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PC - Windows : Sword of the Stars Reviews

Gas Gauge: 67
Gas Gauge 67
Below are user reviews of Sword of the Stars and on the right are links to professionally written reviews. The summary of review scores shows the distribution of scores given by the professional reviewers for Sword of the Stars. Column height indicates the number of reviews with a score within the range shown at the bottom of the column. Higher scores (columns further towards the right) are better.

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ReviewsScore
Game Spot 74
Game FAQs
GamesRadar 70
CVG 83
IGN 77
GameSpy 60
GameZone 76
1UP 35






User Reviews (1 - 11 of 18)

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There are good 4x games and then there is this one.

1 Rating: 1, Useful: 13 / 25
Date: September 14, 2006
Author: Amazon User

Greatest disappointment in a game in a long time. I highly regret the $40 spent and recommended you stay clear of SOTS. I'm a long time fan of the 4x genre and had my eye on SOTS, the trailers look good but the game falls flat. Graphics are decent, sound is nothing special, controls are tolerable, but overall I feel like asking "where is the game play?" I was intrigued by the streamlining as micromanaging in many other 4x games can be tedious and thoughts if nothing else the RTS combat portion would be good (The formula for this genre is more then developed at this point right?) SOTS feels like a beta that could have been had another 12 months been devoted to development. In summary: turn based portion is dull (streamlined to the point of dumbed way down), combat feels as if developers never played a RTS game before and were uncertain how to implement, and if your all about the eye candy you certainly won't even find that (personally I'll take game play over graphics any day). I really tried to like this game, I put the hours in with it trying to see what I was overlooking and in the end the only positive thing I can say is I like the idea of randomizing at least part of the technology tree. Impatiently waiting for SEV as I uninstall SOTS now.

Disappointed

1 Rating: 1, Useful: 17 / 28
Date: October 08, 2006
Author: Amazon User

I love Space 4X games: Pax Imperium, Spaceward Ho, Gal Civ and the first two MOOs. This one ranks with MOOIII- a promising idea very poorly executed with a number of unforgivables.

The Good- I like the cell shaded art, the 3-D universe is adequate, the tech tree is uniquely represented.

The Bad: Combat is atrocious. Either you have to let the computer fight it out (Inefficiently=Major losses) or wait for VERY long load times for player controlled combat to begin (Yes I have the recommended system requirements)

Once in Player controlled combat, you can't see what you need to see to make decent decisions. As a whole the experience is miserable. Nothing redeeming about it. Fleet management is mediocre- specialty ships without guidance on how they work together. Does a shield ship make a shield for the entire fleet or only for itself?

The manual: The makers of the game should be ashamed for putting this thing out. Poorly written (The Auto-Refuel button should not be confused with the auto-refuel button on the refuel menu- huh?), information poor and just plain bad. Weapons characteristics? Development trees? ANYTHING except icon ID?

Then I thought well they did give an SOTS appendix in a PDF on the disk, its likely all there! Wrong! It's back-story, but no useful operational information.

Hmmmm- The Website! The website will HAVE to have some sort of information about how to play the game. Wrong. Tutorial mode? Lame.

Guys this is just ridiculous.

Lastly, the voice acting! Sit yourselves down- Simple rule of thumb-

STAFF SHOULD NOT DOUBLE AS VOICE ACTORS!

The fake accents are exceptionally irritating and I could not find an off switch for the VOs except to turn down the volume on my computer. I don't know if they were saving money or having fun but wow is it bad.

No scalable graphics.

Ok I'm done. I'm heading back to the Dread Lords

There is a lot of potential in this game, but the overall execution is pretty poor. I WANT to like this game but I think these past 20 hours will be my only 20 hours with this game.

This game can be and should be fixed.

Remember "Spaceward Ho"?

