by Dayv
I've lately become a huge fan of
roguelikes, largely thanks to The Binding of Isaac (which if you
haven't played I insist you do), and decide to dig around a bit for
something new. What I found was Weird Worlds: Return to InfiniteSpace, a rather different take
on the roguelike genre created by Digital Eel.
I'm
not sure I'd really call Weird Worlds
a true roguelike, but it does share some qualities, like that you
only have a single life and can't save mid-game, and that the map is
randomly generated with each new game. However, where most
roguelikes play like fast-paced RPGs, WWRIS feels more along the
lines of a space-themed board game. While your
goal is slightly different depending upon what background you choose at the start (pirate, scientist, or military), the game largely consists of you sliding from one star system to the next, all of which seem to have exactly one planet with useful tidbits just lying about, including upgrades for your starship.
goal is slightly different depending upon what background you choose at the start (pirate, scientist, or military), the game largely consists of you sliding from one star system to the next, all of which seem to have exactly one planet with useful tidbits just lying about, including upgrades for your starship.
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| A single ray gun floating around an entire star system and I manage to find it...lucky |
Second Star to
the Right...I Guess
Your
goal in Weird Worlds is
to take a tour of the galaxy and
make it back home in 20 years, hopefully with a significant supply of
whatever you were asked to pick-up (valuable commodities, new alien
species, or foreign dignitaries). As far as I could tell, picking
which stars to visit was little more than random selection, except
perhaps that you may wish to visit the nearest ones first. While you
could view the star before embarking and get a hint as to what sorts
of planet might circle it, the actual planet didn't seem to really
follow those rules. I once visited a hot, volatile star that the
game said was impossible for its planets to harbor life, but the
planet was a lush jungle. Besides that, the type of planet didn't
seem to have a major impact on what I found there anyway, at least
not a noticeable enough affect for me to bother worrying about it.
The feeling of
randomly floating about space never seemed to change either. Even
after I had explored half the map I still had no bearing as to where
I should be heading next. You just sort of deal with each random
event at each star and then head home, and the random events were all
basically “find stuff”, “don't find stuff but something weird
occurred”, “fight aliens”, or “trade with aliens”.
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| Also: Space Whales |
Though
it's hard to compare Weird Worlds
to other roguelikes, it does remind me a little of the game Star
Control 2, which has a similar
roam-around-space-and-see-what-you-can-find feel. SC2 is admittedly
a much longer and more complex game, but at the core the concept is
pretty similar:search through space for resources while trying to
upgrade your ship and make allies. The difference, though, and the
reason I managed to spend days playing SC2 and lose interest after
about 10 minutes of Weird Worlds
was that Star Control 2 kept slipping you breadcrumbs, tasty little
hints of where you might explore next. Weird Worlds on
the other hand leaves you adrift.
Gratuitous Space
Battles
As you wander the galaxy, you'll periodically come across ships from
other races. Sometimes they're friendly and open to trade, but
generally they'll ask you to go away, or just attack you like the
bastards they are. If you come across a hostile species, or refuse
to leave someone's space, you'll jump into battle mode. Here you
command your ship, along with any ships that have joined you, against
the enemy fleet in a real-time battle, though you can pause it
whenever you like.
While
the battles seemed like they'd be an exciting part to an otherwise
lackluster game, I found them to be rather frustrating, at least
until I realized I could simply avoid them altogether. For some
reason, with all the upgrades I managed to find throughout the
star-systems, I never seemed to find anything that got my ship moving
faster than
a jettisoned cheese wedge. While I admit I very well may have just
been terrible at the combat, even with a decent sized fleet and
advanced weaponry I never stood a chance, except for the time I
managed to find a cloaking device, and then it just felt like
cheating.
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| But this seems fair |
But frustration turned again to malaise when I realized how easy it
was to just avoid combat. So long as you hit Retreat within the
first 10 or 15 seconds of the fight, you ships would just turn around
and leave, even if you were surrounded by enemy spacecraft. Now you
may be saying “well sure Dayv, running away is easy if you're a
coward and have no desire for treasure and glory”, to which I would
respond a) “screw you” and b) “what treasure/glory?” The
only thing defeating enemies seemed to win me
was access to the system they controlled, which, surprise, was just
another randomly generated star, planet and event/item. And since my
goal was just to gather a bunch of stuff in Category X, I never
really saw the point in risking (or more accurately, throwing away)
my space-ass just to explore a few more stars.
Uneventful
Horizon
Most roguelikes are heavy in replayability, but after about 10 runs
of Weird Worlds I had started to lose interest. While the
concept of a space-exploration roguelike intrigued me, the execution
seemed much too randomized and often felt like I was just scratching
off a space lottery ticket. I sometimes found the best items in the
first few star systems and gained little from later trips, and also
had rather regular run-ins with a race of aliens that would trade any
item for any other item, regardless of value, so it was basically
free upgrades. There never seemed to be any real challenge, just
random luck.
Weird Worlds: Return to Infinite Space is basically the
Monopoly Junior of Star Control 2. While sure, Junior is much
shorter and easier for children and simpletons, it also lacks some of
the depth and strategy. In the end, you may not waste an entire
evening playing (and likely want to flip the board/computer), but
Junior just feels like it's missing some things.
![]() |
| Although there is no fun version of Monopoly |
With overly randomized events and items, an almost complete lack of
motivation, and a tone that seems like it wants to be funny but never
really manages, Weird Worlds: Return to Infinite Space is one
you can probably pass-up. Especially when a classic like Star
Control 2 does everything better, and is now old enough that you
can download it for free (though do make sure you leave your weekend
free).
Fun: 2
While not completely uneventful, there was never a moment when I felt
particularly intrigued or even overly interested in what was going
on. I even finally managed to jump into a blackhole, arguably the
most exciting thing imaginable, and all it did was jump me to another
random spot on the map...was hoping I'd find another dimension.
Making Space Boring: 4
Seriously, space is too cool for this.
Quests/Breadcrumbs/Some Hint of Where I Should Be Going: 1/2
I almost thought I had a quest once, when an alien told me I was his
friend and I should visit his homeworld. Unfortunately, he only gave
me the name of the planet, and all the map displays is the names of
the stars...ass.
Originality: 3
Though I couldn't help but compare it to Star Control 2, there aren't
a lot of space-exploration roguelikes, so I do have to give some
credit to Digital Eel for trying something a bit different.






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