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Sins Game Review Thread

Sins Game Review Thread

One thread to hold them all!

Ok , after the 20 or so preview threads that were all over the darn place, I am making a single location where we can post all the reviews of the game for easy reference.

So once you find a review, post it in the following format:

I hope this will be made sticky by someone from SD. :CONGRAT:

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PC GAMER

91%


Editor's Choice

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GameSpot

WWW Link

9/10


Editor's Choice

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Games for Windows

A-


Editor's Choice

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G4 X-Play

WWW Link

4/5

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IGN

WWW Link

8.9/10

Editors' Choice



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1up.com

WWW Link

8.5/10 Good

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Gamespy

WWW Link

4.5/5 GREAT!

Multiplayer Factor - Great!

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Game Informer Magazine

WWW Link

9/10

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Gamer 2.0

WWW Link

9/10

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Game Shark

WWW Link

A- Great

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Game Squad

WWW Link

9/10 GREAT!


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Resonance Gaming

WWW Link

9/10 GREAT!

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Game Tap

WWW Link

9/10 Get It!


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Out of Eight

WWW Link

8/8 GREAT!

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Game Daily

WWW Link

8.0 GOOD


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Shack News

WWW Link

Good:
# Patience-demanding strategy
# Endless possibility of scenarios
# Pew-pew lasers

Bad:
# No single-player campaign
# Steep learning curve


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UGO

WWW Link

A


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Game Almighty

WWW Link

9.0


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GamesRadar

WWW Link

9/10

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Gaming Steve

WWW Link

9/10


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ArchGamer

WWW Link

8.5/10 Good

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Sarcastic Gamer

WWW Link

9/10 Great

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Dual Analog

WWW Link

9/10 Great

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PALGN

WWW Link

9/10

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Game Valor

WWW Link

9/10

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SyndicateX Gaming Portal

WWW Link

9.3/10

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Cheat Code Central

WWW Link

4.8/5.0

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ArsGeek

WWW Link

9.25/10

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EuroGamer

WWW Link

9/10

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Sci Fi

WWW Link

A+

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Firing Squad

WWW Link

91%


Editor's Choice

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Gaming Nexus

WWW Link

9.2/10

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Computer Games

WWW Link

85/100

Silver Award

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Gamepyre

WWW Link

95%

Gamers Choice Gold Award

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TGR

WWW Link

8/10

Editor's Choice Award


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StratergyCore

WWW Link

8/10


///// UPDATED LIST as of 7/14/08

392,282 views 250 replies
Reply #226 Top
I know I'm preaching to the choir here, but...Just want to say, I've just purchased and after being burned by some recent titles, this team has done a great job. Installation was a breeze and looking forward to the update!

Very enjoyable effort!
Reply #227 Top
Looks like the list is up to date, I was away for awhile but am back baby! <3
Reply #231 Top
You can add Strategy Core review, too. Don't ask me why it took so long, those guys are SLOW. ;)

Strategy Core
Reply #232 Top
Updated the list , did I miss anyone? :NOTSURE:
Reply #233 Top
Here is a review. I don't know what to say about it though.



WWW Link
Reply #234 Top
I’ve finished my third game and… er, well… I don’t see the appeal. This has not only become my least favorite Stardock game to date… it has become the only one I don’t like thus far.

In short, it’s Homeworld ”lite” with Starcraft sound effects, put together in a fashion that makes gameplay about as strategic as Rock Paper Scissors . Like Homeworld, you get to move ships around in a 3D environment… but unlike Homeworld, you are restricted to a ‘tabletop’ playing area. The combat is primarily ‘hands-off’, where you win if you have more ships (as opposed to having any tactical considerations). Playing a computer opponent demonstrates the basic concept admirably: You move into a system held by the enemy. If you have more ships, your enemy flees to an adjacent planet. Follow him there, and he will run away to the planet just vacated. Rinse, repeat.

