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    FTL: Faster Than Light

    Game » consists of 4 releases. Released Sep 14, 2012

    In this roguelike space sim, players are tasked with commanding a customized starship on an important mission through a randomized universe, with vile rebels nipping at their heels.

    geraltitude's FTL (PC) review

    Avatar image for geraltitude

    The Best Example of Space Captain Simulation Yet

    It’s hard not to get hyperbolic when I talk about FTL. Is it technically perfect, by this or that standard? Maybe not. Maybe some random events repeat too often and maybe the balance of ships and weapons isn't flawless. But listen to me: FTL is a ground-breaking, earth-shaking, solar system-quaking, knock-out of doom. Awesome, fun, likeable doom.

    Permadeath is the buzzword you’ll be reading about more and more, and its latest popularity is probably due to the FTL-XCOM one-two punch that hit us in 2012. But whereas death is a slow sting that cripples you over time in XCOM (maybe to a horrible, 25 hour, murder by attrition), in FTL it’s just The End. Game Over. A “run” in the game typically lasts 20 minutes to 2 hours, sometimes 3 if it’s a very methodical run. After 40 some hours with the game, I've yet to beat it on the normal difficulty. The basic idea is that because death is serious, you care more about the . This is true of most games with permadeath, but this feeling is usually quick to be replaced by frustration or boredom at the lack of real progress.

    There are many ships to unlock in the hanger, and each has a variant that has a different layout, colour, and starting crew. Because equipment and race really matter in FTL choosing a ship is always an interesting proposition.
    There are many ships to unlock in the hanger, and each has a variant that has a different layout, colour, and starting crew. Because equipment and race really matter in FTL choosing a ship is always an interesting proposition.

    The fact that I'm still not deterred from returning, that I still get chills when I hear the ping of the menu music is what separates FTL from so many other try & die games I've played the last two years. This one is a classic. And it’s not a classic because it’s hard, but because it’s unpredictable and unforgettable – and what I mean by unforgettable is that FTL is like a bike. Once you learn it, you’re good. You can walk away and come back whenever. The fact that there is a brutal boss fight at the end of the bike ride is irrelevant, because the ride is so damn amazing. There's an argument to be made that the endgame requires players to forsake total creativity and rely on more specific, known strategies, but in my experience this is easily upended by ignoring the facts. By simply treating the first seven sectors as "the game" and sector eight (where doom awaits you) as the bonus stage, I found myself playing a dream many of us have held on to for a long time: STAR TREK.

    For all the legitimate & cloner Star Trek games out there, FTL is the closest anyone has come to replicating the feel and promise of the franchise. Sure, there's less diplomacy than I'd like, but the randomness of the game and sheer ill luck that can hit you allows the game to have wild swings in tone. One run may be smooth: you'll travel from station to station, meeting friendly faces, trading where you can; pirates will pose little challenge, and your route will be unimpeded by serious storms or the dreaded, wretched solar flares. Another may be a horror: you lose half your crew early on to a surprise attack during a moment of weakness; still burning from the encounter, you arrive at an abandoned station and lose another man to the darkness inside. A lucky landing at a space trader gives you a chance to repair your hull and hire an extra hand, but fate swings again, and you find your pilot alone in a burning ship, your crew murdered by mantis pirates. They teleport away as the last of the oxygen is syphoned out the open doors, and just before your pilot takes a last cough and chokes, the ship explodes.

    (break for a moment of silence)

    Being able to pause the real-time combat creates real strategic tension. An encounter could take 10 seconds or 10 minutes.
    Being able to pause the real-time combat creates real strategic tension. An encounter could take 10 seconds or 10 minutes.

    The different ships you unlock, their variants, the race abilities, weapons and ship upgrades… these things feel like they all matter in FTL. This is why every run feels like it could be “the one”. Each tool is so different and the ships (especially) will really alter the way you approach the run. Add to this the unique crew members who join you and the skills they build over time and you’ll soon discover that FTL is an incredible emergent narrative generator, one that completely overrides it’s seemingly linear structure – the only constant is that you are a space captain, and space is a bitch. NASTRANGELO VII may crash and burn like it’s predecessors, but I swear to you I’ve never assembled a finer collection of men, women and slugs.

    If I sit still and think about it for a moment, the ambient music spools back into my head. The balance of calm, slow space and tight, to-the-millisecond tension is a real addictive mix. The fact that it is the linchpin of game that desires only to replicate the excitement of managing a spaceship is enough to sell me on it a hundred times over. Not since Starflight have I felt so much in space, so much the captain on deck. Now quick! Man the engines!

    Other reviews for FTL (PC)

      It Hurts So Good 0

      (Full Disclosure: I was a Kickstarter Backer for this game.)I just logged my 20th hour and the game, which ended in a grueling battle with the Rebels. Victory was so close I could taste it, but as hull breaches sucked out the oxygen from the ship, and as fire ravaged my weapon systems and shields, I could do nothing but shake my first at the uncaring universe as my ship exploded......again.FTL manages to be fun and cruel at the same time. You have the highs of blasting an automated ship to dust ...

      1 out of 1 found this review helpful.

      Sold to Roguelikes 0

      I'm not a very adventurous person with what I eat every night, and I'm the same way with games. That being said, I had never played a roguelike before FTL. Needless to say, I'm sold on them. FTL manages to be cruel, but satisfying enough to keep you playing and pushing towards that last stand. After 39 hours of playtime, I finally logged my first victory, and it gave me that rush that I hadn't felt since Luigi's Mansion. Buy it....

      1 out of 1 found this review helpful.

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