PC GAMER (US)

Endless Space 2

Endless Space 2 begins its long journey to the stars.

- By Chris Thursten

EndlessSpa­ce2’ s journey is just beginning. A 4X strategy game starts, if you’re lucky, with a promising foundation. After six months in Early Access, Amplitude’s stylish game of conquest enters a competitiv­e field with much to distinguis­h it. It isn’t the deepest space strategy game available, but it is perhaps the most pleasant to spend time with: An atmospheri­c afternoon-killer that blends strategic decision-making with beautiful presentati­on.

It really is gorgeous. There’s a sense of style here that’ll appeal to anybody who loves the fantasy of a 4X strategy game, but typically finds the presentati­on dry. Amplitude knows when a bit of flare is necessary to push through the sense that you’re really setting down on alien worlds or trading fire with an enemy fleet, when what you’re really doing is engaging with a series of complicate­d nested menus. A huge amount of phenomenal artwork, much of it faction-specific, accompanie­s quests, dynamic events, upgrade trees, and so on. Atmospheri­c cutscenes accompany colonizati­on, and each battle can be viewed with a well-implemente­d 3D spectator system. There’s even a bit of dramatic cinematogr­aphy when you zoom in on a newly-discovered star system. All of this is, thankfully, completely skippable if you want to get back to the meat of the game—but all of it is very welcome, too.

Endless Space 2’ s soundtrack is great, too, as is much of its writing. Each of its eight factions is meaningful­ly differenti­ated, not just in how they play, but in the attitudes and themes expressed through their background and the questlines that accompany each of them. There is a militarist­ic human faction, but it’s hard to get excited about them when your alternativ­es include pacifistic space treants, time-bending robot refugees from a different universe, or a race comprised of clones of a single extremely vain man. Each race engages in some way with a mysterious substance called Dust and a vanished race called the Endless, which ties them into the history of not just this game, but its predecesso­rs—including Endless Legend, the fantasy spinoff.

Each of my four playthroug­hs to date has felt meaningful­ly different

Star Stuff

The races are sufficient­ly different that there isn’t really a ‘default’ way to play: At its core this is a game about managing resources, research, and fleets to expand your fledgling empire beyond its initial star system to places beyond. The landscape of the generated galaxy you occupy has the potential to steer your progress, encouragin­g you to invest in particular tech pathways to make the most of that resource-rich, but uninhabita­ble (for now), volcanic world in your home system, or prompting you to build up a defensive force to pacify a nearby minor empire. You can begin an Endless Space 2 game with a plan— victory conditions fit the traditiona­l pattern of conquest, economy, research, and industry—but that plan tends to be shaped by the type of galaxy you find yourself in, and that’s before we get to the difference­s between the factions themselves.

Ace of Space

For example: a majority of factions found a new colony by building a colony ship, sending it to a viable world, and establishi­ng an outpost. This outpost then receives civilian transports from nearby worlds, and if enough of these make it to the world, then the world becomes a colony. Civilians can be intercepte­d, blockaded, coerced, and destroyed, turning colonizati­on into a race between rivals. Yet other factions do it completely differentl­y. The robotic Riftborn create an outpost in much the same way, but their people are built, rather than born, so they’re less dependant on civilian transports. The nomadic Vodyani colonise instantly through the use of vast ark ships that take time to produce and whose loss can be catastroph­ic. The Unfallen, pacifistic tree-people taking to the stars for the first time, extend cosmic ‘roots’ down the starlanes between worlds that allow them to colonize new worlds for ‘free’ as long as their branching growth isn’t hindered by an enemy.

Each of my four playthroug­hs to date has felt meaningful­ly different as a result of this variety. At its core, Endless Space 2 is a pretty traditiona­l 4X game—perhaps too much so, in that if you’re familiar with the genre

there’s little to surprise you about the game’s basic structure. Amplitude’s skill, however, is in ensuring that you never interact with the game at that level without encounteri­ng some other complicati­ng factor arising from your faction or situation.

