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Not to mention, ED and SC are still trying their cute little butts off trying to incorporate some of those firsts into their own - so-called 'AAA' - offerings.
ED has planetary landings now, but when you drop from Orbital Cruise to Glide mode to Regular flight, all those moments when you go 'dead stick' for a couple seconds are... wait for it... loading screens.
Evochron has none of that. Space to planet surface, zero loading hiccups. = Freaking brilliant!
I can live with 'AA' or even 'A' polished graphics. The rest of the game is there, and (IMO) the interfaces are not as clunky or intimidating as alot of people are saying.
I remember when I got my first smart phone vs. having the $10 dollar store flip phone. I looked at the device and instantly thought "O maggod! This thing is gonna fry mah brainz!" Now I use it like it's easy as a t.v. remote. Yes it took some learning, but it did become easier and faster to use once I got past that curve.
No argument there.
Admittedly, at least 4-6 hours should be where the refund buffer NEEDS be placed on a game like this. I can see 2 hours for a game that has >16 hours of story-driven content, but not with a game that has a more technical/sim side to it.
IMO that short window is putting pressure on new players to get refunds before they can even really get a worthy taste of what they really bought.
Alot of times 2 hours goes into in-game setup, and troubleshooting if there's a conflict between the software and the player's hardware. Hence, "Does it work? Can I set up in-game options in time to get a quality taste of what it's about? No? Then... Refund!"
I really don't think that this is the consumer's fault at all. Honestly, I think it's just a really poor oversight by Steam to not determine and assign (with cooperation from the Dev of course) a more reasonable case-by-case refund window.
Hypothetically speaking: If original Super Mario Brothers (was on sale at Steam) and any Final Fantasy title both had a 2 hour refund window, I think most would say "That's crazy!' Obviously, one can be completed at better than 50% (not speed running), while the other is just getting started at the 2 hour mark. Steam hovever, sells all games no matter whether closer to SMB or FF with that 2 hours as the standard blanket window.
It took me nearly 1 hour to set up my control bindings and make tweaks, and I'm a long-time player of the previous installments in the series. I can't see how a completely new player (who is not of the "graphics are so 2015... type) can get any tangible idea of whether a game like this is for them in such a short time.
I did most, if not all of that, of it in the demo and then ported it over to the full game using config file copy/pasting. Most "new gen" gamers wont think about these things spend an hour in the tutorials and an 45 minutes in-game, get frustrate and refund it saying it's too hard or what have you.
All in all it comes down to preference but what really irks me greatly is when people blame the games for their incompetance.
the thing is I think you do not fully understand this genre, flight sims, particularly space flight sims tend to trend on the idea of forging your own path through the games universe making your own stories and forming friendships with other players. You are apparently seeking a game that has a linear story with an open world, I think you should honestly check out this game called Starpoint Gemini http://store.steampowered.com/app/236150/ It is scaled down a bit and by that very premise is more quick to get you into action and exploring. It is a very good game and has full controller, stick and KB+M support
google it they are plenty of places to dl the demo.
But guess what? There IS A DEMO, so just try it out, because it's a very good representation of the full game, best part, all the training has no timer attached to it, just the real game does.
Personally, I love it, it is basically, a budget star citizen that does a good job for a fraction of the cost in cpu power, gpu power, technology woes and wallet woes.
I've spend a total of about 30$ on the game, and I can easily say I'll be playing it a long ass time.
PS. The seamless transitions to (oh that's a background nebula....oh wait it's not.....I can go IN IT?!? Wow thats scary....What about that star? I can GO THERE TOO....that planet in the distance? Oh my lord I can just land on the surface and fly through canyons, etc.)
...all that stuff...all made by pretty much one guy over the span of 15 years.
That's basically what finalized me pressing the take my money button.
came out in 2013? coulda fooled me with its 20 year old graphics, flight model that was worse than Freelancer and UI worse than Freespace.