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Sword of the Stars: The Pit – Review

15 March 2013 by David Hughes

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Platform | Release Date
PC | February 22, 2013
Developed by Kerberos Productions
Published by Kerberos Productions

The Pitch:

A deadly plague ravages your world. Your last hope: a legendary alien facility dug deep into the Feldspar Mountains…a massive Pit, built by the ancient Suul’ka.If ‘The Pit’ really exists, there might be something left. Something that will give your doctors a fighting chance at the cure. All you know for sure is that every expedition into those mountains has failed to return… And nothing sows death like the Suul’ka.

The Pit header

Going from the eye sex that is Crysis 3 to Sword of the Stars: the Pit has been a surreal experience. At every turn, Crytek’s technical mastery wowed me, while the story and gameplay was utterly mediocre. In The Pit, every turn is a surprise, my knowledge of the gameplay systems palpably increased with each session, but the challenge ramped up accordingly. Low-fi games rarely appeal to me, but I was surprised to discover just how much the gameplay clicked with me.

Kerberos has taken their space-4X Sword of the Stars universe as the setting for a top-down dungeon-crawler roguelike. I’m not familiar with the universe, and the art aesthetic gave me an FTL vibe more than anything. Adjusting to the turn and grid-based combat took some time, but I’ve grown to like the pacing it lends to the game. I can stop to think about my next move, I don’t need to master platforming like many roguelikes, and I don’t have to frantically click like most dungeon-crawling games. Die – trust me, you will – and you start over from scratch.

The Pit 01Faced with the certainty of death, the game becomes about intelligently managing your resources, adapting to the randomized dungeons – all in the name of surviving longer than the previous playthrough. While the overall difficulty progression is roughly the same, I’ve been constantly impressed with how my experiences have varied. During some playthroughs I barely received any medkits. Others, my character was constantly starving, which reduces your physical strength. One of my last characters had 750 rifle rounds but no rifle ever dropped.

I spent most of my time playing on Normal, where each “run” will last about an hour, but Easy allows for much deeper exploration and is ultimately more enjoyable. Players who prefer very quick “loops” will enjoy Hard or Insane. Thankfully, you can close the game at any time and resume mid-life, as the save system is analogous to XCOM’s Ironman mode. Each “turn” saves over the previous one, preserving progress while making every decision permanent.

The Pit 02The randomized levels aren’t terribly pretty to look at, and can get boring if you stack too many play sessions together, but they offer new challenges every time. The Pit opens with an interesting “cutscene” with 16-bit appropriate text dialogue. Surprisingly, the mandatory tutorial is fully voiced. And that’s about all of the flavor or story the game has. There are consoles which, when accessed and decrypted, provide crafting recipes and vague story beats, but overall the game is quite a dry experience. There’s very little personality to uncover outside of the combat and loot mechanics. I wasn’t expecting a Ken Levine story, but the developers could easily have added some more depth to the world.

I really like The Pit despite the lack of a developed world, but it has a critical flaw. The game’s allegedly deep, complex crafting system is needlessly obtuse. Well over 90% of the items I attempt to craft fail, and there is no visual language to hint at what recipes might work. Worse, while the game saves successful recipes, it does not prevent you from retrying failed recipes. Decrypted messages provide vague recipes to work from, but the time investment the developers expect from the player to find all of the recipes is, quite frankly, absurd.

The Pit 03This kills replayability. I’ve sunk many hours into the game at this point and I’m more or less still reliant on drops from chests for weapons and ammo. I want to experiment, but failures destroy the items, nor is there any sort of vending machine mechanic to sell unwanted recipes and purchase weapons or recipes. Alternatively, I would gladly pay a couple dollars on top of the game’s reasonable $9 asking price to “unlock” all of the crafting recipes than grind through the game to discover them.