Planet defense is accomplished in only one way: using your ships to prevent access, either directly or by attempting to block a route (attempting, because when ships choose to bypass an enemy fleet in a gravity well, it’s about as difficult as sneaking past a deaf mute in a wind storm). You might notice some form of planetary defense gun in your arsenal. These are actually used to give your enemy the satisfaction of target practice before decimating your planet (if they choose not to ignore them altogether), as they are under-powered, short-ranged, placement-restricted and severely limited in available quantity. The only other option are the hanger bays that hold a whopping TWO squadrons (these structures are the size of North America, and only hold 12 fighters or bombers?), which might, if given lots and lots of time, mildly damage a small enemy ship or two (if you build six of the things, and a dozen defense guns around your system, you might just buy yourself enough time to get a sizable fleet to the threatened area. Might.)

Finally, the ‘Pirate’ concept is about as arbitrary as you can get without the introduction of, say, mad gofers. They serve no purpose, just sit there on their asteroid and take bounty bids from players… granted, this is exactly the way real pirates behave (i.e., only attacking after politely making punctual and honorable financial arrangements with a client, then warning their intended victim well in advance). It adds nothing but irritation to gameplay, as you have to stop whatever you are doing and play the Monopoly auction game, without even the chance of a surprise attack to break the game’s lethargy.

Anyway, my point is that there is really a whole lot of nothing to do in this game. What little user interaction exists is repetitive and without opportunity for variance. Of course, there are always those that will disagree, and tell you how great this game is… but consider this: there are also those who liked Boyz II Men, or think George W. is a fine leader.
Borrow the game and try before you buy.
Reply #235 Top

I was initially unimpressed with this game, but i still downloaded it as previews and reviews sung its praises. I love strategy games and had still yet to complete Supcom, WIC, CIV and COH. What really annoyed me about those other rts's was the amount of micro required, and whether it did or did not add something to the game. In Supcom you leave your troops alone and they will get annoyingly nibbled at by AI, same in COH. The AI in those games know and exploit just how far to stay in fog of war to be able to pick off un-microed troops.

After having Sins sit on my harddrive for a few months, and coincidentally being inspired by an episode of Babylon5 i was in the mood for some galactic space battles of the most epic kind. So for the first time i played for longer than an hour.. I was hooked! Sins allows you to build gigantic fleets and really manage and maintain a vast empire. And unlike other RTS's the AI can handle itself with small too no supervision allowing you to concetrate purely on strategy, and not babysitting AI. You build your fleets do defeat your opponents with strategy not micromanagement, and also unlike other RTS's you can sit back and enjoy your handywork while not having to worry about your defence fleet being picked off, on the other side of the galaxy. Genius! and well worth the high praises sung in its honour. I hope expansions are in the works, possibly adding a stealth element would truly be the icing on the cake! I look over to the mods section and see exciting developments which can only get bigger and better over time!

Reply #236 Top

heres what i think, i agree with the recviews above that the game is great, however it realy takes a while to get into it.

at first i realy didnt like this game because it is unbelievably (SP) complicated, and takes a while to get good enough to actualy know what you are doing. however after a month or two of playing, i got to know the controls and now i love the game!

the bad parts about it are the fact that there is no single player campaign, and that the maps are long. even the one player scenarios take a while to play through, and the gameplay feels realy detached, but its still fun. i was realy dissapointed with the lack of campaign however. they put alot of thought and backround into the three races, and the potential for a good campaign is enormous - i definantly hope to see an expansion with campaign in the future!

over all 8.5/10

Reply #237 Top

Warning! The following review of Sins of a Solar Empire Entrenchment by AngryJoe is not suitable for children due to some gross and vile language, not to mention other evils. You have been warned.

Pay no attention to it being a parody. It is not. It is an extremely well done video that is very positive about the game and should put a big smile on your face and give you a chuckle or two. Watch in high quality and prepare for a really strange ride.

http://www.youtube.com/watch?v=libgHY1CzAE

AngryJoe put a lot of work into this video review. Since the original review of Sins by antisocialfatman, there has been nothing on YouTube that really conveys the excitement of Sins gameplay so very well. And Angry Joe, I just found it completely delightful and it brightened my whole day.

