Everspace 2 Review (aBlueRobot)
Where do I begin.
A Sick Loop in Space
I played this when it was in early access in game pass back when legendaries weren't a thing. I think I clocked around 85 hours or so there, and purchased a steam copy since steam gets the "legendaries" update first. I estimate an extra 30 hours of offline playtime here on steam that's not logged into my total hours. I restarted the campaign on steam though since I would've jumped through hoops to continue my game pass play through. Maybe a majority of the time spent was on doing maps (a-la path of exile), exploring or just flying about, and eventually doing rifts when I decided to continue on with the story. But combat is extremely fun, and it's what actually what made me lose track of the story progress.. You can think of it as diablo in space or something, and it's done well. So well that I got stuck in an addicting loop of just doing maps, bounties, contracts, answering distress calls, and checking out new ships being sold in "town" and selling all the crap my tractor cannon picked up. Hell, I didn't even know there was a final tier of ships that could be unlocked until my final 10 hours of my game time. That was a neat surprise. The Rifts that got unlocked after I finished the story were a blast to farm as well!
Half a Sim
This game started off as a mix of diablo and skyrim, with a bit of cowboy bebop sprinkled on top. There's loot, plenty of enemies to shoot at, and some pretty neat exploring all while -personally- roleplaying as spike taking on bounties and contracts. This game eventually got me into trying out a dual stick setup with a couple of logitech 3d extreme pros, but eventually convinced me to get a couple of vkb glads both with omni throttle setups to feel like I'm piloting Spike's ship from the anime. Practical? nah. Fun? Hell yeah. I played this with both MKB and HOSAS, and it's definitely way harder with dual stick controls, especially on the hardest difficulty. But dang, if you have a couple of sticks, this game is begging you to use them due to the extensive control customization! Definitely one of the best control options in a lot of space games I've played. You can bind an alternate button to functions. You can bind conflicting buttons to multiple functions. You can bind modifiers to add to buttons as well. There's deadzone adjustments to every axis, not to mention sensitivity values. Hell, you can even combine keyboard or controller presses with your sticks if you want. and I cannot stress enough how fun this arcadey game feels with the inertia dampeners turned off. And hoo boy, the moment they added the option to "press inertia dampeners" instead of toggle made it so that it felt like a brake button was just icing on the cake. It's not a full on sim experience, but you can configure it to be a bit more of a hybrid of sorts, and I love it. It's just superb.
Dakka Dakka
And dear god, the ships and the weapons! I started off maining the device-oriented lightweight that kinda looks kind of like Faye's ship, which I thought was pretty OP and cool at the same time. Later on, I fell in love with the heavy gunship with all its... well, guns. 4 Autocannons ftw! Eventually, I switched on over to the bomber when legendaries started dropping. Gotta love that multi-missile launcher! And you can equip multiple copies of them that it's stupid! and with the intuitive control customization, it's a breeze to cycle between them. Damn, that's a fun time.
Man, I really want to thank the devs for this game. Looking forward to your next release/DLC.
The passion that went into this-
Just, thanks, Rockfish.