Spaceland
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Über das Spiel
Inspiriert von Old School-Strategien
Spaceland bietet rundenbasierte Strategie im Old School-Stil. Inspiriert von XCOM, Laser Squad, Incubation und fesselnden, klassischen Sci-Fi-Romanen.
Schnelle Taktik-Gefechte
Rasante Gefechte über 10 bis 15 Minuten. Eliminiere gefährliche Bewohner eines seltsamen Planeten. Unverwundbare Brontors, schnelle Creeper, Mutanten und mehr. Am Ende jedes Kapitels der Geschichte erwarten dich clevere Bosse
Weltraum-Abenteuer
Finde in Dialogen auf deinem Raumschiff mehr über deine Charaktere heraus. Suche geheime Drohnen und fülle das Lexikon des Spiels mit wissenschaftlichen Geheimnissen der Basis.
Futuristische Ausrüstung für deine Truppe
Führe dein Team und überliste deinen Feind. Finde Waffen und rüste deine Truppe mit futuristischer Ausrüstung aus.
Systemanforderungen
- CPU: 2GHz Dual Core with x64 support
- GFX: Nvidia GeForce GT 550 or AMD Radeon HD 5000
- RAM: 4 GB RAM
- Software: Windows 7
- HD: 1 GB verfügbarer Speicherplatz
- SFX: DirectX compatible
- DX: Version 11
- LANG: Deutsch, Englisch, Russisch, Chinesisch, Französisch
- CPU: 2GHz Dual Core with x64 support
- GFX: Nvidia GeForce GT 760 or AMD Radeon R9
- RAM: 8 GB RAM
- Software: Windows 10
- HD: 1 GB verfügbarer Speicherplatz
- SFX: DirectX compatible
- DX: Version 11
- LANG: Deutsch, Englisch, Russisch, Chinesisch, Französisch
Steam Nutzer-Reviews
Nicht Empfohlen
37 Std. insgesamt
Verfasst: 17.04.21 13:12
das spiel habe ich wegen CO-Op gekauft.
1.wen ich mein freund einlade geht das nicht mal - er kann aber zumindest beitretten .
2.Leider konnte ich keine spielfigur mir aussuchen geschweige , ne waffe oder eine fehigkeit da alles fest vorgegeben ist.
3.es wirt nicht gezeigt wer grade am zug ist
4.dann haben wir gemeinsam eine art Tutorial gemacht.
5.wir wurden von immer wieder neuen feinden in einer 4 quadratischen map umzingelt mit kaum Deckung und feinde spwannen immer um uns neu - das wir gezwungen waren uns immer zu verstecken .
6.nach mission ende wurden wir wieder aus der loby komplett getrennt und durften den seltsamen Prozess uns neu einladen. betz ( Beitretten )
Mission ( 2 ) war herrlich da man kaum eine chance hatte um zu einer muni , Lebenskiste zu kommen da der feind das weis zu verhindern
8. danach war Crash und das spiel ist im Grunde Gans nett aufgebaut
aber bietet nicht wirklich viel - geschweige neues ( es kommt rüber wie eine art demo )
/ man hätte mehr draus machen können.
( eigendlich daumen hoch aber es ist einfach zu unmotiviert ) grade durch immer einladen .
und zu wenig Spielspaß ( und das zeichnet ein game aus - spaß ! )
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110 Std. insgesamt
Verfasst: 03.10.19 14:32
Spaceland - Ein vereinfachtes Sci-Fi X-Com in Comic-Grafik
Spaceland ist ein rundenbasiertes Taktikspiel bei dem man eine kleine Truppe von „Space Rangern“ durch diverse Areale lenkt. Dabei kämpfen wir gegen Aliens und versuchen dem Geheimnis auf die Spur zu kommen, dass den Planeten und den Stützpunkt umgibt, auf dem wir unverhofft gelandet sind.
Gameplay
Unsere Recken setzen bei den Einsätzen verschiedenen Waffen mit verschiedenen Mechaniken ein. Shotguns machen aus der Nähe mehr Schaden, Energiewaffen ignorieren physische Deckung. Andere Fähigkeiten wie Granaten, Teleportation oder Nahkampfansturmangriffe helfen uns aus schwierigen Lagen. Deckung kann ebenfalls genutzt werden, ist aber längst nicht so allumfänglich verfügbar, wie beim großen Vorbild X-Com.
