Monday, March 17, 2014

A Look at Stardrive and Stardrive 2

By: Zabcarno


A Look at Stardrive and Stardrive 2

            Stardrive is an indie 4x space combat strategy game and passion project from Daniel Diccio of Zer0 Sum Games. It is his first attempt at creating a commercial videogame. Most art assets that were made by Ariel Chai and the music was composed by Jeff Dodson. Developing a game is a huge task, usually done by whole teams of people with specific skills. DiCiccio however has done it almost entirely for himself thanks to the financial help of a Kickstarter back in December of 2011. So how did it work out?

            The crowdfunding was very successful, and DiCiccio received $17,676 for the project, more than doubling his goal of $7,500. The features listed on the Kickstarter included race customization, module-based ship design, ground combat, a research tree, diplomacy, and most importantly: multiplayer.


            Stardrive finally released on Steam April 26 of 2013. The core gameplay of module based ship construction and real time combat was available in its entirety and very much in depth. The 2D and 3D art was wonderful and dialogue with the other races immersive and entertaining, at least for the first time playing. The music was also very well done and stands on its own as a composition. Being able to control your own flagship in massive real time battles was so satisfying of a mechanic that it could have been made into a game by itself. Planetary governance, research trees, and artifact discovery were satisfactory and functioning. With open mod support, though inconveniently not through Steam Workshop, the game was extremely replayable.

            Unfortunately it quickly became apparent that the game was not exactly everything that was promised. Aside bugs the most glaring issues were a seemingly unfinished ancient alien side-quest that ended abruptly, and the absence of the multiplayer components promised in the kickstarter. The ground combat and espionage systems were also fairly bare, though they were functional. For every feature that was engaging and had depth, there was another that was either missing or unpolished.


            Some features, such as the ancient alien questline, have eventually been finished through ongoing patches but what has caused the most issue with players is that the game remains without any multiplayer component whatsoever, despite the kickstarter promising it. Does this make the money from the kickstarter ill-gotten? Were all the backers taken advantage of? It certainly isn't the first time a kickstarter has gone rotten, and this is not nearly the worst case. With nearly 200 hours played, I can advocate that the game as it is is fun enough, though I would like to play with friends. However, is “fun enough” enough for DiCiccio?


            On February 25 this year Stardrive 2 was announced. Zero Sum Games claims in a GamingShogun.com article that: “It will bring [players] back to the golden age of 4x gaming with familiar strategic gameplay while using the power of the Unity engine to push AAA visuals.” When asked on twitter for hints about the ground combat DiCiccio replied: “It's what it should have been the first time.” On whether multiplayer will be in the game, DiCiccio would only say that “I've learned the hard way not to make promises about multiplayer. Suffice it to say that it is a distinct possibility.”

            Owners of the current Stardrive will be given a 33% loyalty discount for a purchase of Stardrive 2, which may be available as early as September.

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