Citizen Sleeper 2: Starward Vector

Citizen Sleeper 2: Starward Vector

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Is it only me?
The game feels way more rng than the previous one, and the writing seems also way more bloated.
Multiple times I felt like OK, that was the last sentence of an already very stretched text passage, just to be expended by another one line of text and then another one line of text that brings nothing to the atmosphere or gives relevant information.
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Showing 1-8 of 8 comments
The level of RNG is the same, only its effects are amplified by the Stress/Dice Health system this time around – so obviously not in a great way, which is why it sticks out more.

I'm perfectly fine with the writing and enjoy it, but I'll give you that some pieces carry on further than you sometimes expect.
It is not massively different, but because the upgrades (other than push) just provide stat buffs and not little powers, you roll what you roll on each given day. In the original you could get the ability to re-roll your remaining dice once per day, and while you were not guaranteed to roll better, if you are only stuck with ones and twos, it was hard to do worse.

Additionally in the original, it was relatively easy to stay in tip top shape, particularly when you got the upgrade which allowed you to repair yourself using scrap. In 2, you can't repair your dice until they break, and you need to have a supply of decent junk to properly repair your dice, otherwise your dice stay broken or glitch out if you use inferior scrap.

Additionally in the original game you had the data cloud, which was a great way use to use up lacklustre dice, the early stuff all requires 1s, 2s, or 3s which otherwise would be risky to use on skill checks.
Last edited by BigAlzBub; Feb 6 @ 8:48am
Basically without the CS abilities and just the extra 'you have a bad roll get ready to be ♥♥♥♥♥♥' it feels that way to say the least even if the RNG part is the same. Its just much more up to dice as opposed to chocies.
Not just you. I agree that every bit of exposition seems about twice as long as it needs to be, and often repetitive, with characters expressing the same idea or emotion over and over again in several different paragraphs. And there are many more of these than in CS1.

It has the opposite effect from what I assume the dev intended: rather than immersing me more in the game and characters, it makes me click through much faster, because I get bored.

In CS1, an encounter or drive could end with only a handful of sentences, so it was more like a poem - I carefully read and savored each one.

Bigger ain't always better.
Kelibath Feb 20 @ 3:19pm 
The broken dice system definitely adds to the RNG-feel in the same way that the hacking system in the first game mitigated it. We need something similar to use low dice for in CS2.
Domovric Feb 28 @ 6:43pm 
Originally posted by Why We Can't Have Nice Things:
Not just you. I agree that every bit of exposition seems about twice as long as it needs to be, and often repetitive, with characters expressing the same idea or emotion over and over again in several different paragraphs. And there are many more of these than in CS1.

It has the opposite effect from what I assume the dev intended: rather than immersing me more in the game and characters, it makes me click through much faster, because I get bored.

In CS1, an encounter or drive could end with only a handful of sentences, so it was more like a poem - I carefully read and savored each one.

Bigger ain't always better.


I think thats a big thing that annoys me with the writing. Its twice as many sentences to say half as much. I found some of the CS1 characters hit or miss, but I feel basically nothing for 90% of everyone in CS2 because half the time they're expositioning in the blandest way possible and the other half of the time theyre not actually saying all that much despite the word count.

I mean, for goodness sake with the number of returning characters you can 1:1 compare them between the games, very disheartening for me.

>It has the opposite effect from what I assume the dev intended: rather than immersing me more in the game and characters, it makes me click through much faster, because I get bored.

I think it misses the mark because it happens in so few big chunks. The pacing in the game is really bad with conversations. With the ammount of travel you do, you'd think a lot of this could be spaced out better (and done more concisely)
Last edited by Domovric; Feb 28 @ 6:45pm
I've played many VNs so it doesn't bother me. If you're not used to reading books I can see why it's annoying.
Sometimes writers like their prose a bit too much.
nicki Mar 2 @ 8:44pm 
Originally posted by Domovric:
theyre not actually saying all that much despite the word count.
yes i could not say more polite. Thats why i came here to find out how many cycles it take to finish this ga,,me, which i feel just wasting my time and also make everyone confused because some idiot and the other one who wrote the text and was thinking its a good idea to call 1single character THEY, yeah i know its popular now when empty headed people could not decide who the ♥♥♥♥ they are/want to be: HE SHE or IT anything good, but not THEY as i always think its need to be atleast 2person near if you adressing to someone like this, so i cant read this crap anymore, managed to reach 24cycle, also just by clicking ok or stay silent to faster finish the dialog, and not to listen their thoughts or what he saw at that moment or from what side the wind was blowing (yeah in space) and about what the birds was singing at the moment when a ship was docking a station, What a garbage :logiimpact:
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