This is probably because of one of the few things the MOO remake gets right: each race is portrayed by a fully-animated and voiced representative that serves to give it a great deal of character, just as in the original – but the drawback is that this sort of thing is pretty resource-intensive, and so they’ve focused their resources on just 12 races here rather than the 20-odd that were in MOO 2. All of the available races are returning favourites from MOO, and I emphasise “favourites” here because the shit ones like the Trilarians did not make the cut. Anyway, everywhere you look in the Master Of Orion remake - colony management, research, ship design - the mechanics are almost exactly those of Master Of Orion 2, to the point where it’s going to be far quicker for everyone involved I just explain what’s different about them.Īs with Master Of Orion 2 you can pick your race from a selection of pre-built ones, each with its own baked-in advantages and disadvantages like being monsters in ground combat at the expense of being crap at research. If yes, then have you played Master Of Orion 2? I’m going to proceed with this review under the assumption that you have, but on the offchance that you haven’t please go and buy it on GOG and give it some hours of your time, since even after twenty years it’s still arguably the best game the genre has ever produced. Do you have an interest in space 4X strategy games? If no, then you probably weren’t that interested in the mechanics anyway. Let’s try and short-cut the tedious part of the review where I explain basic mechanics. Unfortunately I can imagine Doctor Frankenstein thinking much the same thing about his creation, and look how that turned out. Prior to actually playing Master Of Orion I thought this was an approach that would have stood a fairly decent chance of producing a worthwhile game. I was therefore rather surprised to discover that this new Master Of Orion really is a faithful attempt to remake Master Of Orion 2 for modern audiences, using an almost Frankenstein-like approach of trying to bolt together the original game’s constituent parts together fully intact. It would be difficult to make a shooter out of Master Of Orion - you don’t bring that license back unless you fully intend to make a space-based 4X of some kind - but I was expecting it to be ultimately just as superficial a relationship as the Syndicate FPS had to the original 1993 corporate murder simulator. Usually whoever’s taken (or has been handed by a publisher) the license keeps the theming and subject matter but otherwise ends up making the game that they (or the publisher) want to make, which often ends up being a shooter of some kind. This new Master Of Orion is a more literal take on the common practice of graverobbing the final resting places of much-loved classic games for their licences than I’ve seen in the past, however. Yes, I suppose that after the flood of pale imitations we’ve suffered through in recent years, it was only a matter of time until somebody dug up the body parts of the actual Master Of Orion series and tried to reassemble them into a modern game.
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