APC Australia

Crying Suns

Flying in the shadow of FTL.

- Steven Messner

Crying Suns is both a good strategy game and a bad roguelike. It walks and talks like FTL, the indie hit that directly inspired it, but ultimately fails to mimic the endless replayabil­ity and daunting challenge that makes FTL so enchanting. Like FTL, I captain a spaceship through a randomly generated gauntlet of solar systems trying to keep my crew alive while navigating increasing­ly difficult encounters with the local populous. But where FTL gave these decisions as little narrative dressing as possible, Crying Suns creates a grim and vivid world that tees up an ambitious story.

Crying Suns’ setting is fun to discover because it’s so meticulous­ly thought out and grandiose. Transcende­nt robo-gods and 800-year-old emperors juxtaposed with an intimate tale of friendship and betrayal make for genuinely a good science fiction plot.

Layers of this world are revealed through random encounters that happen as I travel from one solar system to the next. Each beat involves a decision that will either reward resources to upgrade my ship or leave me in a significan­tly worse for wear.

Combat plays out on a grid flanked by my and the enemy battleship. Between volleys from our main weapon systems, squadrons of fighters take the field to battle one another in a constant ebb and flow that’s chaotic and tense. Managing cooldown timers is key, so if I throw everything I have at the enemy ship in an all-out assault and don’t finish it off, I leave myself vulnerable to attack while my weapons and fighter squadrons recharge.

It’s a great system that makes each boss fight a gruelling, merciless war of attrition. But Crying Suns’ regular battles are rarely ever as tough – even if I go looking for trouble. With excellent storytelli­ng and worldbuild­ing, Crying Suns is a good strategy game with some chaotic combat that ultimately feels a little too easy.

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