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X3: Terran Conflict: Per ardua ad astra

X3: Terran Conflict: Transport

X3: Terran Conflict, a 2008 game from German developer Egosoft, is an anachronistic game. Whereas mainstream games are increasingly about shorter, tightly scripted experiences that straitjacket the player and confine him to predetermined paths, X3TC sets the player loose in a sprawling sandbox with little direction.

The player has a tiny ship at the start, few credits to his name and little in the way of prospects. How he proceeds next is left entirely up to him. There are scripted missions with storylines to be found but these can be freely ignored and there is otherwise little handholding or leading by the nose. This is a game tailor-made for the Explorer.
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Posted in Games, Reviews, X3.


X3: Terran Conflict: Encounter in Zyarth’s Dominion

Some time has passed since Operation Final Fury. With the Kha’ak threat greatly diminished, Argon Federation Marshall Kel Aylin turns to the other great foe plaguing the X Universe: the Xenon.

I scan sectors looking for potential hotspots and I find one. Telemetry from the advanced satellite I placed in Zyarth’s Dominion reveals Xenon raiders. This is a convincing show of force by the sentient machines: three fighters and an equal number of heavy fighters escorting the main threat, a Xenon Q frigate.

Zyarth’s Dominion is a Split sector and I have no license that would gain me profit from an engagement there. I am initiating this battle for purely emotional reasons. I have lost two merchant ships to Q marauders and I do not mean to lose a third.

X3: Terran Conflict: Cerberus

I engage my ship’s jumpdrive and enter the sector from the South gate. The Xenon force is 11km away when it notices me and begins turning in my direction.
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Posted in Games, X3.


X3: Terran Conflict

X3: Terran Conflict: Vidar

The X3: Reunion veteran might be forgiven for thinking Egosoft’s 2008 space trading/combat simulator, X3: Terran Conflict, is an expansion pack rather than a fresh new entry in the series. There will be a strong sense of déjà vu.

The sectors are the same, of course. The Argon Prime-Home of Light-Ore Belt-Cloudbase South East run remains the best way to buy and equip a merchant fleet or fighter wing. The ship designs are mostly similar and their utility is identical. The Mercury is as important an acquisition as ever, the Nova is as potent a dogfighter as always. Even the station prices are similar. Meatsteak Cahoonas are still 72 credits at Free Argon Stations everywhere.

The more of the same theme holds true of the mission designs, unfortunately. X3: Reunion’s missions weren’t especially well designed and X3: Terran Conflict’s missions, while slightly improved, are still a frustrating experience. Instead of confining players to a specific ship as in X3: Reunion, Egosoft now gives players complete freedom during missions. But this approach, too, could have been done better.

X3: Terran Conflict’s mission briefings provide only minimal information about objectives and, as a result, it’s all too easy to learn your current ship lacks sufficient firepower, your shields too weak or your speed too slow only when it is far too late. A hint during the briefing as to what may be required would have obviated any need to replay missions but then the designers of this game seem firmly convinced games should require investments of time rather than thought or skill.

The pace really is the main deterrent here. There are games with poor pacing, there are games with a plodding pace and there are even games with glacial pacing. Way beyond that, there are the X3 games. These games are huge timesinks on par with the worst of old MMO designs.

You will spend dozens of hours schlepping goods from sector to sector, reduced to staring at the screen while the autopilot moves your ship to a distant destination. The most damning indictment of X3: Terran Conflict’s pacing is the presence of a “Run game in background” mode.

Some of the design choices are truly baffling. For no discernible or defensible reason whatsoever, saving a game during flight requires an exhaustible item purchasable only at a few select locations. The game does include a timecompression feature but it is only available in a ship equipped with another specific device and then only during flight. In short, Egosoft has done whatever it could to needlessly extract as much time from the player as possible.

Despite X3: Terran Conflict’s flaws (and it has many more), it is still capable of producing moments of wonder and it is for this reason series veterans keep returning to it. It will take only one epic battle with titanic capital ships exchanging broadsides while fighters flit around dogfighting to forgive — but not forget entirely — the hours of mind-numbing drudgery.

Posted in Games, X3.


The Last Remnant: by the numbers

The Last Remnant‘s developers seem to think they understand perfectly why RPGs are popular and so they’ve accentuated those elements for their game. The problem is they got it so very wrong.

The Last Remnant is a JRPG for those who believe RPGs should be primarily about levelling up, collecting and crafting. This game has those in staggering amounts.

If levelling up one character is satisfying, the developers must have extrapolated levelling up over a dozen characters at a time would be a thrilling experience. Thus, post-battle, the player can expect multiple dings for multiple characters but, like much of the game, these improvements can be indecipherable.

When Emma proclaims her Love has grown after a battle, you can just look bemused. When Torgal switches classes in quick succession, going from Ranger to Swashbuckler to Mystic Knight, you can only shake your head. When Rush somehow manages to change his class to Runemaiden, you can only wonder about his proclivities when he isn’t running around screaming, “Irina!”

The Last Remnant
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Posted in Games.


The Last Remnant: battle

The Last Remnant

The Last Remnant may not be a Final Fantasy title but it plays like one. Guiding Rush Sykes through the game’s Unreal Engine 3-powered environments is strongly evocative of adventuring with Vaan and company in Final Fantasy XII, and like the 2006 PlayStation 2 game, The Last Remnant provides ample freedom to stray from the main quest to enjoy copious amounts of optional content.

The similarities between the two games aren’t unsurprising given Final Fantasy XII’s popularity outside Japan and Square Enix’s stated intention of making The Last Remnant a cornerstone of its worldwide strategy.

The two games do differ in one aspect and it’s this crucial difference that makes The Last Remnant the lesser game: Final Fantasy XII was designed to streamline battles and minimise tedium whereas The Last Remnant takes the opposite tack.

The Last Remnant’s designers have piled on subsystem after subsystem on what is a simple turn-based battle system and compounded that mistake by withholding information from the player. This is sophistication through obfuscation, complexity through sophistry.
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Posted in Games.