Overall Score

3.5 stars - Click for rating criteria
Pros:
Easy to pick up; Quick to play; Strong AI; Great in multiplayer
Cons:
Unhelpful interface; Not so strategically deep
  • Graphics 3.5 stars - Click for rating criteria
  • Sound 4 stars - Click for rating criteria
  • Gameplay 4 stars - Click for rating criteria
  • Story 0 stars - Click for rating criteria
  • Interface 2.5 stars - Click for rating criteria
  • Multiplayer 4 stars - Click for rating criteria

Lighthouse's new space strategy game is lighter fare than fans of the genre may be used to, but that isn't always a bad thing.

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By: Mike Smith

Sword of the Stars is a turn-based strategy game in the classic explore, expand, exploit, exterminate format -- 4X to its many fans -- as used most famously by Civilization. It's low on budget but high on slick presentation, although that can make navigating the interface a chore on occasion. Its stripped-down, combat-heavy approach makes it a good bet for those turned off by other 4X games, but longtime fans of the genre won't be so keen.

Starting from an all-too-familiar unsuspecting-humans - get-clobbered by-unknown-aliens premise, Sword of the Stars' action features four sides, superficially similar but differing drastically in their strengths, weaknesses, and mode of travel. Humans travel via pre-determined interstellar pathways, while the other three have increasingly exotic methods like hyperdrives or instant teleportation gates. Keeping the playing field deliberately bumpy like this makes for plenty of variety.

Although that might sound in-depth, unlike certain other 4X strategy games, Sword of the Stars isn't, er, rocket science. Research new tech. Build ships. Fight. Little else matters -- your influence on planetary or economic development is limited to broad policy choices. Options for trading with other races are few. All this streamlining means it's possible to play quick multiplayer games -- you can limit turns to as little as 60 or 90 seconds, forcing players to think fast and prioritize, and still wind up with an enjoyable experience.

We're assuming the game's menu screens suffer for being designed by graphic designers, and not interface specialists. The presentation skews too far towards visual appeal and doesn't present several key pieces of information. This makes Sword fail where the most recent hit space 4X game, Galactic Civilizations 2, succeeds.

Still, it's far from unplayable. There are even times, like when you're browsing the psuedo-3D tree of technologies on the Research screen, where the Star Trek-like aesthetic feels just right. Plus it's great to see a 3D playfield, at least on the star map, that's actually both workable and contributes depth to the gameplay.

Once two opposing fleets meet, you can opt to take the helm of your forces and direct them into combat. Unlike the star map, this is mostly a two-dimensional affair, but nevertheless the ensuing fight is presented with the game's 3D engine. It'll be familiar stuff to most RTS players, but has a couple of neat touches -- the only way to tell how much damage a vessel has taken, for example, is to zoom right in for a visual recce of its condition. Although that can feel a little forced, it's good to see the 3D engine isn't just along for the ride.

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Posted: 1 Sep 2006

Sword of the Stars
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