Crying Suns Review

A spiritual successor to FTL that finally figured out how to do it right

<div class&equals;"jeg&lowbar;deals jeg&lowbar;deals&lowbar;float clearfix">&NewLine; <div class&equals;"jeg&lowbar;dealsheader clearfix">&NewLine; <div class&equals;"dealstitle">&NewLine; <h3>Crying Suns DEALS<&sol;h3>&NewLine; <&sol;div>&NewLine; <&sol;div>&NewLine; <div class&equals;"jeg&lowbar;storeinfo">&NewLine; <ul class&equals;"jeg&lowbar;storelist">&NewLine; <li>&NewLine; <a href&equals;"https&colon;&sol;&sol;store&period;steampowered&period;com&sol;app&sol;873940&sol;Crying&lowbar;Suns&sol;" target&equals;"&lowbar;blank" class&equals;"storename">Steam<&sol;a>&NewLine; <div class&equals;"priceinfo">&NewLine; <a href&equals;"https&colon;&sol;&sol;store&period;steampowered&period;com&sol;app&sol;873940&sol;Crying&lowbar;Suns&sol;" target&equals;"&lowbar;blank" class&equals;"price">&dollar;25<&sol;a>&NewLine; <a href&equals;"https&colon;&sol;&sol;store&period;steampowered&period;com&sol;app&sol;873940&sol;Crying&lowbar;Suns&sol;" target&equals;"&lowbar;blank" class&equals;"productlink">VIEW<&sol;a>&NewLine; <&sol;div>&NewLine; <&sol;li>&NewLine; <&sol;ul>&NewLine; <&sol;div>&NewLine; <&sol;div><p>I&&num;8217&semi;ve looked at and played quite a few <em>FTL<&sol;em>-like games in the time since I finally pried myself away from that addictive romp through space&period; Few have lived up to the quality and outright fun of that now classic indie title&period; In the years since&comma; games like <em>Convoy<&sol;em> have taken the basic principle of dragging a single ship or vehicle through a roguelite design engaged in tactical combat and upgrading&period; However&comma; only after playing French developer <a href&equals;"https&colon;&sol;&sol;twitter&period;com&sol;AltShift&lowbar;Games">Alt Shift<&sol;a>&&num;8216&semi;s <a href&equals;"http&colon;&sol;&sol;www&period;cryingsuns&period;com&sol;"><em>Crying Suns<&sol;em><&sol;a> have I finally found a game of this type that lives up to its inspiration&period;<&sol;p>&NewLine;<p><img class&equals;"alignnone wp-image-147624 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2019&sol;09&sol;21052431&sol;16-After-fight-1&period;jpg" alt&equals;"Crying Suns is an intricate game&period;" width&equals;"1920" height&equals;"1080" &sol;><&sol;p>&NewLine;<h2 style&equals;"text-align&colon; center&semi;">Inspiration&comma; not Duplication<&sol;h2>&NewLine;<p>The biggest problem with many games of this type is that they see the success and addictive quality of <em>FTL<&sol;em> and they say&comma; &OpenCurlyDoubleQuote;ok let&&num;8217&semi;s remake that with a new skin&period;” <em>Crying Suns<&sol;em> takes the basic premise of an <em>Oregon Trail<&sol;em>-like journey with real-time combat &lpar;with pause&rpar; and adds a lot of great ideas to it&period; It made me stop making comparisons to <em>FTL<&sol;em> in my head and start just playing and enjoying the game&period;<&sol;p>&NewLine;<p>The addition of a rich and heavy narrative made the allure of <em>Crying Suns<&sol;em> less about trying to hit a victory screen and more about unlocking the mysteries within the story&period; Combat didn&&num;8217&semi;t rely on managing your ship functions&period; Instead&comma; it opted to give the player real-time strategy to play out&period; Battleships turn into goal lines to reach&period; Interactivity with NPCs could involve several different checks and probabilities across your resources&period; It all came together to make a dense experience on many different levels&period;<&sol;p>&NewLine;<p><img class&equals;"alignnone wp-image-147620 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2019&sol;09&sol;21051947&sol;08-wakeup-1&period;jpg" alt&equals;"Crying Suns has a sci-fi setting&period;" width&equals;"1920" height&equals;"1080" &sol;><&sol;p>&NewLine;<h2 style&equals;"text-align&colon; center&semi;">A Book in a Game<&sol;h2>&NewLine;<p>The story within <em>Crying Suns<&sol;em> is expansive&period; I don&&num;8217&semi;t think it&&num;8217&semi;s overly complex&comma; and