Thoughts of a madman.
Independent Space-Sim
Published on February 17, 2009 By daedalao In PC Gaming

Dae's review of Evochron Legends.

Now, I'm going to tell you this upfront in case you missed the title, that this REVIEW IS BIASED. I'm not a paid employee of anyone, however the space combat/exploration genre has captured my imagination since I first played Wing Commander. I've never played Elite, so I know that some of you may not agree that this is probably the best space sim since those days in front of your BBC Micro or whatever you played Elite on. Get Evochron Legends if you've liked any space simulation, it's only 25USD. On to my not-professional-at-all review.

This is a lone wolf mercenary sim. There is no need to own stations. You can't build an empire, financial or militaristic. The X series of games offer so much more in the way of economic simulation and militaristic expansion.

Having played the previous iteration of the Evochron series, Evochron Renegades, I can assure that the graphics have changed ever so slightly for the better. Most of the models used have been reused, but there have been changes to the effects applied to the ship. There are more options when it comes to what kind of ship you fly in Legends (from here on referred to as EL). There is the usually mercenary fair, buying a ship, adding and adjusting your components via the ship yard. In EL there is an option to change the color of the ship, but this applies to the ship as whole, and not each individual piece. This adds another layer of customization, but it would be better if each piece of the ship (engines, cargo bays, wings, etc.) could be changed individually. There is also the new military career path. This allows access to fighters which have fixed components. There doesn't appear to be any customization to these ships at all. This could be construed as a negative, but since it is a military career path, I think this fits well to the over feel of being in a uniformed service.

There have been a few things done to offset the learning curve of the game, so that it becomes a little easier to pick up and play. The Training sessions have become more focused and a player can either decide to complete the full training session or just work on one aspect of training. The training mode which is available in the demo does not take away from your demo time. Some of the best advice available is available on the Evochron Legends forum or in Multiplayer (multiplayer is not available in the demo.) Keep that in mind when you're checking it out.

The most notable difference to an old player of Evochron Renegades, is that the HUD in general has been improved and looks much cleaner. It's more functional due to some user input and some general refinements. The developer support for Evochron Legends is outstanding. If a player's idea is noteworthy or more balancing and fits with the developer's view of the game, it gets changed.

There are a few things to remember when exploring the Evochron Sector.

- You start out with a Fulcrum Drive C1. A fulcrum drive is a jump drive of sorts. A Fulcrum Drive C1, or Class 1, only allows you to jump from one sector to the next. There are upgrades out there up to C5, and rumors of an alien technology that allows you to jump 10 sectors at a time.

- Mining is the best way to make your credits at the start of your adventure. Do your best to find and acquire a Mining/Tractor Beam first off. They're inexpensive and you can even collect oxygen for credits. When you've got one, instead of just holding down the 'B' key, press 'ALT'+'B' and the mining beam will stay active until you press 'B' again.

- If you want to explore, good luck. There is a lot of exploring to be done. Tons of systems and economies to be taken advantage of. As well as anomalies, asteroid belts, and even smuggler's drop points!

Remember to stop by the StarWraith 3D Games site and download the demo today! 

I forgot to add screenshots, so here's a link to the screenshots thread on the official forums.

New features abound in this iteration of the series. I'm just going to rip the feature list from the official website, as I'm somewhat lazy.

- True freeform gameplay without plot restrictions, conditions, or limitations. No character attribute/skill limitations to hold you back. Experience ultimate gameplay freedom and play the game the way you want to. Your decisions and abilities define your role in the game and establish your reputations, wealth, progress, and ranking.

 

- Diverse gameplay choices and activities including racing, spying, mining, trading, commodity shipping, exploring, asteroid clearing, equipment cleaning, crew management, and ship designing. New options including passenger transport, capital ship escort, military war zone missions, multiple waypoint patrols, and planet atmosphere combat contracts. There are many ways to make money and advance in the game.

 

- A vast seamless universe that lets you fly anywhere without loading screens. Fly from planet to planet, star to star, solar system to solar system seamlessly.

