Ships swirling around and blasting each other now have their own mode, and it looks fantastic. DiCicco specifically cited the Total War games' gorgeous real-time combat as an influence, and it shows. Stardrive 2's new tactical combat takes probably the best feature of the original and distills it into its purest form. However, given that the original StarDrive often bogged down both technically and strategically as the campaign progressed and the galaxy filled with ships, the extra layer of abstraction and control offered by a turn-based system may be advantageous. From just being given a demonstration, it was difficult for me to see how being turn-based would affect the new game. Developer Daniel DiCicco told me that he didn't want to be perceived as a one-trick pony, even if, I noted, it was pretty good trick. But now StarDrive 2 has moved away from that. That StarDrive managed to include all that grand strategy in a real-time title was an impressive achievement. The vast majority of these kinds of games, from Master of Orion back in the 1990s to Endless Space and the like today, have been turn-based. It was a grand galactic strategy game, where you took over a race of humans or samurai space bears, and guided them from a single planet to dominion over the galaxy. First, is it turn-based or real-time? And second, is it tactical or strategic in scope? The original StarDrive was unique for being a real-time variant on a traditionally turn-based form. Two huge questions must be asked when introducing almost any strategy game.
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