{"id":49442,"date":"2024-05-18T18:00:08","date_gmt":"2024-05-18T17:00:08","guid":{"rendered":"https:\/\/www.xtremeservers.com\/blog\/sins-of-a-solar-empire-2-review\/"},"modified":"2024-05-18T18:00:08","modified_gmt":"2024-05-18T17:00:08","slug":"sins-of-a-solar-empire-2-review","status":"publish","type":"post","link":"https:\/\/www.xtremeservers.com\/blog\/sins-of-a-solar-empire-2-review\/","title":{"rendered":"Sins of a Solar Empire 2 Review"},"content":{"rendered":"<div>\n<section class=\"article-page\">\n<p>I have played Sins of a Solar Empire 2, and I am poorer for it. This sequel is extremely similar to the <a href=\"https:\/\/www.ign.com\/articles\/2008\/02\/15\/sins-of-a-solar-empire-review\">original real-time 4X strategy game<\/a> from 2008 (including a lot, but not all of the content from its <a href=\"https:\/\/www.ign.com\/articles\/2012\/06\/13\/sins-of-a-solar-empire-rebellion-review\">2012 Rebellion expansion<\/a>) with nicer graphics and needed engine improvements. That alone is more than welcome for a game that\u2019s had such staying power, and revamps to its well-differentiated and complex factions give them even more depth to explore. However, the version that stealth-launched out of early access on the Epic Games Store feels rougher and less complete than a lot of games when they launch <em>into<\/em> early access. Expanding my empire, conquering planets, and watching my fleets do battle with rivals and bomb their planets to ash did grow on me a bit once a friend and I worked together and eventually taught ourselves its ins and outs, but getting to that point was so much less fun than it should\u2019ve been that any joy was sucked out of it like atmosphere through a hull breach.<\/p>\n<section data-transform=\"mobile-ad-break\"><\/section>\n<p>For context, I played Sins of a Solar Empire: Rebellion a fair amount a decade ago, and have been playing 4X and real-time strategy games habitually long before and since. And yet, after buying Sins of a Solar Empire 2 and jumping in, I felt completely lost. There are no tutorials for this enormously complex game (outside of a website with a quick-start guide that\u2019s barely more than a glossary), and the in-game instructions you do get for things as relatively simple as climbing the research tree to unlock essential technologies often send you on wild goose chases through the confusing interface. For every ounce of interstellar entertainment I managed to laboriously mine like metal from an asteroid, there was always some major headache to accompany it. Between that sort of thing, bugs, grayed-out options in the map creation interface, and a lack of a server browser to play with people you don\u2019t know, it clearly isn\u2019t a finished product. <\/p>\n<section data-transform=\"slideshow\" data-slug=\"sins-of-a-solar-empire-2-gameplay-screenshots\" data-value=\"sins-of-a-solar-empire-2-gameplay-screenshots\" data-type=\"slug\" data-caption=\"\"><\/section>\n<p>There is no way to talk about how Sins of a Solar Empire 2 ended up like this without addressing its strange exit from early access at some uncertain point earlier this year \u2013 a warning label it really shouldn\u2019t have dropped in its current state. After arriving on the Epic Games Store back in early 2022 as a \u201ctechnical preview,\u201d it recently removed all caveats from its store page without so much as an official press release. Instead, the publisher, Stardock, has announced a Steam launch date for this August, which promises a major patch that will include significant new features, such as the third race called the Advent and its two factions that are already listed as playable on the store page but are currently nowhere to be found. <\/p>\n<p>In comments around that announcement, Stardock CEO Brad Wardell stated that you \u201conly get one shot at a Steam release,\u201d (where the vast majority of PC games are sold). So the plan is to wait until then to get the word out properly. It\u2019s not a crazy idea: any strategy game enjoyer will tell you that you should save your limited resources for the moment they\u2019ll have the maximum effect, and the same is true of game marketing dollars. But while that may sound reasonable from a business perspective, the reality is quite misleading for anyone looking to play Sins of a Solar Empire 2 who stumbles across the Epic Games Store page right now. This isn\u2019t some hypothetical misunderstanding, either: my friend and I actually did spend a while looking for the Advent as we played. Did we have to unlock them? Enable an option in some menu? Play a couple games with the other races first? Nope. They\u2019re just not there yet. <\/p>\n<section data-transform=\"quoteBox\">As of today, Sins of a Solar Empire 2 is about as barebones as can be.