Zwischen den Missionen können wir die erbeuteten Ressourcen zur Verbesserung des Teams einsetzen. Mit Geld können wir Waffen und Rüstungen upgraden, mit Forschungstokens die Skills unserer Charaktere verbessern. Wir können sogar kleine Gespräche zwischen den Protagonisten führen, die uns dabei helfen sie näher kennenzulernen. Die Story wird in Dialogen erzählt, die nicht vertont sind. Dabei sollte man nicht zu viel erwarten, Spaceland ist nur ein kleines Spiel und weit von X-Com entfernt was Inszenierung angeht. Die deutsche Übersetzung ist stellenweise etwas holprig, in der Regel weiß man aber was gemeint ist.
Süß aber giftig
Die Schwierigkeit der Missionen ergibt sich aus Deckungsmangel, einem eingeschränkten Munitionsvorrat und Gegnern mit Spezialmechaniken. Manche können von vorne keinen Schaden nehmen und müssen zuerst ausmanövriert werden. Bossgegner gibt es ebenfalls: Den ersten kann man mit normalen Waffen gar nicht erst beschädigen. Man muss auf die guten alten roten Sprengfässer zurückgreifen, die man erst in seine Richtung bugsieren muss. Ein Schuss sorgt dann für die Explosion, welche den Boss tatsächlich beschädigt.
Obwohl das Spiel im niedlichen Comic-Look daherkommt kann's, wenn man genretypisch 90%er nicht trifft, schnell mal brenzlig werden, wenn zu viele Gegner um einen herum stehen. Die Lernkurve ist sehr angenehm, die Einsätze schön kurz gehalten - definitiv ein Spiel dass man kurz mal zwischendurch spielen kann.
Fazit
Auch wenn Spaceland mit Sicherheit kein echter Konkurrent für X-Com ist, so merkt man ihm zumindest seine Wurzeln kann. Die Strategiespieler-Gemeinde braucht dringend Nachwuchs und genau solche , leicht zugänglichen Spiele, könnten dafür sorgen. Für den hart gesottenen X-Com Veteranen ist das Spiel höchstens etwas, dass man auf einem iOS Gerät in der Bahn zum Zeitvertrieb mit dem linken Zeh durchspielen kann. Aber nicht jedes Spiel muss einen an den Rand der eigenen Leistungsfähigkeit reizen, manchmal reicht auch einfach etwas konventioneller Spaß.
Mein kleines Spaceland Angespielt:
https://youtu.be/8CK2fcw9vZI
Viele Grüße euer Toryn
https://www.toryn-gent.net
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155 Std. insgesamt
Verfasst: 30.09.19 17:18
Pros:
- taktisch herausfordernd
- viele Kombinationen von Helden, Fähigkeiten, Ausrüstungen
- klasse Humor und Anspielungen auf Pop-Kultur / andere Games
- spannende Boss-Gegner
- Punktesystem verleitet zu wiederholen von Maps
- absolut keine Bugs gefunden
Cons:
- deutsche Lokalisation ist nur Mittelmaß
- Story ist etwas flach
- beim zocken mit Controller verschwindet der Mauszeiger nicht
Kurz und knapp:
Auch wenn es niedlich ausschaut steckt eine ganze Menge Strategie in Spaceland. Sobald man auch nur ansatzweise das Gefühl bekommt, dass es langweilig werden könnte kommt schon wieder eine neue Mechanik, ein neuer Held oder eine neue Fähigkeit um die Ecke, die wieder zig neue Kombinationsmöglichkeiten frei schaltet.
Taktisch macht das Game einiges her ohne das man je das Gefühl hat von einer Unzahl an Spielmechaniken überwältigt zu werden. Ebenfalls fühlt es sich selten unfair an.
Alleine die Anzahl (und auch der Inhalt) der Negativ-Punkte gibt Aufschluss darüber, dass es sich hier um ein solides Game handelt. Gameplay steht bei mir immer an erster Stelle und damit kann Spaceland auch trumpfen!
Klare Kaufempfehlung für alle die an XCOM und ähnlichen Games Spaß hatten - und auch für die, denen genau das doch noch etwas zu kompliziert war.
