Alright. I’m reviewing this game because, while it’s been some time since I’ve played it extensively, it deserves my articulated thoughts. In fact, I actually thought I had reviewed it. Dungeon of the Endless reminded me of the game in terms of music, and I brought it up in my review of that game. I intended to put a link to my FTL review on that post, only to find that I had no FTL review to link. So here it is. Plus, now’s a good time, because their newest game, Into the Breach just came out, and buying it gives you a free copy of this game, too.
What is Faster Than Light? Simply put, it’s a rogue-like strategy game where you’re piloting a spaceship escaping from the evil Rebel fleet. There are two core aspects to the game: Game dialogue and combat. Game dialogue consists of what is probably a majority of the game. You jump to a star, and a text box opens up telling you what’s going on at this star. It’ll say something like “A pirate ship is attacking a civilian cargo ship! What do you do?” (paraphrasing here), and you can choose to attack the pirates or ignore it. (There might also be a third option to attack the civilians, too, it’s hard to remember the specifics of each event.) If you choose to attack the ship, a combat will happen. They might surrender and give you items, and you can accept or refuse it. If you kill them, the civilians will thank you, and you can still choose to steal from them. Basically, this game is largely dictated by choice.
Not everything happens the same way every time. Choices you make can help or hinder you pretty much regardless, because the repercussions of them are also randomly generated. (It’s worth noting that it’s not all random. Playing over and over again will give you knowledge of what can happen and how likely events are to be good or bad). This basically allows the game to be infinitely replayable, because if each choice always yielded the same result, you could just look it up on a wiki and win every time (as long as you weren’t bad at combat). As a side note, the combat is the only thing in the game that is real-time, but you can pause as often as you like while issuing commands to your units and guns, so if you’re bad at doing things quick, don’t worry about it.
Is the game good? Well, let me start by saying it’s hard. I’m pretty sure I’ve only beaten the final boss once. I’m not positive because my computer blue-screened while I was playing it today and deleted all my stats. (My unlocked ships are still fine, strangely enough). But it also has three difficulties, and of the dozens of playthroughs I’ve tried, I’ve beaten it once. On easy. Maybe I’m just really bad, but it is certainly not a walk in the park.
I love rogue-like games, and the single most important thing about it is replayability. FTL has a bunch of different ways to play, because there are lots of different kinds of weapons, races, ships, etc. The idea is once you beat the game with one method, you should try a different method. I’ve found that the Halberd Beam is just easy-mode. 3 Damage per room it and you can hit five or six rooms per shot? That’s insane!
Another thing this game does right is the music. Not only does it have a different soundtrack for each alien-controlled sector you’re flying in, but it also has a combat layer that seamlessly adds onto the music currently playing once you enter a combat (usually this means drums or other more percussive tools). It’s beautifully done.
So, this game does require reading. Not a lot, but you can’t just make choices willy-nilly until you start seeing the same events repeat themselves, and even then going too fast can mess you up big time. Overall, anyone who likes small, casual strategy-related games will love Faster Than Light. And though I haven’t played it yet, you’ll probably also like their new game, Into the Breach, as well.
2 thoughts on “Review — Faster Than Light”
I also thought you had an FTL review, but I think I know why we both thought that – I think you must have a Crypt of the Necrodancer review, and I must have brought up the FTL music in the comments. They both share the concept of layering in an additional track when something happens – combat in FTL, or when you approach the Merchant in Necrodancer. Both games have soundtracks I love.
I mostly remember my comments ended up starting a conversation, and me trying to remind (or show?) how cool the music for FTL was, complete with bringing up tracks and stuff.
Either way, any excuse to talk more about FTL is a good one. Isa pretty good game.