<\/section>\n<p>I\u2019d like to tell you the rest of it is better, but as of today Sins of a Solar Empire 2 is about as barebones as can be considering how many systems are packed in on top of combat, including diplomacy, trade, culture spread, and pirate bounties among others. It\u2019s disappointing that there\u2019s no story campaign \u2013 there isn\u2019t one in the original Sins of the Solar Empire, either, and it proved it didn\u2019t require one any more than Civilization or Stellaris do, but it\u2019s long been a fan-requested feature and it might\u2019ve gone a long way toward gradually introducing us to how everything works rather than throwing you into the deep end. Instead, it took me and a friend several hours of fumbling through a couple of games against the AI to nail down how one of the two human factions even worked, and again, we\u2019re both RTS and 4X veterans. <\/p>\n<p>Once, when I was trying to build something I had insufficient research points for as the alien Visari race, I was told to build more orbital labs. The problem is that you don\u2019t get research points for building orbital labs \u2013 they just speed up your research <em>rate<\/em>. You get the actual research points by buying upgrades on each planet\u2019s development tracker menu, but you\u2019d never know that unless you happened to mouse over the tooltip on the right button instead of doing what you\u2019re told to do. <\/p>\n<p>Sometimes buttons don\u2019t seem to do anything at all\u2026 until they do. Here\u2019s an example: the construction ships you get from colonizing planets have a button literally labeled \u201cBuild Structure,\u201d but clicking it has no discernable effect because nothing you click on afterward, be it a planet, ship, asteroid, or anything else will give you the option to build something\u2026 unless you click on an orbital structure that\u2019s already queued to be built, which then tells the ship to prioritize that building over any others in the queue. If you actually want to build a new building, you\u2019ll select it from a separate menu; the ship will build it without you ever having to be controlled directly. <\/p>\n<section data-transform=\"poll\" data-id=\"4b489a78-4efb-4232-9b55-e6d83557773e\"><\/section>\n<p>It\u2019s a problem that the interface is confusing because you&#8217;ll spend a lot of Sins of a Solar Empire 2 in menus. When you\u2019re not grouping your ships into fleets and ordering them to jump from one planet\u2019s gravity well to the next or focus their fire on an enemy capital ship, you\u2019re going into a menu, clicking a button, and waiting for the thing you\u2019re researching or the ship you\u2019re building to complete, and then you\u2019ll click another button in another menu and wait some more. That\u2019s fine because that&#8217;s just the kind of game Sins is \u2013 it has as much or more in common with Crusader Kings 3 as it does with StarCraft 2, so there\u2019s very little micromanagement of individual units beyond retreating them as they\u2019re damaged or triggering capital ship abilities manually. Managing an efficient build order offers satisfying challenges, but you want those challenges to be about interesting choices rather than figuring out how to make them in the first place.<\/p>\n<p>Through hours of experimentation, I finally discovered that the developers at Ironclad have actually added some nice quality-of-life features to the interface. If you want to build or research something but don&#8217;t have the necessary prerequisites, the Intelligent Construction System will queue all of the things you need up to be researched in order and let you check their progress in real-time. The new Empire Management screen lets you, well\u2026 manage everything in your sinful solar empire \u2013 planets, fleets, starbases, the whole space enchilada \u2013 from one page. That beats the heck out of clicking around the star system for each of them, shortcuts or not. <\/p>\n<p>Then there&#8217;s the new Fleet Management System, which allows you to request reinforcements for any of your specific fleets directly from that fleet&#8217;s menu \u2013 no heading back to a planet to queue them up and setting the rally point required. New ships are then built at the closest factory and rallied to that fleet automatically (though you can opt for traditional rally points if that&#8217;s more your speed). These are all good, smart additions that make Sins of a Solar Empire 2 easier and more engaging to play, once you figure them out.<\/p>\n<section data-transform=\"quoteBox\">Most of the fun combat stuff is saved for the late game.<\/section>\n<p>When it comes to space combat, the basic idea hasn\u2019t changed: you mostly build big fleets and throw them at your opponent, then watch them duke it out in entertainingly flashy battles that \u2013 as you\u2019d hope \u2013 put the original Sins\u2019 to shame in terms of detail and ship behavior. Instead of ships largely lining up and plinking away at the other side until someone explodes like a Civil War reenactment in space, we now have smaller classes that dart around like large fighters, and larger ships are loaded with gun turrets that swivel to track targets, bringing much more of a sense of action. Long-range missiles can be intercepted by point defenses or blocked by other ships before they hit something expensive, which is a nice nibble of tactical depth for those looking to micro something. And at the top of the Warfare tech tree sits the Titan, a single enormous, faction-specific behemoth that can take on entire fleets by itself. Watching all of these ships shooting all these different weapons, exploding, and making emergency phase jumps out of a system before their hull points tick down to zero looks pretty cool when you\u2019re zoomed in, but early skirmishes with basic units are generally pretty dull.