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1481 Std. insgesamt
Verfasst: 16.01.22 14:29
Even though there are 2 in game currencies - coins and chips, neither requires real world money. You get chips from completing 4 mission criteria: successful completion (1), inside turn limit (1), no casualties (2), find the secret item (3), Each achievement pays out once. You will also receive coins for completing the objectives (paid once) and for killing foes (always, even on re-plays of 100% clearance levels). Coins allow you to upgrade your weapons & armour; chips allow for skills upgrades. Note: There are not enough chips to fully upgrade everyone.
The main story features 29 chapters with number 29 locked behind a minimum performance standards barrier (you will need skilled troops for it). There are currently 14 daily missions at present with the potential for 20 (you pay coins to unlock #13 - #20) and there is 6 mission a co-op campaign.
The daily missions are fixed scenarios that can award up to 7 upgrade chips as per the story missions, for use in the main story campaign. Each day one is chosen at random with no guarantee you won't be given one you've already completed as of 28-1-22. The big difference is they have preset squads with NO upgrades from story mode allowed. The biggest difference is seen with Jim the scout; he can occasionally be given a laser rifle that can't perform a burst fire attack. I've not yet played co-op.
The squad has 7 hero types in total: Recon scout with light rifle; soldier with shotgun & light grenades; Medic with medium rifle; Heavy machine-gunner; Grenadier (launcher & high explosives); Heavy Sniper; Support pistolier.
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74 Std. insgesamt
Verfasst: 30.11.21 06:54
Steam really needs a mixed review option rather than just a yes or no. The art and gameplay at the surface is really neat and polished, but after playing for sometime you understand that there isn't a whole lot of depth to the game loop. There is no freedom of customization or skill trees involved that I can look forward to as rewards after a battle. We do get scripted story characters after certain missions, but it doesn't really feel exciting. XCom is clearly the inspiration, but it's a more reductive version of it than something that can stand out on it's own to recommend others.
If someone never played XCom or other similar tactical games, then I can see this being enjoyable. Those who tasted the grand depth of the best tactical games might not get their itch scratched by spaceland, as I was hoping it would achieve to an extent. As others mentioned, it's more puzzle than a tactical battle.
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199 Std. insgesamt
Verfasst: 19.08.21 07:26
But there is not that much difference either, except for the space theme and square grid based levels (has an XCOM feel to it), it's more or less the same game again. Don't expect any big innovations.
But it's a fun game nevertheless!
I haven't tried co-op mode (and most likely never will), so I can't say anything about that.
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1778 Std. insgesamt
Verfasst: 08.03.21 23:06
Spaceland review
Quick Review: Spaceland is a surprisingly fun game with some fun surprises, but only if you crank up the difficulty. It’s a very simple and straight forward turn-based strategy experience. The simplicity and bare-bones nature of the early game might turn players away. But those who stick with it will be rewarded with a bit more of a robust game than what initially meets the eye.
Important Note**:
First and foremost, you have to set the difficulty to the hardest setting: Normal. I played through the game on this difficulty, so my review is based on this. But I did replay the last two levels on Easy just to collect a couple things, and it was an absolute snore. You can play sloppy and rush decisions with no repercussions. There is just no challenge on Easy, meaning no strategy, meaning no game. In my opinion, Easy mode reduces Spaceland from a game to a “series of actions”. Please play it on Normal.
Gameplay:
The gameplay is simple and straight forward. This doesn’t make it the most interesting game, but it’s still quite fun and enjoyable. Most levels require you to go in, access some objective, and then get out. Characters have action points to spend on their turn, which are replenished every turn, so there’s no strategy about hoarding points for a big turn.
The most unique mechanic about the game is that ammo is limited. Ammo is a super valuable resource in this game. Main weapons have limited ammo, while secondary weapons are unlimited but deal less damage with less chance to hit. It’s not gonna click with everyone, but it was different, added some extra difficulty, and was always on my mind in each level. It makes you ask questions like: Is this enemy worth using a bullet to kill? Or is it better to risk combining a few secondary attacks? I thought this mechanic worked for the scope of the game.
Finding a secret or finishing within a turn limit will give you bonus rewards, which you really need to upgrade your characters and equipment. The upgrade system is basic, but does make a difference.
Characters have their own abilities including: damaging enemies, healing team members, movement, etc. Sometimes eliminating all the enemies isn’t in your best interest, so certain stalling abilities really save your butt. Most abilities have cooldowns, and some have a limited quantity per level.