it doesn&&num;8217&semi;t feel like it drags on&period; But outside of some large RPGs&comma; I don&&num;8217&semi;t think I&&num;8217&semi;ve encountered a game with more story elements&period; In every bit of design&comma; you can sense that the developer wanted the story to be a prominent part of the game&period; If you’re a person who’s not willing to sit and click through dialogue though&comma; <em>Crying Suns<&sol;em> may not be for you&period;<&sol;p>&NewLine;<p>There’s a tangible difference between reading a story in a book and reading it through dialogue in a game&period; Dialogue that can take up a single page in a book is spread across the scrolling text of a game&comma; and seems much more involved&period; It almost gives it a movie-like feel&comma; except you’re splitting the scenes up with extensive bits of gameplay&period;<&sol;p>&NewLine;<p>The story is well crafted&comma; placing you in the role of an awakened clone tasked with saving an empire&period; It gives you a perspective where the protagonist knows as little as you do&period; You get to learn about the story at the same speed as the character&period; When done well&comma; it’s one of my favorite story designs since it limits the likelihood of you questioning the protagonist’s knowledge of the environment&period; Going through a story with so much interaction and all of the twists and turns provides a great foundation upon which the rest of the story can be built&period;<&sol;p>&NewLine;<p><img class&equals;"alignnone wp-image-147626 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2019&sol;09&sol;21052701&sol;13-Fight-Ennemi-explosion&period;jpg" alt&equals;"Crying Suns has combat on a grid&period;" width&equals;"1920" height&equals;"1080" &sol;><&sol;p>&NewLine;<h2 style&equals;"text-align&colon; center&semi;">Real-Time Strategy RogueLite Space Adventure<&sol;h2>&NewLine;<p>The combat of <em>Crying Suns<&sol;em> has you face off broadside with your opponent’s battleship&comma; bearing all of the weapons you &lpar;may or may not&rpar; have equipped&comma; and blasting each other&period; However&comma; these weapons are very slow to fire – often taking 30 seconds or more to recharge&period; Most of the weapons in the game won’t even damage battleships&period; The majority of them damage or affect the many squadrons that you control within the space between the battleships&period;<&sol;p>&NewLine;<p>This area is a hex-filled rectangle that can potentially be filled with impassable asteroids&comma; lighter asteroids for cover&comma; automated turrets&comma; EMP blasters&comma; and some other random hazards that will make navigating it more challenging than the vacuum of space would normally be&period; Here&comma; you’ll be sending out your squadrons to face off against your opponents&period; The goal is to make it to the enemy battleship and take it down&period;<&sol;p>&NewLine;<h2 style&equals;"text-align&colon; center&semi;">Layered Combat<&sol;h2>&NewLine;<p>The squadrons come in four flavors&colon; Drones&comma; Fighters&comma; Frigates&comma; and Cruisers&period; The drones&comma; fighters&comma; and frigates are the bulk of the classes&period; They have a rock-paper-scissors style of combat reminiscent of <em>Fire Emblem<&sol;em>&period; The cruisers are the only long-range variety&comma; and are weak to all classes up close&period;<&sol;p>&NewLine;<p>The way this works ends up feeling like every battle is a tiny map in an RTS game&period; The bases become battleships&comma; and you’re throwing units and abilities to wipe the enemy out&period; There is a fairly significant assortment of different types of units in each class&period; This turns even the rock-paper-scissors rule set into more of a suggestion than a law&period;<&sol;p>&NewLine;<p>For instance&comma; a type of drone can lock down an adjacent unit&comma; making it unable to attack or move&period; So even though they can normally be obliterated by fighters&comma; they could pick away at one while avoiding harm in this scenario&period; Add on top of that the various