

They do vile things and amass their own vile hordes for no other reason than that they're evil.

Each boss kind of boils down to just plain old "evil". My other small complaint is that the big bads, the sector bosses, have fairly limited characterization.

You can only have so many pirate encounters before the novelty wears off, since there's not much variety beyond a certain point in terms of dialogue or even possible outcomes. As much as I enjoy the narrative and the heavy exposition, it can get particularly repetitive when it comes to random events. However, that's not to say that the game isn't without its faults. From a world-building perspective, Crying Suns does a great job of creating an immersive experience. Small exchanges between Kaliban and Ellys, or even brief looks into your crewmates, give a lot of needed characterization and sci-fi flavor to what could otherwise be a bland experience. There's a lot of exposition in this game, which I personally adore. Where Crying Suns really hits the mark for me is with its setting, story, and the way it approaches any given scenario. Assigning officers to an asset (hull, squadrons, weapons) that will best suit their unique capabilities is a nice touch to add just a little bit more depth to the system. On top of all of this, you can recruit and build up your ranks of officers who each have their own special abilities, like being able to give your weapons a faster recharge rate, making your squadrons' thruster boosts faster, or even being able to repair the hull of your ship. An unfavorable anomaly could easily turn into a game-over if you're already in bad shape.Ĭrying Suns really hits the mark with its setting and story, but random encounters can get repetitive. You never know what you might get with an anomaly, so approaching these with extreme caution is ideal.

In each sector you'll have local star systems, or nodes, that your ship can jump to, which can contain scavenge-friendly resources, planets to explore via ground expeditions, trading posts, and/or "anomalies", which are high-risk, high-reward random encounters. The game's story takes place over 5 chapters, each of which plays out over 3 sectors of space.
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Source: Rachel Mogan / Android Central (Image credit: Source: Rachel Mogan / Android Central)Ĭrying Suns incorporates elements of roguelikes into its mix, so failing and starting new runs is expected. And of course, if your main hull takes enough damage to get KO'd, you lose the game and you have to start over. Damaged squadrons can be repaired at select star systems in each sector of the map, but it is possible to lose squadrons entirely if they take too much damage without having a chance to repair first. The game uses a rock-paper-scissors approach to squadron battles, where your craft are weak to specific types of damage and in turn, dole out massive damage against certain types of enemy squadrons. You have just a few open slots at your disposal for actively deployed squadrons, so you have to choose your fighters carefully going into an encounter. Take down opposing battleships using your squadrons, mounted weapons, and highly skilled officers in pausable real-time encounters. Once you encounter an enemy battleship, you'll both wind up on opposite sides of a gridded battlefield with a handful of fixed assets at your disposal-your battleship's hull (which acts as your total HP), your ship-mounted weapons, and a variety of squadrons like fighters and drones that will do the bulk of the heavy-hitting and defensive maneuvering for you.
