6 people found this review helpful
Recommended
0.0 hrs last two weeks / 94.8 hrs on record (19.9 hrs at review time)
Posted: Jun 5, 2016 @ 8:47pm
Updated: Jun 8, 2016 @ 8:53am
Product received for free

Early Access Review
Short version:

Fractured space brings something unique to space combat games. Although it doesn't currently offer a great deal of variety in it's objectives or modes,the devil is in the details and mastering your ships and developing your teamwork is the most rewarding element.

It's well worth the hour or so it takes to go through the trainer and your first live match, and if you ever enjoyed a space opera, this is going to get your attention in a unique way.


Long version:

Fractured space is in an alpha release state, so a lot of things are likely to change. This review is a work in progress as I push through the early game and get to know Fractured Space better, and reflects a relatively new player's experience.

Fractured Space is a game focused on commanding massive spaceships in space combat.

The game attempts to deliver a massive sense of scale, with the primary player controlled asset being very large space ships. Three manufacturers are currently available, with very different looks and feels, each of which offering it's own unique role. Like other MOBA style games, the depth comes from the interaction between differently composed teams, and emphasizes teamwork, strategy, tactics and skill over anything else.

Starter ships tend toward flexibility, with every other ship being unlockable through gameplay, and offering more niche speciality roles.

So far there are no real pay to win elements, no timers, no exclusive modules or gear. Cash items currently offered are cosmetic, with the sole advantage of the few premium ships being a full team boost to cash and exp (up to 5%). The ships themselves perform exactly the same as their vanilla counterparts, while being unable to have their custom skins replaced by any other skins availabe through the market.

Fractured Space offers a crew system, with a crew being made up of 5 crew. Potential crew members each belong to a crew role, like captian, CAG, tactical officer, engineering, jump specialist, and so on. Crew currently can not be doubled up on a specific role; only one captain, only one CAG.

The current recruitment system for crew is the only randomized element of the game I've seen so far, and is probably the weakest element. The current system is a lot like a one armed bandit, spitting out a random crew member in exchange for currency earned in game, or credits purchased with cash. There is also a drop system from playing a set number of games during any given day, with 3 tiered rewards at 2, 4, and 6 games played.

The randomness of the system, and the fact that you may continue to get crew you already have, feel oddly out of tune with an otherwise very accessible game.

Gameplay:

Currently the game contains a short basic tutorial (really an actual game match with AI opponents, a UI introduction and some additional standard trainer content added). Additional tutorials are planned.

Gameplay has one released mode, a complex 5 on 5 capture the control point battlefield, split up into 5 distinct arenas. You will travel between them using a warp drive system, warping from point to point, capturing nodes, fighting enemy craft, all with the ultimate goal of capturing the opposing team's home base.

I haven't yet seen the second mode, which is currently disabled in the U.I. and called "Frontlines Mode".

In addition, there is a custom game option that lets you pack just your friends into a game, and a firing range mode that gives you the opportunity to test fly any ship in the game.

Each ship has it's own set of unique weapons and modules, speed, vulnerabilites and strengths. The variety feels pretty deep so far as I've played into, although it looks like it takes dedication to significantly open up the ship options.

The visuals and the handling of the ships do a good job conveying the size and majesty of thousand meter spaceships, and the handling end is very important, positioning plays a vital role in combat, and gets complex very quickly.

Shields in Fractured Space are a utility module for certain support ships only, with armor being the acme of defense. This for me adds to the space opera feel of the combat, where any hit on an enemy hull is meaningful.

Teamwork is the key to gameplay, with no ship being particularly good at lone wolfing it. I havent explored any voice options yet, but players seem to quickly grasp basics, and the game is flexible enough to lay traps, temp enemy groups into walking into ambushes, pound ships out of cover, expoit support craft to defend nodes, and so on.

Audio:

Music does a good job without standing out too much or getting in the way.

Crew voice overs are fantastic fun, however. Each crew member available in the game has their own deep backstory and motivations, and will chime in with frequent reports whenever something relevant to their sphere of expertise is going on.

Just drilled an enemy vessel with a crippling debuff? Your tactical officer will jump on the bridge comm, popping up a static visual of the crew member, to let you know.

Warping in? That natty nav-droid you've got at the nav station might remind you of the dangers in jumping under fire (try not to).

And on and on. With upwards of 40 crew available, the personalities you pick really change the feel of your command, and add a tremendously fun element to the game.

Weapons fire are also extremely impressive to listen to, from the shudder of the ship when you fire off your missile racks, to the droning energy discharge of certain heavy energy weapons.

Fracture Space is not a game you will want to play with the sound turned off.

Visuals / Performance:

Game performance is very good on my Area 51 Alienware rig. The ships are stunning, from attitude jets to very slick warp animations.

The feel of the game is a little down to earth, compared to many sci-fi ship games. Thrusters don't leave impossibly long visual contrails ala EVE, energy weapons are common, but most of them will not wear out your eyes with pop and flash and screen shaking. That said, there are some that do have extremely flashy effects. Overall I think it works for the feel of the game, but ymmv.

User Interface:

The main UIs do not feel particularly good or intuitive to navigate. If you've played Star Conflict or Hawken, you are going know where to go. Otherwise it will be mildly frustrating but a short learning curve.

The in game UIs are a different story. Somewhat customizable, these are extremely functional, interesting and enjoyable.

Round-up:

Fractured Space feels something like a MOBA, with a stately, tactical pace, but manages to also offer frantic firefights.

For an alpha title, the depth of ship variety and balance is surprisingly good, the audio is generally outstanding, and the in-game ui and controls feel very good.

The game elements outside of the actual gameplay generally do not yet feel very polished, and that extends to the crew system, unfortunately.

For space sim fans, Fracture Space offers a unique and very promising experience, and the existing gameplay is rewarding enough that I'd recommend investing the hour or so it takes to learn the gameplay and go through your first match.
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3 Comments
RancidRance Jun 8, 2016 @ 2:02am 
Thank you for such a well informed detailed review.
Rajko Jun 7, 2016 @ 8:00pm 
Thanks, RancidRance. I haven't gotten to experience it yet, but put in a mention in the updated review!
RancidRance Jun 6, 2016 @ 3:56am 
Hey just an FYI, there is a second game mode called Frontlines, but it's currently being reworked due to matchmaker issues. Expect to see it return soon.