ways anti-squadron battleship weapons can be used&comma; and you have yourself some robust gameplay&period;<&sol;p>&NewLine;<p><img class&equals;"alignnone wp-image-147622 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2019&sol;09&sol;21052152&sol;15-Expedition-mecha-1&period;jpg" alt&equals;"Crying Suns is an indie game&period;" width&equals;"1920" height&equals;"1080" &sol;><&sol;p>&NewLine;<h2 style&equals;"text-align&colon; center&semi;">The Space Between<&sol;h2>&NewLine;<p>With all of the story beats and combat&comma; it seems like there wouldn’t be much room for anything else&period; But traveling between the various star systems and planets has a lot of gameplay left to experience&period; Each planet has the potential to have an event where you interact with NPCs&period; These could be aiding civilians&comma; coercing enemies&comma; or exploring derelict ships&period; These sometimes either involve random chances or using the skills of your crew to get the best possible outcome&period;<&sol;p>&NewLine;<p>One of the more common and probably least interactive part of gameplay is the planetary &OpenCurlyQuote;away mission&period;’ This requires sending some soldiers and the appropriately skilled officer down to a planet to gather resources&period; While this is one of the best ways to gain resources&comma; it seems like a massive collection of dice rolls depending on which officers you have and what event it is&period; You just select the officer with the best potential outcome and zone out for the next 30-60 seconds while they work&period; I found myself instinctively picking up my phone and browsing the internet during these portions – which probably isn’t a good sign&period;<&sol;p>&NewLine;<p><img class&equals;"alignnone wp-image-147625 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2019&sol;09&sol;21052439&sol;24-navigation-POI-Civil&period;jpg" alt&equals;"Crying Suns has dialogue&period;" width&equals;"1920" height&equals;"1080" &sol;><&sol;p>&NewLine;<h2 style&equals;"text-align&colon; center&semi;"><em>FTL<&sol;em> <em>2<&sol;em>&quest;<&sol;h2>&NewLine;<p><em>Crying Suns<&sol;em> feels like a natural progression from <em>FTL<&sol;em>&period; That’s a good place to be&comma; in my opinion&period; While I don’t think <em>FTL<&sol;em> developer Subset Games cares much about writing deep stories&comma; it works well in this format&period; Alt Shift has done a great job integrating story into a game type that seemingly wouldn’t normally accept it&period; Roguelites inherently depend on replaying content&comma; so repeating a piece of the story would be terrible&period; However&comma; the chapter-styled system in <em>Crying Suns<&sol;em> also works as a kind of &OpenCurlyQuote;checkpoint’ system&period; This gives a tough game a working narrative with minimal rehashing&period;<&sol;p>&NewLine;<p>Sure&comma; there are some issues&comma; like the aforementioned hands-off planet missions&period; You’re often presented interactive choices that depend on officer skills or affect your battleship&comma; but you can’t look at either of them while it’s happening &&num;8211&semi; which can be frustrating&period; It can also be annoying to face off against enemies that get random reinforcements&comma; giving them a huge advantage you can’t counter or anticipate&period; There are even times when the story interaction UI feels kind of convoluted&period;<&sol;p>&NewLine;<p>However&comma; taken as a whole&comma; <em>Crying Suns<&sol;em> is a really fun game&period; The issues I have with it aren&&num;8217&semi;t impossible to fix&period; I don’t know if it necessarily has the replayability of <em>FTL<&sol;em>&period; But updates and DLC could make that a much more viable prospect&period; I recommend anyone with even a passing interest to at least try the free demo&period; If you love a good&comma; challenging roguelite with a quality story and one that doesn’t require hyper-twitch reaction times&comma; this is a must-play&period;<&sol;p>&NewLine;<p><strong>Have you played <&sol;strong><strong><em>Crying<&sol;em><&sol;strong><strong><em> Suns<&sol;em><&sol;strong><strong>&quest; Did it remind you of <em>FTL<&sol;em>&quest; Leave your thoughts in the comments below&period;<&sol;strong><&sol;p>&NewLine;<p><strong>If you&&num;8217&semi;re interested in more RTS games&comma; check out our retrospective on <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;what-makes-homeworld-so-great&sol;"><em>Homeworld<&sol;em><&sol;a> and our review of <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;auralux-constellations-review-strategy-stars&sol;"><em>Auralux&colon; Constellations<&sol;em><&sol;a>&period;<&sol;strong><&sol;p>&NewLine;<div class&equals;"jeg&lowbar;review&lowbar;wrap">&NewLine; <h3 class&equals;"jeg&lowbar;review&lowbar;subtitle">The Review<&sol;h3>&NewLine; <h2 class&equals;"jeg&lowbar;review&lowbar;title">&NewLine; Crying Suns&NewLine; <&sol;h2>&NewLine; <div class&equals;"jeg&lowbar;reviewheader clearfix">&NewLine; <div class&equals;"review&lowbar;score score&lowbar;good">&NewLine; <span class&equals;"score&lowbar;value">9<&sol;span>&NewLine; <span class&equals;"score&lowbar;text">Score<&sol;span>&NewLine; <&sol;div>&NewLine; <div class&equals;"desc" style&equals;''>&NewLine; <p>Crying Suns stands as a great spiritual successor to FTL&comma; but expands on the formula in many key areas - especially the story&period;<&sol;p>&NewLine; <&sol;div>&NewLine; <&sol;div>&NewLine; <div class&equals;"jeg&lowbar;reviewdetail clearfix">&NewLine; <div class&equals;"conspros">&NewLine; <h3>PROS<&sol;h3>&NewLine; <ul><li><i class&equals;"jegicon-check"><&sol;i> Deep and twisting story throughout<&sol;li><li><i class&equals;"jegicon-check"><&sol;i> Interesting take on roguelite mechanics with chapters<&sol;li><li><i class&equals;"jegicon-check"><&sol;i> Solid RTS&sol;tactical gameplay<&sol;li><li><i class&equals;"jegicon-check"><&sol;i> Unique take on pixel art visuals<&sol;li><&sol;ul>&NewLine; <&sol;div>&NewLine; <div class&equals;"conspros">&NewLine; <h3>CONS<&sol;h3>&NewLine; <ul><li><i class&equals;"jegicon-cross"><&sol;i> Some gameplay could use more player input<&sol;li><&sol;ul>&NewLine; <&sol;div>&NewLine; <&sol;div>&NewLine; <div class&equals;"jeg&lowbar;reviewscore jeg&lowbar;reviewbars clearfix" data-scoretype&equals;"point">&NewLine; <h3>Review Breakdown<&sol;h3>&NewLine; <ul><li>&NewLine; <strong>Final Score<&sol;strong>&NewLine; <span class&equals;"reviewscore">9<&sol;span>&NewLine; <div class&equals;"jeg&lowbar;reviewbar&lowbar;wrap">&NewLine; <span style&equals;"width&colon; 90&percnt;" class&equals;"barbg"><&sol;span>&NewLine; <&sol;div>&NewLine; <&sol;li><&sol;ul>&NewLine; <&sol;div>&NewLine; <div class&equals;"jeg&lowbar;deals clearfix">&NewLine; <div class&equals;"jeg&lowbar;dealsheader clearfix">&NewLine; <div class&equals;"dealstitle">&NewLine; <h3>Crying Suns DEALS<&sol;h3>&NewLine; <p>We collect information from many stores for best price available<&sol;p>&NewLine; <&sol;div>&NewLine; <div class&equals;"bestprice">&NewLine; <h4>Best Price<&sol;h4>&NewLine; <strong class&equals;"price">&dollar;25<&sol;strong>&NewLine; <&sol;div>&NewLine; <&sol;div>&NewLine; <div class&equals;"jeg&lowbar;storeinfo">&NewLine; <ul class&equals;"jeg&lowbar;storelist">&NewLine; <li>&NewLine; <a href&equals;"https&colon;&sol;&sol;store&period;steampowered&period;com&sol;app&sol;873940&sol;Crying&lowbar;Suns&sol;" target&equals;"&lowbar;blank" class&equals;"storename">&NewLine; Steam&NewLine; <&sol;a>&NewLine; <div class&equals;"priceinfo">&NewLine; <a href&equals;"https&colon;&sol;&sol;store&period;steampowered&period;com&sol;app&sol;873940&sol;Crying&lowbar;Suns&sol;" target&equals;"&lowbar;blank" class&equals;"price">&dollar;25<&sol;a>&NewLine; <a href&equals;"https&colon;&sol;&sol;store&period;steampowered&period;com&sol;app&sol;873940&sol;Crying&lowbar;Suns&sol;" target&equals;"&lowbar;blank" class&equals;"productlink">Buy Now<&sol;a>&NewLine; <&sol;div>&NewLine; <&sol;li>&NewLine; <&sol;ul>&NewLine; <&sol;div>&NewLine; <&sol;div>&NewLine; <&sol;div>

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