Most levels allow you to choose a character or two to bring in to a mission along with one or two that are required for the level. Sometimes they’re all preset.
Most of the levels are similar, but there are a couple of missions that are a bit different, and I really wish they doubled down on these moments and incorporated them throughout the game. It would have turned it from being a simple game to something more unique. Though exceedingly few, I really enjoyed those particular moments for their variety.
User Interface:
Overall the UI is pretty simple and straight forward. You won’t be inundated with numbers, stats, messages, etc. So it can make for a clean look. The menu buttons are big and obvious. Menus tend to have a lot of empty space. How much ammo each character has left is easy to read. The movement grid makes it clear where you can and cannot move.
However, I’d argue the UI is too simple...
If you want to see what missions you did or didn’t 100% you have to click each individual one on the world map. I wish that information was shown above each level or something. It’s a pain to keep track of.
The game does not provide you with a useful visual interface when it comes to dealing damage and healing your characters. When you hover your cursor to attack an enemy, their health shows up as a number and a visual slider, but the damage you will inflict only shows up as a blinking portion of their visual slider. It would be much more useful to include your damage as a number, or show a number for their resulting health. Instead, you have to look at the damage stat in your weapon and apply that mentally. It might seem like a small thing, but it was not clear to me that the number on your gun was the actual damage it inflicted. So I went most of the game approximating by looking at the blinking bar. Plus, sometimes your damage is reduced by distance via a percentage. I’m not going to sit and calculate what 58% or 43% of my damage is.
The loadout screens are separated by weapon and character. I wish they were combined in a single overview menu that showed all of your characters and a quick summary of their stats and equipment in one easy to read place. The game is simple enough where it’s not a big deal, but it would have been nice to compare the different characters and what equipment they had to best decide how to equipped each character per battle. It’s too cumbersome to have to memorize what one character has, back out of its menu, and then go to the next one and recall that information.
There is also no keyboard layout included. The game is simple enough with only a mouse, but it seems like a rather basic thing to overlook. So to save you the trouble here are some shortcuts I discovered:
- F1-F4: switches to the 1st, 2nd, 3rd, or 4th character specifically
- Tab: switches to the next character
- 1-6: selects the respective ability
- Spacebar: end turn
- Arrow keys/WASD: move the camera
- Esc: back out of a selection or menu
- right clicking an enemy shows you their stats
Atmosphere:
I like it when a game has a unique feeling, and this game has it, albeit a simple one. The story, character development, and relationships a just tacked on, and there’s not much lore. But I thought the planet, enemies, and maps came together to form this environment that I was exploring and conquering. Overall a charming experience.
Personally I really enjoyed the stylized look of the 3D maps and characters. They looked clean and solid. The FX looked nice too.
The 2D implemented art style grows on you. The 2D animated cinematics look cheap. But the text conversations feel appropriate for it and for the production level, and eventually fits in and adds to the charm.
The world map music is serviceable, and has an eerie yet calm vibe which is nice. The battle music is fine the first time, and extremely repetitive after that. There are a few tracks but they all sound the same, so it’s rather disappointing. Not the best music.
I did not try the multiplayer, so cannot comment on that.
Accessibility:
This is the first game I tried to play hands-free, using only an the air mouse I attached to a hat and VoiceAttack. It’s a simple enough game where that’s possible. There is no time limit or anything to pressure you with any reaction time. There are no adjustability settings, however, outside of difficulty and resolution. If you want to customize controls you'll need some kind of third party software.
Overall Impression:
Overall I’d recommend checking this game out, but only if you crank up the difficulty. It’s clearly a budget game, but I think it fills itself out nicely in a simple sort of way. The higher difficulty can sometimes be challenging, with a few of the last levels making me reevaluate my strategy. The visual atmosphere was fun when it didn’t look like a budget title, the UI was clean if not a bit too simple, and the gameplay became a little more varied and challenging by the end. If you go in to it expecting a budget title, you’ll be pleasantly surprised.
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24 Std. insgesamt
Verfasst: 28.02.21 21:48
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969 Std. insgesamt
Verfasst: 09.01.21 01:02
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2518 Std. insgesamt
Verfasst: 01.01.21 22:13
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485 Std. insgesamt
Verfasst: 14.12.20 23:02
Honestly, buy yourself Halfway if you want a better experience all round. This isnt really XCOM at all (I've seen comparisons). At first, I actually thought the game was going to grow and get better than it did. The mission design is all very linear and the tactical combat is too rehearsed. The RPG elements is a missed opportunity too as its overly simplistic. This game could have been superb if it let you use all your marines and had much bigger areas to fight over with random challenges ahead. The story is awful.
So, in a nutshell.
Its good for a car journey if you are on a tablet. Its not a full rig experience.
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179 Std. insgesamt
Verfasst: 05.09.20 21:37
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176 Std. insgesamt
Verfasst: 05.09.20 17:26
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1307 Std. insgesamt
Verfasst: 04.09.20 19:20
Bite-Sized Turn-Based Tactics
Spaceland has the look and feel of an activity you'd find on the back of a cereal box. It's not going to blow your mind or anything, but it's a good way to spend 5-15 minutes at a time when you want something decently challenging, lighthearted, and forgettable.
Everything is small-scale. You'll be commanding 1-4 characters and engaging enemies at 1-4 tiles away (maybe up to 8 if you use the sniper). It's all very casual, but in a good way. Each level is self-contained, so there's no need to form campaign-long strategies or internalize byzantine systems of weapons and upgrade trees. I took a months-long hiatus from this game, and was able to pick it right back up, hardly missing a step.
Even at the full price of $15 I'd say it's a solid bargain for the 20-hour runtime. Getting it on sale is a bonus.
Recommended.
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268 Std. insgesamt
Verfasst: 04.09.20 15:00
I especially liked the puzzle levels, where you need not only to place fighters and shoot monsters, but also to close the entrances/exits to these monsters and move the barrels :)
Pleased with the comments of the characters during the game, by the middle of the first part, I'm already saying-iiha! - if hit %)
On the easy level, the game is played completely without tension, with the head turned off, on the difficult one, you will have to think a little.
I definitely recommend it to fans of XCOM, science fiction, and strategy.
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487 Std. insgesamt
Verfasst: 23.07.20 11:44
Плюсы: обилие уникальных миссий; богатый выбор бойцов; действительно непростые бои; неплохие возможности по развитию персонажей; приятные графика и музыка.
Минусы: простенький сюжет.
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236 Std. insgesamt
Verfasst: 16.07.20 15:28
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149 Std. insgesamt
Verfasst: 31.05.20 22:21
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629 Std. insgesamt
Verfasst: 27.05.20 00:33
The game starts off with a reasonable ramp-up of challenge, and choices all around for what you want to spend money/upgrade points on. Characters are well defined in their roles.
Having to do many levels multiple times to get all the chips is tedious, especially on some levels which require precision in addition to some luck to get.
Midway through the game, the difficulty suddenly spikes to a point where I found much of my strategy was replaced with luck, and sometimes frustrating amounts of enemies to deal with in a game with limited ammunition and skill uses.
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427 Std. insgesamt
Verfasst: 25.05.20 19:54
Probably the biggest balancing issue is the ammo. You are penalized to easily for trying to shoot something, just to then have to waste moves to get to ammo.
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414 Std. insgesamt
Verfasst: 05.05.20 04:30
https://youtu.be/hoZsG0O5Xu8
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62 Std. insgesamt
Verfasst: 13.04.20 07:04
I streamed it @ mixer.com/AdventurersQuarters if you want to check out vods.
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428 Std. insgesamt
Verfasst: 09.04.20 04:20
Various teammates, weapon, ammo system - everything is good.
But! Saving system is annoying; if you do a mistake (and this is very possible on higher levels), you should restart level from the beginning. And at this point game becomes booooooring - you repeat and repeat same steps to reach the point where mistake was made.
Come on guys add at least auto saves on the level!
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442 Std. insgesamt
Verfasst: 20.02.20 00:04
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355 Std. insgesamt
Verfasst: 19.02.20 10:48
Review by Gaming Masterpieces - The greatest games of all time on Steam. |
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Is this game a masterpiece? When you search for an easy-to-play turn-based tactical RPG with a cheesy sci-fi story, the answer is YES.
Having already played the older games from Tortuga Team (the Braveland games), I did not really expect a complex strategy game. It turned out I was wrong, the game gets more complex with every mission. It won't reach X-Com levels of complexity, of course. I really enjoy this game. The game starts with small maps, but they get larger the further you progress. You learn new abilities, get new weapons, encounter new enemies.