This review gets a 10/10 from wilebill. Devs, maybe you should get this guy to make more videos!

 

 

Reply #238 Top

First and foremost, I enjoy this game alot.  Spend many days and weeks on the stupidly massive maps i generate, and have recommended this title to any that seem remotely interested.  That said, heres the rest.

Seems im a bit late to this game.  But, here is another opinion for yall to peruse.  Being $8 at a Walmart, i didna expect too much, but after a couple hours, I found it quite enjoyable.  Being a fan of Homeworld, I and II, as well as the Space Empires series, Sins fit right in between them.  A game that provides the detached overlord feel when you zoom out and just see a collection of planets, with bars that when you mouse over, will show whats available there, to 'hooking' the camera to a single ship, even a fighter, and following it through its combat and travels. 

MAJOR flaw was the lack of ANY storyline.  After reading the cover, manual, and watching the intro, I was greatly disappointed to find NO main campaign.  If it was delayed for release issues, and is coming out later, woot, if not, then its a highly misleading hook for advertising to generate interest.  Also, I noticed there really wasnt a big difference between the available races.  All are set up the same, very similar tech trees with just enough variations to each to validate them as different.  Mostly, it comes down to weather you want to hear "Strength and Unity!" all the time or not.  Overall, seemingly lacking any real depth to anything. 

Fleets were good, but not great.  Spamming a single type works vs comp ai.  nearly regardless of type, and if you outnumber them, or take out the capital ship AI frequently has in harrassment fleets, they run.  you chase, and kill, simple.  As for the massive sized fleets possible, bah.  I would consider them large at best, but truly lacking the epic feel that could have been achieved.  Granted, it takes a powerful machine to maintain those numbers, but maybe having a setting that limits the comp ship #s to your machines abilities would have been nice.  I dont mind that all races have a main attack, LR, assault, carrier, and support types, cause that is typically what happens for real, but maybe things could have been different to really set the races, and the game, apart.

Planetary manegement was all out pathetic.  raise infastructure, defenses if attacked alot, cause for some reason the AI will contiually attack the same planet, making easy to plan your overall defense.  surround with the point defense and usually a trade and broadcast center for each world.  After an initial defensive perimiter, when you can afford to cut back on defense structures, building the Novalith Cannon, or the variant for whatever race you play, set to auto-fire.  The exploration thing was ok, but just an attempt at increasing the purpose of a planet.  Great potential there in future mods, maybe having an option for those of us that like it complicated.  Structures on planet that generate resources rather than tax, or can help the amount generated by asteroids in that grav-well.  things to offer variance, which seemed strangely lacking in this area. 

Tech trees were a saving grace.  much diversification, with the expected lines of resources, politics, ships, offense and defense.  good variations for each race that allowed this game to be more than a build and kill.  This was the only area where there is any substantial difference between the races.  Which allowed the ships to become varied as you progress as well.  The split between Military and Civilian branches was wonderful.  one of the few things that actually required careful thought and planning ahead for tech lines.  Want resource before ships, or maybe to spread your culture and just let riots do the work for you.  tech gets expensive after a while, and most i dont even use, but i know that not all are like I, and all of it will be used by someone.

But, with all the gripes, its still a great game.  It fits to my nature of galactic domination gaming.  while not having anywhere near the variance that RTS mainstays like Starcraft and C & C employ, it has enough to make it interesting, and evern to cause a shift in tactics when against another human, but still mainly in the tech area.  Ideas the I, and others have to possibly make it better, like being able to stash the construction frigates at the planets to save on memory usage, but, ejecting them during a planetary bombardment, would be making a different game.  Looking at it how it is, its great.  many hours of gameplay available, with loads oc pre-built maps to challenge yourself with in dealing with different situations. 

