![]() ![]() Although the game tries really hard and most of the time succeeds audio-visually, it all boils down to reflexes, DPS, tanking, and, well, nothing much else. ![]() They’re fun.Ĭombat in Elite: Dangerous is more of a reactive – rather than proactive – business where you divert power, deploy countermeasures, or fire on all cylinders as or when dictated by circumstance. Rebel Galaxy’s battles are neither very sophisticated nor authentic. ‘fighters only’), which only deepens the tactical aspect and heavily contributes to satisfaction over a hard-won battle. Each turret has a set of target priority options (e.g. It makes one really consider poisitioning. The ship’s AI actually calls them that too, which I think is bloody awesome. Shields and hull are divided into port, starboard, bow, and stern. No, I’m not saying ground-breakingly tactical, just surprisingly. Rebel Galaxy‘s combat is quick, explosive, varied, colourful, and, despite being stuck on a 2D plane, suprisingly tactical. Every now and then, there’s one that omits one or more of the usual ‘professions’ – trading, mining, exploration (all of which are there in both Rebel Galaxy and Elite: Dangerous) – but never one that omits combat. Let’s not lie to ourselves, combat is always the cherry on top of the cake that are space sims. They are not unlike real-world cars, and the super-immersive in-cockpit view (that Rebel Galaxy lacks altogether) delivers the decisive blow. On the other hand, Elite: Dangerous‘ shipyards have lore, history, pedigree. Say the hyper fast Barracuda or the completely insane broadside firepower of the Blackgate. ![]() I don’t by any means dislike what I got to fly in Rebel Galaxy and I have very much enjoyed finding and capitalising on its ships’ individual strengths. It’s expectedly gargantuan, appropriately tortoise-like, and among the rest of the game’s vehicle lot, very much ‘meh’. That said, Rebel Galaxy, while being slightly more bonkers with the exterior designs, doesn’t stand a chance when the ships’ true characters are discussed. With the latter being more than abundant in both games, it comes as almost a surprise that each ship does exactly the same thing as the last, only with varying quantity or scale. I am not exactly a fan of the ship variety in either Rebel Galaxy or Elite: Dangerous, and I don’t mean model variety. But the irrelevant piece of shit you’ll inevitably feel like in Elite: Dangerous‘ universe that does whatever the fuck it pleases, thus ultimately coming out as sterile, meaningless and clinical is just a bit too much to digest. Are you working to boost your chosen faction’s influence over the system you call home? Well good luck with the barely-moving progress bars, especially when other players are working towards the opposite (something you won’t ever be able to find out)! Has war broken out? Well all the best finding it because in Elite: Dangerous, wars only take place in stationary controlled bubbles that leave the rest of the system completely unaffected! The world of Elite: Dangerous is insanely beautiful, but beyond-imagination, overwhelmingly, sickeningly massive. Are you a merc for the Federal Navy? Well go right ahead and buddy-up with the opposition (Empire), nothing’s stopping you, there literally are no strings attached, none whatsoever. Whilst Rebel Galaxy sticks to this age-old formula with immediately apparent consequences, Elite: Dangerous doesn’t. How do you usually go about that? You make friends. You only get to exploit it for (ill-gotten) gains. It is, to the fullest extent, true of all open-world space sims and I wouldn’t wish it to ever be otherwise. It is an all-too-well-known fact that in space, no-one can hear you scream. So good that I’ve decided to put it up against Elite: Dangerous in a three-round match over what matters in space sims. Be it not for the recent Steam sale, I wouldn’t even have heard about it. I admit that Rebel Galaxy took me by surprise. ![]()
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