 

- Interactive training mode with selectable stages to provide the necessary basics for flying your ship, managing its systems, docking/landing, and surviving in combat.

 

- Unified gameplay architecture and profiles lets you keep the ship, upgrades, equipment, money, weapons, crew, and commodities you acquire in the game for use in both single player and multiplayer.

 

- Multiplayer capacity increased (for both human players and AI controlled ships).

 

- Clan ID linking system lets you establish your indicated threat levels with other players in multiplayer. Players sharing a common ID in their callsigns are linked together as friendly contacts while different ID's are indicated as hostile. You can also link together in-game with another clan to form a larger group for better odds of success.

 

- Cooperative multiplayer objectives that pay all linked players. Join forces with other players to complete more challenging activities that can offer much better pay. More advanced players can link with new players to give them access to higher paying contracts that they would not otherwise have access to early in the game. Being part of the same team lets you combine reputations and contract pay for improved results.

 

- Challenge other players to multiplayer ship-vs-ship races and place the race course where you want in space. Players can have their own track to race the clock against each other or race other players on the same track.

 

- Seamless planet descents that can include weather effects such as rain, snow, and turbulence. Explore planets for hidden benefits, trade at city stations, mine their surfaces for valuable materials, recover cells from plants for valuable biological material, or hide in their atmospheres... they are an important part of the game's interactive universe... not just background scenery you can only look at.

 

- Ship-to-ship trading and cargo system. Ship and trade weapons, upgrades, and equipment in addition to commodities. You can even load items from your cargo bay onto your ship, letting you carry more weapons, upgrades, and equipment beyond what you can install on your ship.

 

- New energy pod generators and receivers, which players can use to set up 'capture the flag' scenarios and receive free fuel.

 

- New constructor stations that you can take raw materials to for constructing components and items.

 

- Optional customizable universe that lets you move objects in space, replace them, remove them, and change the local environment.

 

- Enhanced 3D game engine with new effects, objects, and textures.

 

- Dynamic economies with realistic variable item availability and specialized industries.

 

- Three weapon classes - beam weapons, particle cannons, and secondary missiles/equipment. New weapons and equipment include the Lynx, Rage and Cyclone missiles, proximity mines, probes, and new stealth technology.

 

- Explore for hidden commodity and weapon storage containers which offer free reloading, upgrades, and other valuable items.

 

- Use your wealth to design and build a new ship, buy better weapons, hire crew members, recruit other ships, install upgrades, load commodities, and more.

 

- New military combat ships you can own and fly ranging from light scouts to heavy interceptors. New capital ships include Cruisers, Battleships, Command Ships, and Destroyers which also join in war zone battles, plus Carriers you can dock with for military objectives and ships.

 

- Shipyards let you design and customize your ship for the role you want to play. Optimize your ship for defense, exploration, combat, racing, or transporting... the choice is yours. You can also position and scale each component to give your ship a unique appearance. Civilian ships can also be painted a variety of colors.

 

- No required trade lanes or warp gates to hold you back. The game's universe is yours to explore with an open space navigation system and built-in jump drives. Optional warp gates are available for faster long distance travel and you can also install new gates in desired locations with the game's customizable universe.

 

- Realistic zero gravity inertia based 'Newtonian' style flight model including complete 3-way rotation and 3-way direction control with optional variable input. An advanced inertial dampening system helps keep flight control simple in space, atmospheres, and gravity fields. The physics system has been enhanced for improved realism based on ship type and design, including thruster-to-weight and acceleration/deceleration agility. Heavier and lighter ships alike now handle more realistically for their mass and configurations. Even the cargo your ship carries is a factor.

 

- Realistic environment interaction far beyond the genre's typical 'background wallpaper'. Nebula clouds, asteroid fields, planet atmospheres, moons, and more all provide unique options for shelter and strategy. Such environment elements include changes in gravity, fuel consumption, physics, sensor range, and visibility.