1 Rating: 1, Useful: 7 / 21
Date: October 06, 2006
Author: Amazon User

For you long time gamers, you may recall a little game called "Spaceward Ho". It is amazing that after years of improvements in processing power, AI coding, video and audio improvements, this game is no more than a glorified, and far more expensive version of the old classic (which was a fine game for its time). My advice, for those without the time to read all this, find a copy of Spaceward Ho and play that instead.
I was very much looking forward to a new space based strategy game. The genre has been lacking for some time, especially with the intense focus on pure RTS types of games. Sword, from the box and some of the articles I read, seemed to be that game. My mistake.
The manual is poorly written. I grant that it gives you information on each icon in the game, but as for getting things done, how to accomplish things and the relative benefits of one action or item over another, it is woefully lacking.
The combat interface is terrible, to say the least. Controlling your own ships and seeing what is going on is difficult at best. Your POV is limited to the picture from a single ship (yours or the enemy's) if your ship is in the wrong place to see what is going on (it mistakenly or randomly wandered off), oh well, guess you'll just have to hope. The orders you have are very limited, and often are not followed by the ships you give them to. The so-called 3-D combat is really nothing more than a 3-D picture on which you fight in a single plane, i.e., 2-D without the clarity of what the heck is happening.
Industry and planetary economy? A few sliders and pie charts. How much do you want to spend on ship building vs. terraforming vs. industry vs. income/research? That's it.
Research? I like the way the research tree is developed, one of the few benefits to the game. However, there is no real information on what the research buys you (yes, weapons have little bar charts showing how great they are, but the bars don't relate to anything concrete, more damage, but how much more, etc.). Ok, I get green lasers instead of red, but how much better are they? How strong are those extra strong hulls, how much faster will I make things with that industry improvement? With no knowledge of the relative value of one improvement over another, it is difficult to direct research intelligently.
Ship design. Looks pretty, but here the problems with research, industry, and combat come to roost. You can't refit ships, so rebuilding your entire fleet may be needed whenever you make a major breakthrough (or is it? how much better was that again?). Building a sizeable fleet takes some time, and having it obsoleted every so often is a tooth grinding feeling.
How about diplomacy? The options here are pitiful. War, nothing (peace), non-agression, and allied. Little insight as to why one race will ally or non-agression with you when another won't and the classic problem of no apparent (maybe yes, maybe no) repercussions from a race breaking treaties with you (or you with them) are rife. You can give some fuds to allies only, but do nothing otherwise to influence those who aren't your allies, by direct choice at least.
Not worth the trouble, and I'd like the money and 30 or more hours I spent on the game back please.

Unplayable without patch, then 3-stars

1 Rating: 1, Useful: 1 / 5
Date: November 20, 2007
Author: Amazon User

"Sword of the Stars" computer game is completely unplayable out-of-the-box. With a good internet connection and plenty of computer savy, a patch can be installed that makes the game playable -- okay / 3-stars but not great. This game is a "take over the galexy" strategy game similar to Masters of Orion. With the patch, the remaining faults are: (1) 3-D map is confusing and cumbersome, resulting in space ships and planets that simply cannot be found and (alas) making larger games pretty much unplayable; (2) inadequate documentation; (3) ambiguous tech (e.g., "increases missle damage" but doesn't say by how much); (4) no feedback during battle on damage to ships; (5) ships during battle typically do their own thing, with only limited user controls, which makes your tactics pretty much irrelevant. The user interface is easy to use and learn (if you have the patch), as advertised; and the plot ideas / goals are kind of fun. The problems are annoying enough, though, that this game simply doesn't have staying power. Few FAQs and Walkthroughs exist, and so cannot provide support to make up for the game's inadequecies.

Sword of the Restart

1 Rating: 1, Useful: 0 / 3
Date: January 20, 2008
Author: Amazon User

Bad programming execution. Game requires a patches to play, but I could never get it to work on my desktop. (Could never see graphics of ships.) It's not a good sign when there are three patches released within a year of release.

After installing on my laptop and patching to the latest version. I got the game to work until about turn 100+. Then the graphics lockup in the ship build screen and require a complete restart to get graphics back. Basically, in the end-game, you can only play 1 - 3 turns between restarts.

In general, this game is Reach for the Stars with bad graphics. Imperium Galactica II was much more enjoyable.

Fun, but a tad simple.

3 Rating: 3, Useful: 1 / 2
Date: March 29, 2007
Author: Amazon User

Sword is a turn-based 2D fleet combat game. Unlike most 4X titles, Sword's economics require very little micro-managing, and the tech tree, while extensive, is simple. That said, the controls are a tad ... subtle - you have to double-click techs to see what they do, for example - and the game lacks a lot of depth. If you're just looking for a title that will let you build a battle fleet and go smash enemy ships, with no bothering about economics, rebellions, diplomacy, spies, and the like, this is your game.

sword of the Stars

3 Rating: 3, Useful: 0 / 2
Date: November 09, 2006
Author: Amazon User

4x strategy games are my favorite genre and after reading the reviews of the game I was really looking forward to playing a game that sounded like a cross between Master of Orion and Homeworld. Sadly the 3-D map was so cumbersome to use I couldn't figure out where my ships were. The tech tree was almost as mystifying and it was totally unclear what the advantage of one advance was to another. The space battles were similarly disappointing. After playing for a couple of hours I got so bored I went back to GALCIV II. This is a genre that has really been neglected by the game industry. Hopefully Space Empires V will succeed were this game failed.