Reacting to a distress signal, you begin to explore an unknown base on an alien planet. While the base seems to be abandoned, you soon find aggressive aliens and a small squad of soldiers sent on a reconnaissance mission. They are in need of your help. Mission after mission you dive deeper into the story and find parts of the background story, surviving soldiers, new aliens.
Missions play out on maps in variable sizes in turn-based combat. Move, shoot, open doors, hack computers, plunder ammo boxes, use abilities… the usual stuff. Sometimes your characters comment on the action during the missions. There are 2 difficulty settings, the first mission I did not win on my first try was mission 8. Later it does get more difficult, even on easy. If you want a challenge, start the game on normal difficulty setting.
Between the missions you can upgrade your skills & gear, talk with your characters, and read entries about discoveries you made during the missions in the encyclopedia.
Conclusion:
Enjoyable turn-based tactical fights with linear background story.
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1010 Std. insgesamt
Verfasst: 13.01.20 18:15
There are 2 upgrades, equipment (weapons and armor) and abilities. You need cash for equipment and chips for abilities. Each mission has a set of objectives, which gets you cash and chips. However, you only get the bonus the first time you complete them in a mission. You can replay missions for missed objectives, or to grind cash (killing monsters always gives cash). They also added daily missions in, that you can run to get more chips and cash (one per day).
With that said, you'll likely not have enough of either to upgrade everyone. You can respec the usage of chips for 300 cash. This might be my biggest complaint, because you don't really know who you are going to use and with both chips and cash being limited, it makes it a little hard to know if you picked the right upgrades. I suppose that could lead to some replayability...
Weapons and armor are sometimes shared between the team (i.e. some people use medium armor) and you only get one upgraded piece, so you have to chose who uses it. I found that before I went on a mission, I'd have to figure out the team and then go swap in the better gear. This seems like it could have been handled better.
Tactical choices seem pretty good, not enough RNG to get in the way and you see hit percentages and damage you will do, which allows you to make good choices.
They have Easy and Normal difficulties. Normal gets pretty tough. I used easy a couple times when I was looking for secrets, and it is quite a bit easier than Normal.
Tough one to know how to recommend. I would say that if you don't like it, you'd probably know within the 2 hour refund period...
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1260 Std. insgesamt
Verfasst: 26.12.19 15:06
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223 Std. insgesamt
Verfasst: 13.12.19 21:18
I made video covering the first 40 minutes of game play, please check it out and let me know what you think.
https://www.youtube.com/watch?v=YoWpHJSvmmk&t=212s
⠀⠀⠀ If you enjoyed my review please consider following and joining my Steam group.⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Mature Minded Gamers | [/tr]
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589 Std. insgesamt
Verfasst: 02.10.19 19:59
Overview
Spaceland is a turn-based tactical game taking heavy inspiration from classics of the genre, such as the XCOM Series or the less known Incubation, to give an idea of how it plays out. Developed by indie studio Tortuga Team, this title will narrate the events revolving around a duo of Space Rangers, stranded on a glacial planet after responding to a distress signal, where a routine mission turns into a struggle for survival.
The game plays out in a simpler manner compared to others of the same genre, for example all the management mechanics customary to XCOM are not present here, and also character development is rather limited, consisting only in upgrading gear and weapons, and also abilities in basic skill-trees. As for missions, other than a main objective of course, they have turn-based mechanics typical of this genre, such as each character having a set amount of AP per turn, usable for both movement and actions, a destructible cover system, distance-based damage falloff and precision reduction, and different damage types / resistances. Unusually, characters falling to the enemy cannot be revived, but instead stay KO until the mission ends.
Even without very complex mechanics, Spaceland manages to offer interesting gameplay choices, putting different objective types, new abilities or other variables in each mission, preventing the experience from becoming repetitive. The fact each level has secondary objectives, namely Secrets, Par Time and Heroes Alive, makes it worthwhile to replay a mission multiple times in order to get all those sweet extra upgrades and cash, certainly needed further on to not be under-powered.
This game also has some issues, two of which are most prominent: at the moment, extensive grinding of already cleared missions is mandatory to unlock late-game items, because even completing all side-tasks will not grant enough money to get top-grade gear, while a particular mission nearing the end of the game is currently extremely unbalanced and relies more on sheer luck / RNG rather than skill to be beaten.