Similarly, I would have preferred custom class generation instead of the three classes the game ships with. The Marine (male) and Scout (female) are quite similar, highly combat-based builds. If the crafting system was better exposed, the Engineer could have been interesting, but the boons to non-combat ability aren’t enough to outweigh his fragility. It would have been great to see an initially fragile character who, later on, could have constructed some insane ad-hoc weaponry from scavenged parts. A 16-bit Isaac Clarke, if you will.

If the core tactical gameplay sounds attractive, you’ll be sure to get a few hours of fun for the price of admission. That said, it’s a tough game to recommend unless the crafting system gets a systematic overhaul. As it stands, the game is a fun diversion but needlessly obtuse.

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This topic contains 7 replies, has 3 voices, and was last updated by  David Hughes 2 months ago.

Author Posts
Author Posts
March 4, 2013 at 8:23 am #21894

David Hughes

A deadly plague ravages your world. Your last hope: a legendary alien facility dug deep into the Feldspar Mountains…a massive Pit, built by the ancient Suul’ka.If ‘The Pit’ really exists, there might be something left. Something that will give your doctors a fighting chance at the cure. All you know for sure is that every expedition into those mountains has failed to return… And nothing sows death like the Suul’ka.

[See the full post at: http://splitkick.com/sword-of-the-stars-the-pit/]


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March 4, 2013 at 10:15 pm #21946

David Hughes

I’m digging this one so far. It’s basically the aesthetic of FTL but made into an actual dungeon-crawler/roguelike.

I need a few more runs before I can properly review it, but feel free to ask any questions :)


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March 5, 2013 at 7:36 am #21977

Jim Hunter

Runs? What do you mean runs? I thought it was an ARPG like Diablo.


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March 5, 2013 at 11:10 am #22001

David Hughes

Jim Hunter:
Runs? What do you mean runs? I thought it was an ARPG like Diablo.


It is top-down and definitely has an ARPG vibe, but the combat is turn-based. Enemies can only move when you move. Moreover, the only way to play is with an XCOM “Ironman” style autosave, which enforces permadeath.

On Normal, I (currently) last about an hour or so before the game stomps on me and I have to start over. The game collects a ton of stats, and it’s all about “oh, THIS time I got this far, and killed this many foes, etc.”


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March 15, 2013 at 1:26 pm #22748

Jerrome

A little confused with some wording here \”There are consoles which, when accessed and decrypted, provide crafting recipes…\”, you later seem to contradict and say \”…there is no visual language to hint at what recipes might work\”. Do the consoles provide hints to recipes or is it all trial and error?
It looks like a fun game, but I\’m wondering about this issue.


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March 15, 2013 at 5:05 pm #22773

David Hughes

Jerrome:
A little confused with some wording here \”There are consoles which, when accessed and decrypted, provide crafting recipes…\”, you later seem to contradict and say \”…there is no visual language to hint at what recipes might work\”.Do the consoles provide hints to recipes or is it all trial and error?
It looks like a fun game, but I\’m wondering about this issue.


Console messages, when decrypted, either give flavor text/world background stories or they give recipes. At least in the hours I played, the recipes I got were quite vague, analogous to: “mmm, cake is yummy (garbled) eggs (garbled) flour (garbled garbled) sugar.”

You can discover recipes by pure trial and error, but despite flavor text in each item’s description, it’s really hard to discern what possible combinations will work. I would have liked to see color coding for, say, weapon parts, armor parts, medical parts, and genetic upgrade things.


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March 19, 2013 at 11:30 am #22991

Daniel

” Worse, while the game saves successful recipes, it does not prevent you from retrying failed recipes.”

To be honest, that is exactly what i like about it. (well, not the only thing of course).

A little hint: You can further decrypt those messages, if you got them decrypted 100% it automatically saves the recipe for you, that was stored inside it, if you find it earlier by the hints in the partially decrypted message – better for you. Sounds like anohter nice feature to me


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March 19, 2013 at 12:31 pm #22994

David Hughes

Daniel: You can further decrypt those messages

Cool – I didn’t know that!


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