<\/p>\n<p>Like its predecessor, Sins of a Solar Empire 2 saves most of the fun stuff for the late game when you unlock tech that can do a lot of damage in a hurry. The pinnacle of that is the human\u2019s Novalith cannon, which can shoot massive, literally world-ending shells across the solar system and take out enemy planets in one hit, as opposed to bombarding them into submission with a fleet after bashing through whatever turrets or starbases the enemy has built up to defend it. That\u2019s awesome normally, but it\u2019s even more so (and way funnier) when you have two Novaliths target the enemy\u2019s home planet \u2013 you know, just to be sure \u2013 and eliminate them from the match without ever moving a fleet into orbit. Then you\u2019ve got the Visari\u2019s Orkulus starbase, which is essentially just a bigger, angrier version of the Cylon Basestar from Battlestar Galactica. Armed to the absolute teeth and containing several support fighters, it\u2019s all but unstoppable by conventional weapons and, once you upgrade it, it can jump to other planets like a spaceship. Nasty.<\/p>\n<section data-transform=\"ignvideo\" data-slug=\"sins-of-a-solar-empire-2-official-steam-announcement-trailer\" data-loop=\"\"><\/section>\n<p>Speaking of the two current races, they\u2019re fairly different from one another, which means there\u2019s a lot of learning to do but also a ton of opportunity to experiment with tactics and strategies geared toward their strengths. The human Trader Emergency Coalition (TEC), for instance, needs credits to manage their economy and build things. The super-advanced alien Visari don\u2019t, though money gives them access to the galactic markets where they can buy resources. There are unique ships and structures for each race, including several that are unique to one of their two sub-factions. The TEC, for instance, currently has the only ship that repairs others on the fly, while the Visari can build Phase Gates that allow them to immediately jump between planets that aren\u2019t connected by phase lanes. <\/p>\n<p>That\u2019s taken even further by some of the biggest additions to Sins of a Solar Empire 2, such as the Empire System bonuses. The TEC\u2019s Trade Port structures were in the original game and provided a steady stream of credits, but now they allow you to allocate points to boost your production of metal, crystal, or credits on the fly. The Visari, meanwhile, can build all-new Phase Resonators that let you allocate points to upgrade ships, their research rate, and so on. I love these additions; they add some spice to each race\u2019s already distinct flavor while offering interesting strategic choices that allow you to build your economy or military in cool, unique ways.<\/p>\n<p>Drilling down further into the subfactions, there are a lot of options to suit different playstyles. The Loyalist TEC, for instance, are more defensive, gaining access to planetary garrisons of ships that are produced automatically and don\u2019t take up population cap, but have limited range. They can also build two starbases around a planet instead of one, which can make conquering their systems an especially difficult nut to crack. The TEC Rebels, however, are much more about offense: They get the aforementioned planet-destroying Novalith cannon, can ally with pirate factions and build a pirate base in a system they control, get economic bonuses for going on the attack, and can use propaganda abilities to make their ships more effective in combat.<\/p>\n<section data-transform=\"quoteBox\">Your chosen faction makes a big difference in how you play.<\/section>\n<p>The Visari are similarly divided between defensive and offensive factions. The Exodus are here for a good time, not a long time, so they\u2019re happy to force humans into labor camps, strip mine the cores of planets they don\u2019t need, and gain resources by destroying things. The Alliance, meanwhile, is all about fostering cooperation with other races, trade, and good table manners. They want to put down roots and stick around for the long term.<\/p>\n<p>These distinctions sound subtle, but they make a big difference in how you play (and serve as the majority of the lore you\u2019ll find). I was more fond of the Rebels for the TEC because I tend to prefer an aggressive playstyle, and in my experience, purely defending in Sins of a Solar Empire 2 isn\u2019t going to win you the war. Like any good \u2013 sorry, <em>successful<\/em> \u2013 empire, you have to expand or you\u2019ll eventually get overwhelmed. But when I needed to hold out long enough so my teammate could provide support against the two AI opponents I was facing down, those Loyalist garrisons sure did come in handy. With the Visari, though, I much preferred making alliances with the Minor Factions (small AI players who don\u2019t expand) and supporting my teammate, though I had a couple of nasty fleets capturing planets by the end. I like that the Factions provide so much variety, and when Sins of a Solar Empire 2 works, it feels good (mechanically, not morally) to build your empire up, expand, and conquer your neighbors.