Genesis Alpha One Review
Genesis Alpha One: How to Survive in Deep SpaceThere are games that arrive without being really expected. Genesis: Alpha One is one of them. Edited by Team 17, it arises as a rogue-like premonitory of the future of Humanity: an exile to discover habitable planets in order to avoid human extinction. The Germans from Radiation Blue deliver here an interesting copy, but not without flaws ...
Man is on a bad slope. The Earth can no longer bear its excesses and is no longer habitable. The Genesis project (Genesis, for those at the bottom who do not follow) aims to lead expeditions to find a habitable planet. Only, the space remains hostile and the species that inhabit it dangerous. To succeed in saving Humanity, you will have to be a soldier, a geneticist and an architect. Just that !
A horrifying atmosphere
The artistic direction was undoubtedly influenced by the works of Ridley Scott. You may be able to jump into space and travel there almost like by plane, the material seems straight from the Russian archives of the 70s. The monitors are thick, the metal everywhere and the dominant colors very sad . In the field of video games, the other influence that immediately comes to mind to make this atmosphere is that of Fallout.The audio packaging supports these cold and soulless surfaces. The sounds are dysharmonious and very often make them uncomfortable. We're not at Disneyland. It is known. This stuffy and disturbing atmosphere also applies to the escapades you will have to make on the different planets. Everything is extraterrestrial in the first sense of the term, starting with the natives. Here again, we find reference to Aliens that Scott would not have denied. Small animal rooms all in fangs and claws.
Even the humanoids you may come across are uncomfortable. We do not see their faces, they stay in spacesuits, completely dehumanizing their meeting. They are also hostile if they are not part of your crew. Genesis: Alpha One manages to have a real personality. Admittedly, we are very far from a Harvest Moon (which has surprising similarities in terms of principles of play), but this atmosphere fascinates because it is able to create an emotion and a buy-in for the player.
Space architects
A game invariably begins in the same way: you have to place the elements essential to space travel. The main deck will be the starting anchor point for all the following modules, as well as the command center for navigation. The greenhouse will produce oxygen or the other elements necessary for life (we will come back to this later). The tractor department will be able to recover the raw materials necessary for the development of other modules and improvements. The quarters are essential to house the crew and allow them to treat themselves when illnesses develop. Once these basic elements are arranged according to their connection nodes, the game can begin.It will then be a question of adding new elements progressively to manage what looks more like a space station than a spaceship. The modules can be spread over several floors and overlap. In addition to the puzzle imposed by the invariable anchor points, we must also think about safety and efficiency. Corridors and elevators are considered weak areas that can let in intruders (pirates do not hesitate for a second if they are nearby). The different reserves must not be too far from the refining stations and the collection vessel in order to avoid transport robots having too long journeys.
Part after part, and thanks to the advice distilled over the progression, you will become a more informed architect. The resources storage capacities will have to be the object of a sustained attention, in order to waste nothing which could be useful further on in the adventure. This evolution of the station's capabilities during games brings us back to another well-known Rogue-like: Faster Than Light.
Space warriors
Genesis: Alpha One is lived in the first person. This increases immersion but also brings it closer to FPS style. Whether in the ship or on the planets, everything is managed through the eyes of the crew. The player does not embody a specific avatar. If he dies, a new captain is automatically appointed. The crew thus represents the number of lives remaining before the end of the game.And believe me, you will often die in the early parts. Rogue-like obliges, it is through error that we learn and that we improve. Frustration will give rise to the pleasure of being able to go ever further ... Before taking another slap. Defense developments (turrets, barriers) and ammunition manufacturing go through the workshop module. Depending on the faction that you choose at launch, you can have armory facilities in particular. It will be very useful, as you have to regularly play the trigger.
These FPS phases are welcome to boost the gameplay and avoid getting bogged down in its murky atmosphere. They are however without big surprises and put you in front of adversaries with very stereotypical artificial intelligence (they are not always easy to beat so far).
Space geneticists
As the games and objectives are achieved, you will be able to unlock new improvements and new factions with each its advantages. Some have more basic materials to start a game, others are used for weapons. In addition, four bonuses, also to be unlocked in a list, can be activated.Quickly, we realize that we will have to spend dozens of games and hours in order to discover not only all the tricks of the game, but also all the solutions to the problems posed. The greenhouse, for example, must accommodate plants to create a breathable atmosphere for humans, but also for other species that it will be possible to clone with modifiable characteristics. Knowing that plants are a rare commodity and are not found on all planets, you must both have the opportunity to use them, but also developmental intelligence for the clone to be adapted to them.
Managing, planning is an important part of the game which is fortunately allowed most of the time in Genesis. The player's actions are valued when he performs them himself, generally speeding up the process. When accompanying a team with the harvester (a ship to land on the planets), it is certain not to bring clandestine critters on board. Otherwise, if he just sends a team, there are always parasites who only dream of destroying the elements of the ship. We must then go on a rat extermination campaign. By appointing enough personnel to the refinery, it will be certain not to have reserves of raw materials which overflow to keep the margin of storage in the hangars in order to build at the right time. It's about keeping a balance in all things.
Take care of yourself!
The main shortcomings of Genesis are related to a lack of refinement of gameplay elements. For example, it is never necessary to place workers at the armory to make what you asked for. It’s much easier to do it yourself in 5 seconds. Suddenly, asking the player to make an order, then turn to the console to "manufacture" becomes absurd. You might as well give him his order now. Likewise, do not ask a crew member to take on a function that is vacant and useful. Without order, it remains inactive in its zone.It is not the same thing when you ask a team to tow debris while you go on a collection mission on a planet. The same goes for refining, which can be continuous by drawing on the reserves made during the getaway. Thus, some modules keep a control and manufacturing mechanism when this couple does not have to be (when you need ammunition, it's immediately, not the next hour).
When a game ends, a real trick could also guide the player. We know that the design of the ship influences the risks of collision and the safety of the whole. But it is never explained clearly. It's a shame, especially since the people of Radiation Blue went to great lengths to garnish the game with many elements of meta-history and videos, to enrich the universe on the player's virtual PDA.
Genesis: Alpha One is a cool Rogue-like with a universe with a strong personality. Therefore, it may not meet everyone's expectations, but it will be perfect for those who want to rub shoulders with a challenge that requires a serious investment.
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