Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Crispy™ Colony Ship is worse than Age of Decadence and I know why

Marat

Arcane
Wumao
Joined
Jan 6, 2017
Messages
2,615
... is what I'd say, if I knew why.

But I do have some guesses and they have to do with the story structure of the game.

AoD had two parallel storylines, the one of whichever faction you aligned with and the one with the temple, whilst CS has just the one - and it is centered on a piece of technology that's the be-all, end-all of the setting. You get considerably less variance over the course of the story compared to AoD. You always visit the same locations and see largely the same things in them, when AoD showed you different storyline in each of the major cities and you could observe and influence events unfolding from different perspectives - a feature CS sorely lacks. I can't help but think it is what AoD would be like if you only had the quest for the temple. Pit being the only exception, you see almost no consequences of your actions during the game, which seems logical given the plot and the setting, but is nevertheless most unfortunate. The political machinations over the course of the plot also have negligible impact on the endings, with whoever gets the machine basically nullifying everything else that took place - it doesn't much matter who took over the Pit and aligned with which faction, it certainly doesn't matter who rules the muties, who came out on top in the Factory, what is the situation with the Shuttle Bay - again, logical given the "winner takes all" nature of the MacGuffin-Class Converter, but it does render the player's actions in all those side locations kinda meaningless. Would be interesting to see the fate of the Ship being influenced by all those things were the machine to be taken off the table, just like not unleashing the gods in AoD, thus not subverting everything you did prior.

Another thing was the game tickling my nuts , promising some big revelations that I'd have to piece together from scraps to understand what happened in the mutiny, what caused it, what were the roles of those Named Characters(tm), but ends up not delivering. The historical account was a major theme in AoD, figuring it out, realizing the tales spun by storytellers in the taverns about the "gods" were much distorted accounts of events that actually occurred during the war thanks to something you dug up from ancient ruins or a miraculously preserved Magi tower, figuring out that the mystical shaman from the Ordu tales was actually the chief Magos of the old empire, details about the pre-war cooperation with the Quantari putting a different spin on the whole thing et cetera et cetera. CS does a good job setting up some mystery, but it fizzles out into much of nothing - the Mission Control reveal doesn't have the kick to it and leaves much unanswered.
 

PlanHex

Arcane
Patron
Joined
Dec 31, 2007
Messages
2,065
Location
Copenhagen, Denmark
Hmm yeah, big problems are the lack of faction specific (edit: I mean exclusive) quests, the twist at the end which makes everything else kinda pointless, and the monks that by their nature are the most important thing in almost all endings in a way that makes everything feel very on rails and disregard your choices in the last chapter.

Though I disagree somewhat with the mutiny part. I don't really feel that we needed more details than what we have, that anything needs answering?
But yes, it is also less compelling than the AoD mysteries. People were unhappy so there was a mutiny. No one conspired to summon gods from beyond the veil or anything. Everyone has different details and heroes from the mutiny but there's nothing for the player to piece together really...

Edit: something else is also that the big 3 factions feel too caricatured and comically evil. Nobody big to root for and all the small ones don't matter much.

Edit 2: this was all very negative, but I want to be clear that I still really like Colony Ship and will definitely still D1P the sequel
 
Last edited:

TheDarkUrge

Educated
Joined
Aug 21, 2023
Messages
146
It's been a while since I played it but I think the general idea was that being stuck on a ship for generations made them insane. They just went crazy and the ship became a reflection of their mental state.
The monks also went insane due to lack of sleep or mods. They intentionally didnt check to confirm the ship had arrived... lol
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom