Monday, June 2, 2014

FTL: Faster Than Light (iPad and PC)


There’s something special about a game where you can choose to reroute power away from the vital life-support system to the weapons and coax one last shot out of your crippled, flaming wreck of a spaceship. It’s the kind of desperate, so-crazy-it-just-might-work move James T. Kirk or Han Solo would attempt to reverse his fortunes and save his crew. And even though it doesn’t always work – or perhaps because it doesn’t always work, and sometimes everyone dies and you have to start again – it’s those moments when it does that make FTL: Advanced Edition one of the most memorable and replayable games I’ve ever played.

 FTL is a story generator more than it is a game of skill. After countless hours of the PC and iPad versions, I’ve effectively mastered its amazing ship-to-ship and somewhat weaker hand-to-hand combat systems – it doesn’t take too long, as it generously allow you to pause at any time and consider what to do and where to move your tiny crewmembers. (That makes it an excellent fit for the iPad’s touch controls, too.) But because it involves so many random factors, from whether a missile hits its mark to if your crew can rescue a space station from giant spiders in a miniature text adventure, FTL is often cruel to the point where a few bad jumps can render a playthrough effectively unwinnable. That’s the joy of it: you never get to feel safe.

Combat seems rudimentary at first, since both 2D pixel-art ships sit still on the screen trading blows, but its wide variety of offensive and defensive options give it surprising legs. The many ways in which multiple versions of blasters, beams, flak, missiles, ion blasts, teleported bombs, attack drones, boarding parties with six distinctly different races, and mind control interact with shields, cloaking devices, defensive drones, engine speed, medical bays and cloning facilities, reinforced doors, and more is endlessly interesting. Success in battle involves timing your most powerful shots to hit when their shields are weakest, which effectively creates some great “Fire on my command!” moments.

Important decisions are everywhere. Do you target their shields first and make them more vulnerable to your next attack, or try to knock out their weapons with the first volley and spare yourself the repair bill of having to take some hits? Do you concentrate on raw firepower, or throw in some ion weaponry to quickly disable enemy systems, drones that can attack or defend, or send over boarding parties and use mind control to turn the enemy crew against each other? Or try to power up your FTL drive and run? Whatever you decide, no plan survives contact with the enemy, and FTL does a great job of throwing unexpected and unlikely attacks at you to force you to pause and reconsider. 

The one spot that could use some work on the iPad’s touch interface is the weapon panel. As the most frequently accessed part of the UI, it’s almost always either covering up vital crew health information or constantly needing to be reopened to target new enemy systems. On PC, that’s not an issue.

As you’re driven forward through the five-sector map of randomized navigation points by an unstoppable rising tide of Rebel ships, it forces still more decisions. While you never know exactly what’s waiting for you at each point, I’m always tempted to explore as much as I can and upgrade my ship as much as I can before I reach the extremely tough battle at the end. Sometimes that backfires, and I have to bite my nails as I desperately limp to the nearest repair shop, hoping there’s not a heavily armed pirate waiting to exploit my moment of weakness.

Every jump is just as likely to land you in a well-written miniature text adventure that often feature interesting moral choices. Should fool an alien into joining your crew by telling him you’re a god? Or abduct docile aliens to sell on the black market? Those moral choices almost never have direct good/evil consequences, so there’s no one judging your actions but yourself. Some of your options will change depending on your crew composition and equipment, like if you send your robotic Engi crew member into a quarantine zone, and that keeps them fresh for replaying. Some even turn into quest chains that unlock new ships for your next playthrough.

Those ships can dramatically change the way you play. Playing as the armored Rock cruiser, for example, makes me less afraid to take a few hits, and more inclined to send over boarding parties while using flame weaponry to kill the crew (since Rock crewmen are immune to fire). The same goes for the ship augmentations, which can change your viable strategies by giving you nearly infinite drone parts or allow you to fire your weapons once without waiting for them to charge.

The free Advanced Edition update (the only one available on iPad) added a new eighth race called the Lanius, which drain oxygen from any room they occupy, making them good for deterring boarding parties and for attacking drone ships. There are a ton of other additions as well, and even after dozens of hours I’m still discovering new quests.

The Verdict

FTL: Advanced Edition is an incredibly replayable game, and each run gives me something memorable and rewarding – even the ones that end with my entire crew dead. The excellent iPad version has just become my go-to mobile game, since it includes all of the tense decision-making and unpredictability that make it endlessly entertaining on PC. Though I still prefer the speed and accuracy of the PC’s controls, the iPad version is very smooth and a close second.

Source: ign.com
Rating: 9.6
 

 
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