![]() There’s a pretty good variety of pew-pew-pew lasers available, from rapid-fire chain guns that take a moment to spin up to sniper and shotgun-style blasts, constant beams, and more. Then, naturally, you collect the sweet, sweet loot from the aftermath of the satisfying explosion effects. Large capital ships are rare in the early story missions, but it’s fun to pick off their turrets when they show up. I was a little disappointed that the gunship didn’t handle significantly differently, but it did give me much beefier armor stats and allows you to carry more primary weapons, at the cost of equippable consumable item slots (though that’s fairly meaningless because you can pause and swap those out at any time in the middle of combat).Įnemy variety isn’t huge but it’s good enough to keep things from getting too repetitive: I knew I had to approach a fight differently when I spotted a heavily armored enemy with what amounts to a space shotgun, or when I had to take out certain drone types before they could ensnare me or self-destruct at close range. ![]() ![]() Your starting ship fires an electric beam that chains to other targets and can wipe out a group of fighters and their drone escorts in one fell swoop, while the hulking gunship I upgraded to activates a turret that automatically fires at anything around you for 20 seconds while you continue to blast ahead. Your ultimate ability, though, is tied to your choice of ship, and right now there are a handful available to buy after you’ve built up some credits flying your starting fighter. You unlock more of these abilities as you go, and I quickly learned that using them well is what allows you to survive fights against groups of high-level enemies. ![]() The other starter is a get-out-of-jail-free card that boosts your ship away from danger at high speed, letting you get going when the going gets tough I juiced this one up to go 80% faster but for only half as long. There’s some good variety here in that you can swap out and customize your abilities: one of the starting powers is an EMP blast that disables all enemy craft around you for 10 seconds, letting you pick off the most dangerous of them for free, and I augmented it with a power-up that reduced its cooldown by two seconds for each enemy I killed during its effect. You’ve also got to manage your cooldowns effectively so you can activate your ship’s special abilities at the right moment to blast or cripple the most powerful enemies, or just make a quick getaway. This Descent-style dogfighting is plenty of fun once you get the hang of it.Every weapon has both an energy and kinetic damage rating, so fights are mostly about switching between them as needed to knock down enemy shields or armor, spitting the occasional homing missile, dumbfire rocket, or mine as you go. Somewhat unusually, Everspace 2 definitely seems much better suited to mouse and keyboard controls than gamepads because of the number of inputs required to make good use of it, but the gamepad controls are certainly workable. This Descent-style dogfighting is plenty of fun once you get the hang of it and lets you do a lot of strafing maneuvers you don’t see elsewhere. If you aren’t pushing a button, you’ll come to a stop (unless you disable your inertial dampeners, in which case you’ll keep moving but have to thrust to change direction). Having more recently played more traditional space fighter games like Star Wars: Squadrons and Rebel Galaxy Outlaw, it was a minor struggle for me to get back into this particular groove of flying: instead of opening up a throttle to move forward at a constant speed like an airplane, here your ship moves much more like a character in a typical shooter.
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