that extend exponentially, just like you, in a corner of the galaxy. There are 7 playable game breeds, but I do not doubt the rapid addition of other official nations or via mods. Each of them has advantages and disadvantages, but all stay close to each other in the gameplay. You will not have asymmetric gameplay as you can have in a Stellaris for example. The gameplay does not really allow it, I would say... but nevertheless, they have all their subtleties that will have to be taken into account and the benefits that can exploit the weakness of others. It is also easier to ally with a faction of the same ethnicity than have a totally different breed. In short, politics and diplomacy are also an integral part of the game (and yes, it too is automatic: you can let the IA decide against which you make war, or not).

The game also has great replayability because, seen all aspects that evolve at the same time and that a simple decision can make a totally different turn of the evolution of your people, it is impossible to redo the same thing from some game to another. In addition, the many parameters to be determined before the launch of the game make that the situation will be completely different from the start of a party compared to the previous ones.

The game is terribly slow, but nevertheless very nervous so there is something to see. The galaxy comes to life as the game goes on, the ships circulate, meetings are d1. Everything becomes a real logistic spider canvas, a real anthill of vessel, transport, animation that comes to life little by little. Each ship carries a quantity of resources, needs fuel that has been pre-extracted somewhere in your empire and forwarded. Each station needs materials for its edification, material that must be stored somewhere the time we use it, etc.

In fact, in DW2, one is a little a parent: we give life to a kind, one tries to orient it in one direction or the other, to care and to help it as best we can, But quickly one gets meanded by this life that takes off and finds one's own terms, which evolves in its own way.

In addition, the IA is really very smart. During my part, I tried to make a low hand on an important resource for a certain class of vessel, emmerring by extension my neighbors. I had not yet expanded to maximize this resource and I had consolidated the region closest to my potential enemies. Well, they simply... allies for the occasion, while they were at war before, to come and tap me... and they made a crazy detour to nibble pieces of my empire who were less well defended that systems close to their territory. Well seen the artist!

Weakness (and again it's relative) of the game is perhaps that in front of its great complexity, it will be able to stop some that will make it bad press, because, having not understood the game, they will confine ourselves to say that he is bad. And the tutorial at the beginning of the game is totally insufficient to consider a general understanding. It takes try hard and, as said above, let the IA be done at the beginning and take control only of what we understood (I know I repeat myself, but it's really very important to appreciate the title). The other negative, perhaps is that it is content to do as the first opus, in a little better, without taking risks.

In short, amateur 4x complex, go! We do not have too many titles that shake the microcosm of 4x space opera currently, so do not sulk our pleasure!

_Test directed by seiei on PC from a version provided by the publisher.

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