“Everspace 2” Review: A Wonderful Space ARPG
Everspace 2 is a space fight simulator with 3D movement focusing heavily on combat, exploration and puzzles. Rockfish Games, the developer, describes as a “space shooter” with “RPG elements” on its Steam page. That is untrue. Everspace 2 is an action role playing game (ARPG) like Diablo or Path of Exile. And it is terrific.
You play Adam Roslin, an ex-military fighter pilot working for an uncaring and manipulative corporation. After a routine mission goes wrong, you are captured by outlaws and escape to a long abandoned base. You and your fellow escapees then rebuild and prepare for a heist that could set you all free.
Flying your ship in Everspace 2 is a joy. The controls are less detailed than those of more complex space simulators like Elite Dangerous. Still, such an outwardly arcade-like game offers a surprising degree of control. Dodging enemy fire, circling capital ships, and navigating maze-like tunnels all feel fluid and natural.
The combat is vibrant, frantic and engaging. Like most ARPGs, you usually fight swarms of weaker enemies, each with different weapons, defences, and abilities. This structure provides constant variety and changing tactics. Your relative strength also fuels the requisite power fantasy.
Locations also contain puzzles, providing cerebral but slower-paced play. As you fly around, your sensors can detect and track nearby loot, mineral deposits or other points of interest. Your ship has a tractor beam that you can use to pick up and move things around, such as removing debris from a passage or picking up a battery to slot it into a socket elsewhere. These usually unlock doors or containers of potential ship upgrades.
Everspace 2 tells its main story through cut scenes showing hand-drawn images with voice-overs. While low-budget, this style works well for a game focused on flying spaceships. The main quest has excellent pacing while introducing more about the universe and its inhabitants.
There are plenty of side quests and activities, too. As with many RPGs, they are often the most interesting, flesh out the world and introduce unique NPCs. Chasing rogue AIs, rescuing trapped miners, or appeasing crime lords are all on the cards. Racing tracks and rifts filled with difficult enemies satiate those seeking a challenge.
Mechanically, Everspace 2 is a testament to game balance. Everything, including your character, gear, and enemies, is geared to a level. Level differences are more pronounced than in other games. Foes more than a few levels above you are deadly. Those a few levels beneath you will be merely speed bumps. Everspace 2 periodically increases the level of enemies to keep the challenge consistent.
Aesthetically, Everspace 2 is beautiful. Each location is a postcard, with asteroids, massive space stations, aging wrecks, vertigo-inducing icebergs and/or vibrant nebulae. Many are varied and original, like an iceberg in a solar flare or a megafauna skeleton, evoking wonder and appreciation. Each star system also has its distinct look, making them feel unique.
The electronica soundtrack is also on point, supporting the sci-fi feel. The zen-like cruising pieces contrast with the exciting, upbeat combat ones.
However, Everspace 2 is not perfect. My biggest gripe is with the writing in the main storyline. No one expects deep or complex writing from an ARPG, but this does not excuse poor writing.
The characters need more substance. Ben and Delia are just cardboard cutouts and deserve motivation and agency. Maddock becomes a contrived, grumpy omni-antagonist. Combining some supporting characters, like Ben and Tareem, would have enhanced both. Everspace 2 also unnecessarily sexualizes a female supporting character at one point.
Similarly, the early main story has too much “I need you to do this, but I am not going to tell you why for at least two cut scenes.” It feels unnecessarily opaque and confrontational. The game also removes the player’s agency at a few key moments, railroading you.
My other gripe is with loot management. Most of the copious loot enemies drop is trash you sell or disassemble for crafting components. The rare upgrade is fun, and Everspace 2's crafting system means you will always have suitable weapons, modules or consumables.
However, the constant gear drops and level churn mean periodically yanking yourself out of the fun combat and puzzle game loops to clear your inventory. Loot management is a broader problem with ARPGs’ variable intermittent reward structure, but it is still a problem.
I initially thought Everspace 2's slack of replayability would be a problem. It lacks a skill tree or other ARPG elements that specialize your character. No advancement or story choice blocks off content. ARPGs have traditionally used these to encourage players to create different characters to replay content differently.
However, being able to quickly switch out a new ship or experiment with new weapons or modules means experimentation or change is refreshingly easy. Meanwhile, the perk and challenge systems provide attainable alternative goals that offer useful benefits instead of gatekeeping high-level content from less dedicated players.
Ultimately, Everspace 2 is a game that knows what it wants to be. It doubles down on that explore -> shoot -> loot -> craft game loop. If you enjoy that loop, and you will find out quickly or via the free demo, the game promises hours of the same. Otherwise, you will bounce off Everspace 2 hard.
Everspace 2 also knows what it does not want to be. It is single-player and offline, eschewing the complex code, gameplay loops and community management required for multiplayer or online play. It focuses on quality over quantity, providing a few well-developed star systems to explore. There is no piracy, salvage, political simulation or other distractions.
It took me about 60 hours to complete the main quest, including most side quests and challenges. As with most RPGs, you could complete it in under half that time, but you would miss the best content. Meanwhile, the developers continue expanding and enhancing the game, showing a welcome love and attention to detail. If only all ARPGs were this good.
Originally published at http://singleplayer.org on April 28, 2024.