<\/p>\n<p>And, in a nice touch, there are a lot of options for map generation, ranging from recommended player counts (between two and 10) on procedurally generated star systems to specific scenarios with unique challenges. Most of that is carried over from the original, but Sins of a Solar Empire 2 introduces planets and other astral bodies that rotate around stars, which can open up new phase lanes between them when they get close enough. That sounds a bit cooler than it is in practice because it can take hours for rotations to sync up in a way that truly matters (and on smaller maps, it might never happen at all), but when the stars literally align it can let you hit an enemy with a surprise attack on a world they thought was protected by heavily defended neighbors. You have a Future Orbits button that shows you how phase lanes will change for up to an hour into the future, so it\u2019s not left up to chance or guesswork. <\/p>\n<section data-transform=\"user-list\" data-id=\"116772\" data-slug=\"wills-favorite-rts4x-games\" data-nickname=\"edgarallanbro\"><\/section>\n<p>But, man, so many things just feel incomplete or underbaked. Take the Minor Factions, for instance. You gain favor with them \u2013 and special bonuses \u2013 by spending Influence Points; when I was playing the Visari Alliance, Influence Points were easy to get, so I earned lots of bonuses, but once I\u2019d more or less unlocked everything I could only use the points to bid on auctions for resources. Being buddy-buddy with a Minor Faction doesn\u2019t really do anything for you aside from getting you some abilities and making it so they\u2019re (sometimes?) not actively hostile. Like most things in Sins of a Solar Empire 2, it\u2019s hard to tell because there\u2019s not much in-game to clue you in until you\u2019ve pieced together a lot of disparate tooltips and experimented enough to you find the right answer.<\/p>\n<p>Then there are the bugs. I\u2019ve already mentioned misleading audio cues telling me to build the wrong thing, but I\u2019ve also had incorrect notifications telling me an enemy had conquered a planet I\u2019d just colonized and so I spent a minute trying to figure out what happened before realizing, \u201cOh, it was me who conquered the planet, actually.\u201d Once, I started a team game with a friend where we were clearly set to be allied, only to be told we weren\u2019t once we got into the match, forcing us to fix it in-game. <\/p>\n<p>There are also entire menu options grayed out that control things like \u201cOrbiting Planet Speed,\u201d or \u201cResearch Rates,\u201d or \u201cShip Build Rates\u201d when you try to adjust pre-game settings \u2013 you know, things you might like some say in when you\u2019re setting up a match \u2013 that just aren\u2019t available. There\u2019s a tooltip telling you that these options are disabled \u201cas we collect balance feedback,\u201d which is fair, but these limitations just drive home how unfinished everything is. <\/p>\n<section data-transform=\"quoteBox\">When it works, it really works &#8211; it just needs to get us there with less frustration.<\/section>\n<p>All of that said, when Sins of a Solar Empire 2 works, it really works. There&#8217;s a lot of nuance when it comes to choosing your upgrade paths, deciding which structures to build on your planets, how to spend each planet\u2019s limited orbital slots, and constructing your fleets. Do you go for an economic opening or a military one? Which capital ship do you start with, and why? What upgrades do you give it? What kind of research do you prioritize? Do you trade with other players, or buy the resources you need on the market? How much, if at all, do you engage with the Minor Factions on the map? If a battle looks like it will come down to the wire, do you pull your fleet out and live to fight another day, or go all in and bet on the victory?<\/p>\n<p>The consequences of those choices, and the choices your opponents make in response to them, determine how games play out. The right decision at the right time \u2013 even one as seemingly small as prioritizing one research upgrade over another or choosing a specific capital ship to lead your first fleet \u2013 can snowball and make all the difference in an interplanetary power struggle that can last for a dozen hours or more. In its best moments, Sins of a Solar Empire 2 understands that, and that makes for compelling, memorable matches. It just needs to get us there much faster and with less frustration along the way.<\/p>\n<\/section>\n<\/div>\n<p><a href=\"https:\/\/www.ign.com\/articles\/sins-of-a-solar-empire-2-review\">Go to Source (IGN.com)<\/a><\/p>\n<p>All content and images belong to their respected owners. This article is aggregated for informational purposes only with full credit to the source.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I have played Sins of a Solar Empire 2, and I am poorer for it. This sequel is extremely similar to the original real-time 4X strategy game from 2008 (including a lot, but not all of the content from its 2012 Rebellion expansion) with nicer graphics and needed engine improvements. That alone is more than<\/p>\n","protected":false},"author":3,"featured_media":49443,"comment_status":"registered_only","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[32,4,6,31,9],"tags":[2750,1332,170,30,548,14288,1543,1485,5482,12048,9802],"class_list":["post-49442","post","type-post","status-publish","format-standard","has-post-thumbnail","category-featured","category-new-releases","category-pc","category-popular","category-reviews","tag-empire","tag-extremely","tag-have","tag-pc","tag-played","tag-poorer","tag-realtime","tag-sequel","tag-similar","tag-sins","tag-solar"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Sins of a Solar Empire 2 Review | Xtreme Servers<\/title>\n<meta name=\"description\" content=\"View Sins of a Solar Empire 2 Review for free, here on XtremeServers. Discover more great articles on our site. 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