12/12/2023 0 Comments Two worlds 2 rewievYour options are to block all messages about affected empires, or to block all galactic news, both of which will leave you in the dark about things that matter. Say you're getting tired of endless messages telling you that some alien colony you've never heard of had an outbreak of a virus you can do nothing about. There are tools to filter messages, but they're all or nothing. The notifications in particular need work. Even when you understand its principles, the detail of how your economy is doing is still a black box, and understanding why things are happening involves too much guesswork. Finding out which resources you're importing and exporting is incredibly vague for a game with such an emphasis on supply and demand, and I'll often find that a colony's income dramatically shifts for a while without explanation. I certainly hope that those are corrected, and that subsequent patches come to address the plethora of niggling complaints you'll have even if you love it like I do.Ībove all, there isn't enough clarity in where your money's actually coming from. Codeforce have been patching issues steadily since release, and there's little doubt that much will continue. I've had a handful of crashes, which I can forgive across two solid weeks of play, but judging by player feedback crashes have been a much more common occurrence for a fair few players. This is a game large and complex enough that there's plenty to get stuck into, and more often than not, its frustrations had me thinking of solutions.įor the record, I've apparently been lucky. But too often, in its present state, its problems are things only its developers can fix. Things going wrong tend to mean you've misunderstood something, or neglected to organise part of your space empire properly. This is a game large and complex enough that there's plenty to get stuck into, and more often than not, its frustrations had me thinking of solutions. That in itself gives us a positive angle to start with, at least. I've been stymied with this one, and (despite having delivered this review in two parts) frankly still want to play it some more, maybe starting over again, to really wring it out. Despite knowing all this from my time with the original, it's taken me far too long to internalise it. Its scale and complexity give rise to a system of automation settings that allow you to delegate any tasks you don't have interest or time for. But I really do recommend it for that part.ĭistant Worlds 2 is a vast 4X built around a logistical simulation in which "private economy" ships beyond your direct control mine and transport resources, which you use as the state to expand and protect infrastructure, and settle new planets. Consequently, it's one that I can only partially recommend. But they are also a source of great friction and confusion, especially if you don't take the time to learn how they actually work.ĭistant Worlds 2 is, ultimately, a game that you need to meet in the middle. They are, after all, the reason its ludicrous scale is workable at all beyond the opening hours, and a major reason its predecessor was so interesting and forward-thinking to begin with. But I really do recommend it for that part.ĭo you ever find yourself explaining how best to approach a game, but still failing to take that approach yourself, and getting frustrated with it?Īfter spending far, far too long trying to obsessively control every detail of Distant Worlds 2, I've accepted that I need to take my own advice and work with its macromanagement systems instead. Distant Worlds 2 is a vast 4X game built around a simulation, and you need to meet it in the middle.
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