![]() The way this works ends up feeling like every battle is a tiny map in an RTS game. The cruisers are the only long-range variety, and are weak to all classes up close. They have a rock-paper-scissors style of combat reminiscent of Fire Emblem. The drones, fighters, and frigates are the bulk of the classes. The squadrons come in four flavors: Drones, Fighters, Frigates, and Cruisers. ![]() The goal is to make it to the enemy battleship and take it down. Here, you’ll be sending out your squadrons to face off against your opponents. This area is a hex-filled rectangle that can potentially be filled with impassable asteroids, lighter asteroids for cover, automated turrets, EMP blasters, and some other random hazards that will make navigating it more challenging than the vacuum of space would normally be. The majority of them damage or affect the many squadrons that you control within the space between the battleships. ![]() Most of the weapons in the game won’t even damage battleships. However, these weapons are very slow to fire – often taking 30 seconds or more to recharge. The combat of Crying Suns has you face off broadside with your opponent’s battleship, bearing all of the weapons you (may or may not) have equipped, and blasting each other. Real-Time Strategy RogueLite Space Adventure Going through a story with so much interaction and all of the twists and turns provides a great foundation upon which the rest of the story can be built. When done well, it’s one of my favorite story designs since it limits the likelihood of you questioning the protagonist’s knowledge of the environment. You get to learn about the story at the same speed as the character. It gives you a perspective where the protagonist knows as little as you do. The story is well crafted, placing you in the role of an awakened clone tasked with saving an empire. It almost gives it a movie-like feel, except you’re splitting the scenes up with extensive bits of gameplay. Dialogue that can take up a single page in a book is spread across the scrolling text of a game, and seems much more involved. There’s a tangible difference between reading a story in a book and reading it through dialogue in a game. If you’re a person who’s not willing to sit and click through dialogue though, Crying Suns may not be for you. In every bit of design, you can sense that the developer wanted the story to be a prominent part of the game. But outside of some large RPGs, I don’t think I’ve encountered a game with more story elements. I don’t think it’s overly complex, and it doesn’t feel like it drags on. The story within Crying Suns is expansive. It all came together to make a dense experience on many different levels. Interactivity with NPCs could involve several different checks and probabilities across your resources. Battleships turn into goal lines to reach. Instead, it opted to give the player real-time strategy to play out. Combat didn’t rely on managing your ship functions. The addition of a rich and heavy narrative made the allure of Crying Suns less about trying to hit a victory screen and more about unlocking the mysteries within the story.
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