 

- Quick one-key access to jump drive navigation and inventory management. You control all system travel and inventory decisions right from the cockpit.

 

- Explore the game's massive universe with several secret locations to discover and many unique objects/obstacles to encounter including black holes, asteroid caves, wormholes, and stars.

 

- Clue-based integrated story you can continue at virtually any time. Follow the beacons, solve the clues and voyage through many systems in a quest to discover the mystery of what happened at Arvoch and the device the Alliance found. Players who take on the challenge of the story quest and succeed will discover a very beneficial feature.

 

- Supports keyboard, mouse, gamepad, and joystick flight control. Use the control device you prefer to play the game. Force feedback control is also supported.

 

- Supports Natural Point's TrackIR 3D head control system for managing the viewpoint from the cockpit with all six degrees of movement.


Comments
on Feb 17, 2009

I downloaded the game demo... First off, I can say 

"- Realistic zero gravity inertia based 'Newtonian' style flight model including complete 3-way rotation and 3-way direction control with optional variable input. An advanced inertial dampening system helps keep flight control simple in space, atmospheres, and gravity fields. The physics system has been enhanced for improved realism based on ship type and design, including thruster-to-weight and acceleration/deceleration agility. Heavier and lighter ships alike now handle more realistically for their mass and configurations. Even the cargo your ship carries is a factor."

is completely false. Playing it, the first thing I noticed is the engines had a 'maximum speed' which they shouldn't. If it really had Newtonian physics, it could keep accelerating as long as you want. Also, when you activate the 'afterburners' which should increase acceleration (not max speed, since with Newtonian physics there should be no max speed) it increases your speed. However, the moment you switch them off your speed goes back down to the normal engine speed. At the rate it decelerates, you would think it is flying through water rather than the vaccuum of space. Sure it may turn like it has inertia, but it really does not follow the laws of inertia at all. An object in motion will stay in motion unless acted apon. You don't slow down just because you don't have engines on.

After 10 minutes of playing, I could see combat wasn't even as good as the ICP (Infinity Combat Prototype). The controls are annoying at best, requiring both hands on the keyboard to fly. And on default settings, roll is not even configured. The graphics in the game do not seem all that much better than Freelancer. Overall, from my 10 minute impression (I have to go to class soon) it seemed almost like a crappy attempt at what Infinity is working on. 

From my 10 minute impression, Eve seems like a better game. Which isn't a complement.

on Feb 17, 2009

Oh man, I used to love those dogfights where you were so far away from the stations and everything else that you lost track of how fast you were actually going because your only point of orientation was your enemy. Checked the speed-o-meter and we had passed 200 000 kilometres per minute. It took me a while to get back to playable space.

on Feb 17, 2009

Alway, the game isn't trying to be an MMO, which is what you've compared it to, yes the graphics are lacking.  I appreciate your opinions and your quick response.  Remember that the development team for this Independent title is one person.

The reason for the lack of newtonian physics as you describe them, is to make the game more feasible to players.  Also, the keyboard controls are limited yes, but I use a combination HOTAS/Keyboard while I play.

on Feb 17, 2009

Newtonian physics always have an upper limit in a game setting. Otherwise it could happen that you accelerate to such a ridiculous degree that it will take you hours just to turn around and go home. And thats if you don't run out of fuel first.

This looks interesting but if the controls aren't up to snuff I will probably pass. Struggling with limited flight controls is one thing thta puts me off most sim games.

on Feb 17, 2009

Thanks for the post. Yet another space game I did not know about.

http://diehardgamefan.com/2009/02/17/review-evochron-legends-pc/

Review at diehard sounds pretty good.

Daedalao, what are your thoughts on how it compares overall to FreeSpace 2 SCP (Source Code Project)? Also any impressions on overall gameplay to Microsoft Freelancer with the Discovery mod?

http://www.youtube.com/watch?v=8HFEmGcJcWA is the SCP enhanced game trailer with some gameplay, long list of SCP enhancements at the end. More about the SCP and its family of mods under the more info tab on this video. For those of you who don't know about this one, installation is non-trivial with various gotchas.