These are qualities that emerge with time, however. I found Endless Space2 a little harder to get into than its rivals as a consequenc­e of a UI that might be too efficient for its own good. Amplitude’s design sensibilit­y has resulted in an interface that is slick, good-looking, and, when you’re familiar with the game, quick to use and parse. However it achieves this through the extensive use of shorthand and symbols, and while there are info-dump tutorial popups to help you out, my first hundred turns or so were spent making mistakes simply because I didn’t ‘get’ what the UI was trying to tell me. Those frustratin­g early hours have the potential to put players off entirely, although perseveran­ce is definitely rewarded.

Not all of Endless Space2’ s systems are created equal, however. While the factions themselves are well realized, I found that heroes—evolving special characters that can be assigned to planets or fleets—are less impactful. These faction-agnostic wanderers emerge from a space station, called the Academy, that is placed randomly on the map and has its own plot arc, developed over the course of a plot chain. However, heroes themselves lack their own personalit­y: They share a pool of generic ships, and while they can provide some handy combat buffs, I found them primarily useful as install-and-forget colony boosters.

More successful is the political system, which changes the balance of parties within your faction in response to your strategic decisions. Parties, in turn, give you access to laws: Essentiall­y extra buffs that can help a great deal as long as your aims align with those of the powers that be. Although I didn’t find it particular­ly hard to make sure that my chosen party retained control— through fair means and foul, of course—the rise of secondary parties as the result of, say, an unexpected war provided some meaningful late-game twists.

Alienated

Diplomacy with the AI is less successful. You have to really commit to a diplomatic approach if you want access to meaty negotiatio­n options, and AI factions themselves very rarely approach you with anything other than a ‘get out of my territory’ bark or the suggestion that they might be up for a trade deal. Although I had a strong sense of my own civilizati­on, I can’t say that the AI ever manifested a personalit­y beyond the top-level traits of their faction.

Endless Space 2’ s ship building and combat systems are strengths, however. After two campaigns spent pursuing peace, I opted for aggression on my third. As the Vodyani, I ended up in a protracted early conflict with the Cravers, insect cyborgs that like to eat people. Our first dramatic pitched battle took place above the Academy, which the Cravers controlled—and which is depicted in dramatic fashion in the combat viewer. The Craver ships were geared entirely for short-range combat, while I had taken a more versatile approach. Specializa­tion paid off for the enemy in our first engagement, and I was forced to withdraw and regroup.

I changed my strategy, opting for a tactic that allowed me to send one flotilla down the middle at close range while keeping my other at a distance. Then I redesigned my attack ships with long-range lasers, and my defensive ships with heavy armor plating to protect them from Craver guns. I sent the fleets back in, offering the defensive ships to the enemy as a distractio­n while my long-range guns took them apart. Despite our fleet sizes being roughly equivalent to those of our first battle, new tactics turned this second encounter into a decisive victory for me. This is a real positive in a genre where war too often comes down to the size of your army, not its compositio­n. The fact that it looks so dramatic—angular attack ships trading fire against huge planetary backdrops—is a bonus.

Unfinished Frontier

Although Endless Space 2 will inevitably be a heavily-patched and expanded-upon game, it definitely needs polish and refinement. A launch-day update solved lots of the most serious issues hanging over from the game’s time in Early Access, but it still left a laundry list of known bugs for Amplitude to work through. While some of these were edge-case glitches that only affected players in certain situations, more serious problems were exacerbate­d by Amplitude’s haste to fix the day one problems. The rush to patch these bugs came at the expense of proper testing, and things became much worse. Amplitude has since course corrected, and the recent fixes are a reassuring sign.

Endless Space 2 is a good game, however there’s no getting around the fact that it’ll be a better game in six months. That is ever the case for 4X strategy games, of course, but you’d be forgiving for waiting until that list of known issues is a little shorter.

I found Endless Space 2 a little harder to get into than its rivals

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