Overall, Spaceland is a pretty good turn-based tactics game that gets the core elements of this genre right, offering a simpler experience than most competition, yet also manages to make it interesting and fresh enough to not be generic. It has some problems, but still in the end the positive sides overcome the bad ones by a good margin, and for the price of 15€, offering around 8-11 hours of content, is definitely a fair deal.
Rating:
Decent
Zitat:
Liked this review, and want to see more of the same quality? Check out Tamaster's Review Archive to see all my Reviews in a single, convenient location.
Pros & Cons
???? Pros
+ Solid base gameplay formula, united with new mechanics every few levels, make for an interesting experience.
+ Simple but pleasant, clean graphical style.
+ Overall adequate challenge level, becoming considerably more difficult in late-game stages.
+ Good weapon and skill balance, none of the characters stand out as under or over powered.
???? Cons
- Excessive grinding of already completed missions is required for having enough coin to unlock all late-game gear.
- A specific mission is currently extremely unbalanced and needs a rework.
- Storyline is rather uninteresting and not very involving for the player.
In-Depth Breakdown
???? Gameplay Analysis
The gameplay of Spaceland branches into Team Management, Exploration and Combat.
Team Management consists in choosing the gear setup for each of the fighters, upgrading their abilities and items, and also deciding which ones of them are better suited for the current mission. Each team member can only use specific weapons and armors, divided into categories, while the same secondary weapons can be used by several characters: every once in a while some events will lead the squad to finding better weapons, armor, however putting them back into service condition requires coins, earned by completing missions, defeating enemies, and fulfilling secondary objectives. Skills are upgraded via chips, awarded almost only by secondary mission targets, in simple skill trees consisting of two skills per character, each upgrade making said abilities better in range, power or number of uses. At first players are unable to select party composition, a function only unlocked later on in the campaign. Each team member is completely restored between missions.
Exploration in mission levels is done in a turn-based fashion, with a fog of war mechanic barring unexplored areas into a grey mist that regenerates when a certain area is out of sight. On one side, exploring levels carefully leads to more ammo crates, health supplies and also secrets found, but on the other hand, especially in later missions, it is sometimes better to speed up the pace and not face every single enemy the game throws at you, as it can be very dangerous, not to mention time consuming in case you are going for the Par Time objective. In many levels, several doors are opened by activating a variety of terminals, power nodes and contraptions, forming up proper puzzles in some instances. Exploring can also trigger enemies to surface without warning, leaving your team members vulnerable, so being careful in exploring is a good idea.
Combat is as well turn-based, with characters having a set number of AP usable for both movement and firing. Each hero has a limited number of ammo and no spare magazines: to refill bullets, ammo crates are the primary means, completely regenerating munitions - they are however fairly sparse and need to be used with wisdom, as ammo conservation and damage efficiency are two fundamental mechanics of Spaceland's combat. Secondary weapons have unlimited ammo, but also deal much lower damage, have less accuracy, or in some cases are melee only, so are better used for weak enemies or as last resort. Character abilities cost AP to use, have limited charges in some cases and are not refilled by any means, or instead some other ones depend on regular ammo to function, but have no charge limit.
Enemies generally are melee-based, with ranged foes becoming common only in late-game stages, and all of them hit pretty hard, only a few hits mean death for any hero especially early on - but the same goes for most enemies, except the toughest ones. A cover system is present as well, but only is viable against ranged enemies, which also can use it all the same against you - melee ignores cover completely however. Generally, the rule for successful combat in Spaceland is choosing the right heroes for the right missions, and using them effectively by learning their strengths and weaknesses.
???? Performance Analysis
The game presents no performance or technical problems, and runs without any issue in 1440p, 144hz [RTX 2080Ti, Ryzen 9 3900X, 32GB RAM]. Given the rather simple visuals and lack of any elaborate effect or other demanding graphical features, this game can safely run even on low-end systems without problems, especially if the target is 1080p@60fps.
Final Thoughts
Spaceland is an overall solid turn-based tactical game that manages to not be too generic thanks to varied gameplay mechanics and solid base concepts done well. Even with some issues, is still definitely a good one for this genre.
This product was reviewed using a free key provided by the Developers.
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Release:30.09.2019
Genre:
Action-Strategie
Entwickler:keine Infos
Vertrieb:keine Infos
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop
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