1 person found this review helpful
Recommended
0.0 hrs last two weeks / 41.3 hrs on record (38.4 hrs at review time)
Posted: 28 Jul, 2024 @ 4:41pm

**Placeholder / Initial thoughts** (Underdog, CHA Rifle Leader, ~40H)

Colony Ship has some GREAT atmosphere and worldbuilding. I enjoy that they leaned into Christianity as a major theme in a Sci-Fi setting. That is a rare and brave choice. From the very start yoiu know this is a plan gone wrong scenario. NPC companions feel a little thin, but not everything has to be BG1/2/3.

Where CS suffers most is the combat. Disclaimer!- I actually enjoy the difficulty and flow of the combat, with one caveat.

They will ALMOST without exception always put the player at a disadvantage on cover. It's fine, occasionally. But ~40H in I find myself in the middle of yet another room, with everyone out in the open, with no options to have my people take any tactical advantage or cover.

Why am I always the designated Duck Hunt? It's becomes very tedious.

So the end take away is that the Devs have decided to essentially make every engagement a sitting duck scenario for you and your squad. It feels artificial and lazy. If you were able to take a wider advantage through feats to expand your initial placement range, it miiiight be ok. But they SERIOUSLY don't want you to have cover. If you manage your money(credits) well you can chug consumables. But they're not cheap.

As far as a grade goes (for anyone that cares) I do truescale, personally. 5 being completely average/fine. I would put Colony Ship in the current build (07/28/24) at a very decent 6/10. I love the setting, I enjoy the layering of Christian Mythos into a strong sci-fi setting. I HATE HATE HATE that my characters always feel like idiots walking into unending traps.
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