Well, I will give the Evochron Legends Demo a try and see how it goes. Hopefully, no gotchas to get me.

 

on Feb 17, 2009

wilebill, I'll have to say this first off.  Evochron Legends isn't a mission based space combat simulator.  The military contracts are presented and delivered similarly to the civilian contracts.  If you're looking for a space combat sim, Legends might not be for you.  Evochron Legends is an open ended lone wolf simulator.   This changes with multiplayer though, as there is support for a Clan ID system.  So I guess you're not really alone if you're in a clan.

on Feb 17, 2009

Sorry about that, seems I was wrong about the physics. Silly me just had the inertial dampeners on

on Feb 17, 2009

Thanks Daedalao. I understand the difference and actually I might prefer the lone wolf idea to tell you the truth.

I did get the demo, and starting it up the graphics look very very good.

Alas, I have a technical problem with the demo. The sound is stuttering badly. I read the readme that comes with the demo, went to the website and looked at tech support postings. Nobody else seems to have the problem. Did the usual, turned off my resident shield, no not that. Checked audio hardware acceleration, no it is off. No aps running in the background.

I have the latest board level audio driver from Intel, XP Pro is fully up to date. Very mysterious. Might add I run a huge number of other games, no audio problem with them.

on Feb 17, 2009

wilebill, I'll try and help you as best I can.

What about your memory, are you running with dual channel?  What about antialiasing/anisotropic filtering?  (I'm going out on a limb here because I have no idea what your system specs are.)

The next section is because I'm lazy... pulled from the tech support forum.

Dual Channel - On DDR capable systems, enabling dual channel can have a dramatic impact on performance. Most systems made in the last few years support the dual channel memory mode for DDR memory (DDR400/PC3200 memory for example), but it often is only enabled under certain conditions and the performance difference can be very dramatic. You can usually check that dual channel is enabled in your BIOS configuration screen.

 

on Feb 18, 2009

alway
From my 10 minute impression, Eve seems like a better game. Which isn't a complement.

Eve Online is a great game, but is not a flight simulator at all (and it shouldn't). So if the fighting in Eve seemed better than the combat in this game it has some real problems...

on Feb 18, 2009

Your combat performance completely depends on your abilities as a pilot.  Which include your ability to manage the following:

Shield/Weapons energy
Shield mitigation (forward, rear, left or right shields)
Countermeasures
Weapons Preference (Particle, beam or both)
Manoeuvring (this includes strafing on the x and y axis and the usage of "afterburner")

One more thing... IDS (Inertial Dampening System) or Inertial mode.  For high speed "jousting" runs, your IDS/Inertial indicator should be showing Inertial.  I could get into the dynamics of combat, however I think I get long winded as it is.

on Feb 18, 2009

One of the problems with the instruments (unless they can be upgraded?) is that if you turn off IDS, it shows your speed, but only up to 4km (per min i think? not sure of unit) which is a speed achieved in about 2 seconds of afterburner. Which means the velocity instrument is completely useless a majority of the time if IDS is off. As for me, I think I will wait for Infinity.

on Feb 18, 2009

Alway, I had forgotten about that.  With my current frame and engines I can only achieve 3760.  But I'm glad you at least gave the game a go.  I've also been waiting for Infinity.  I do hope they achieve something other than just the combat prototype. 

on Feb 18, 2009

Ya, I don't have my hopes up for a release any time before 2010. Supposedly the work on the engine is pretty much complete now though. Last I know of, the dev was working on the model of Earth and it's solar system, which will be the onyl non-procedurally generated stuff... After that, I think work on the game itself will begin.

on Feb 19, 2009

A space sim with true Newtonian physics?

Try the Independence War series (also called I-War in some regions) or Independence War Deluxe Edition, and its sequel, Independence War 2: The Edge of Chaos (http://www.i-war2.com).

 

I've also heard of game titled Starshatter. Haven't played it for real yet.