A very different 4X game

4 Rating: 4, Useful: 32 / 35
Date: September 17, 2006
Author: Amazon User

Okay, the previous review was very harsh and sounded as if they expected a MoO or SEIV clone. To get a better of idea of the strategy portion of this game, think of a boardgame. It's very simplistic (only one planet per star)in the sense that it is like controlling squares of a board. The planets are really there to fund your research and ship building. Of course, you can place defenses around them and station ships there, but there is no city building options like in most games of this type. The meat of the game is the RTS ship-to-ship battles. At first, they appear relatively simplistic, but as new technologies become available, you start to see the implications of ship building. For instance, ships have weapons banks on each side, top, and sometimes bottom with various firing arcs. So, you may wish to pass an enemy ship instead of going head-on to get a particular weapon group to deal damage. You can also target specific sections or weapons on the ship. So, if a particular weapon is giving you grief, you can target it specifically. As an example, I had a Tanker ship that the AI destroyed the refueling portion of the ship, which stranded my ships in that area of space. Finally, there are random elements to the strategic game that can affect planets in big ways (think of the episode Doomsday from Star Trek TOS). There's nothing like showing up in a system and finding a long-dead alien civilization's defensive structure still in operation.

Version 1.1.1 patch review

4 Rating: 4, Useful: 9 / 9
Date: November 16, 2006
Author: Amazon User

4x space strategy games are my favorite type of computer game. It has been many years since I have found one that was any good. (The last one that was any good was Masters of Orion II). The folks at Kerberos have really done a good job with Sword of the Stars.

After playing the game only once I looked to see if there were any updates or patches available. [...]

The one game I played without the update, I found the interface to be a little bit clunky and awkward. It was especially difficult to manage my fleet in combat. For example, while focusing on one of your ships during a battle it could be difficult to find your other ships. After the patch you can simply tab through your ships with the TAB and SHIFT+TAB keys. This is just one of dozens of things that were fixed/added in the patch. Virtually everything in the patch addressed and fixed issues with the user interface. After I added the patch the usability, as well as my lever of fun, was greatly increased.

What I liked:
After getting a colony started it requires very little maintenance. Other than building the latest defense satellites the colonies actually require zero upkeep. This frees up time to build your fleets to explore and exterminate.

The combat is done well. I'm running the game on a blazingly fast computer so I have not experienced the lag in loading the combat others complain about. At first I didn't think I would like real time combat, and it does take some getting used to. The nice thing is you can micromanage your fleet and try to control each individual ship, or put some on auto and just control a few.

Each race is truly unique and different form the others. A strategy that works well for one race will not work for the others. The biggest difference between the races is there mode of star travel.

The technology tree is unique and different every game. Even if you play the same race every time your technology tree will be distinctive each game. The random tech tree was a nice touch.

What I don't like:
The diplomacy is nearly nonexistent. Your relation with other empires simply has three states: hostile, non-aggression, and alliance. The hostile and non-aggression states are pretty straight forward. The alliance state plainly doesn't have enough benefit for being in the alliance.

There is only one planet per system. I would have liked to see multiple planets per system, even the potential to have 1 to 3 would have been better. Also the planet maintenance is just a little too simplistic. For example, it would have been nice if there were some way to designate a world as a science colony or industry world.

Overall it's a great game I highly recommend for many hours of fun.

Excellent Space Conquest Game

4 Rating: 4, Useful: 3 / 3
Date: January 18, 2007
Author: Amazon User

For anyone interested in the "4X" genre of space conquest games, this title is an excellent choice. The AI is decent, the size of the universe is customizable from 16 to 350 stars, and there is a random tech tree that changes from game to game. In addition, each of the 4 playable races has a different mode of FTL travel, which adds additional complexity. Finally, unlike many games in this genre the actual space combat is incredibly complex and well done, both graphically and in terms of game play. Ships (of which there are 3 different size classes) are fully customizable, and all three size classes are useful through to the end of any given game due to tech advances. All in all, this is an amazingly fun game with high replay value.


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