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I honestly hope this game makes a gazillion dollars for Kerberos and Lighthouse, but even if it doesn't, I hope Kerberos sticks to their guns and keeps the spirit of this game intact, through any expansions or sequels that may come along. Sorry to wax somewhat fanboy here, but there is so much about this game that is different and wonderful, and it's all because the team stuck with the design vision, top to bottom.įor my part, I hope Kerberos continues to stick with that vision, undeterred by the vocal minority of online backseat game designers. Even the parts of the game which DO show you data do it without overwhelming you, making an art form of progressive disclosure UI design. This feature is still experimental, the game may not work properly. The slot-machine ship design is easy to manage, while providing endless variety. Spaceward Ho - Play Online DOS - 1992 For small DOS games like Spaceward Ho, you can play online immediately with your browser (Chrome, Firefox, Safari, Internet Explorer.).
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Here's a game full of clean, bold, colorful lines. Everything about the graphic design fits the theme, too. You got your Swords, you got your Stars, and that's all you need. No endless grids of stats & numbers here. even the *name* of the game tells you exactly what you're in for. Sword of the Stars is definitely a spiritual successor to Spaceward Ho!, with fifteen years of technology and a full-fledged development team to give it a better opportunity to fulfill its vision.Īnd what a job they've done. It didn't take itself too seriously, and spreadsheets of stats took a back seat to a streamlined, more "analog" presentation. Every time I play through the demo, I'm reminded of the hours I spent with my favorite 4X game ever-Spaceward Ho! Why was Ho! so great? because it was focused on simple, fast & fun gameplay. In much the same way as the "missing" multiplayer of GalCiv 2, the streamlined, combat-oriented gameplay of Sword of the Stars is the result of specific design goals. I'd like to think that even a marginally talented game designer can make a better game than the most dedicated fans of a game's genre. it's better if we just pretend they were never made.) Like Alien III, the odd numbered Star Trek movies, Star Wars I-III, and so on.
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(The unfortunate sequel to MOO2, as far as I'm concerned, doesn't exist. er, I mean Space Empires IV, and the new kid on the block, Sword of the Stars, are all very different games. Though the obvious comparisons will be drawn, GalCiv 2, Space Spreadsheets. Check out this awesome treatise on why multiplayer is more than just a tick on a list of features: it can be actively harmful to the design & evolution of a game: It certainly didn't hurt its review scores! 88% average on, with 90% or better from all the "big cheese" reviewers. The lack of multiplayer in GalCiv 2 was a well-researched and intentional design decision, and I don't think it hurt that game's sales. first about comparing apples and apples, and second about the "vision thing" vs. not very heavy on strategy) will you be doing a verison two or will you go another route and do something completely different?Ĭouple things. If people don't like what they see in SotS (i.e. There shouldn't be any shortage of potential customers either with the failure of moo3 and the non multi-player Galciv2.