Please pardon the length...   this has already been shortened. 

Reply #239 Top

Booch, maybe.  If i wasnt supposed to put that personal pseudo-review there, feel free to remove.  but a rate of about 78% seems to fit for me.  Good, highly playable, but room for a decent amount of improvement. 

Reply #242 Top

I hope I don't come across as arrogant or anything when I write this review, but after playing Sins of a Solar Empire and Entrenchment in light of my experience as a gamer, I think it warrants one.

A month and a couple of weeks ago, after my last undergraduate exam, I decided to reward myself with a new computer game. Usually, I'd go for FPS or RTS, and mostly FPS, but there weren't any good FPS's on the market. I came across Sins of a Solar Empire on the store shelf. From the reviews I read, it had multiple game of the year awards (woot!) and was also... different than most of the other RTS's I play (Red Alert 3, Dawn of War, Rise of Nations...). It wasn't in battlefields or across planets, but in SPACE, and judging by the scale, it looked really deep. So I decided to buy it, thinking I could get into it.

I was right. Out of all RTS's I've played, Sins was probably the most immersive, most engaging, most challenging, most beautiful RTS I have ever laid my eyes on. I loved the depth of the units, the tactical, strategic, and LOGISTIC (!) approaches to victory: formations, defenses, culture, diplomacy... the works! I really feel like I'm in control of a (sinful and lustful) empire, and everything from the size of my fleets, the scale and epicness of battle. is just mind-blowing. The research trees really made you think about what you need and what you don't, and trying out new tactics and strategies is always fun. Add to that the diversity of units and their abilities, the pros/cons of each faction, and their unique research trees, and you've got a game with a real lasting appeal and depth to it. I'm really surprised that this game only took just under 2 gigs of hard-drive space. I guess I pretty much agree with Nicodaemos's review above.

Of course, this game isn't without its flaws. The lore wasn't as in-depth as I hoped it to be, although the game itself and the unit descriptions shed some light on it, but the lack of a detailed storyline kinda detracted from the immersiveness of the universe. I don't know if that really matters, though: through playing the game, you kinda shape the destinies of the factions you play in many different scenarios. Moreover, some of the sound effects sound really cheesy, particularly the sound effects of the autocannons and laser batteries of the TEC, as well as some of the voice-overs of Advent and Vasari ships. That didn't really matter much since in most of the battles, you'd hear more than just autocannons and lasers (pew pew... I was more expecting PEW PEW!). Third... the way some maps are shaped... but I guess that's just the whiny perfectionist in me.

The advantages clearly trump the flaws, and I just love this game... probably the best RTS if not video game I've ever played. Can't wait till the next micro-expansions are released!

Reply #243 Top

Thanks Saracen, we hope to keep you guys Sinning for awhile yet! Glad you enjoyed the first bit! :)

+1 Loading…
Reply #244 Top

Quoting Blair, reply 18
Thanks Saracen, we hope to keep you guys Sinning for awhile yet! Glad you enjoyed the first bit!

No, THANK YOU, Mr. Fraser, for such an awesome game!

Reply #245 Top

my review!

 

Awsome! just finished a match and looked at the total time played on that "map" 11 hours and 46 minutes.

Not bad ^^

 

At first i was a bit meh, and had major issues with the game, in form of getting ganked by pirates joining forces with my AI enemy.

But after reading several good forum posts i got back ingame and went from a blockade on my small empire to a standoff  where i totaly dezimated the enemy fleet and could start taking over the system with no real counter attacks (they fleed from my fleet).

 

Great game! im so not regreting my purpcase!

ps: yes my grammar stink.

Reply #246 Top

Here's something I posted at another site:

Just curious, how long does a typical match take, and how long does the game take to pick up and learn? I'm pretty sure I purchased it recently, but I haven't played it yet.

An online multiplayer game typically goes for 1-2 hours with most going 1:15-1:30. It's possible that an epic game with balanced teams could last a little longer than 2 hours, but you probably wouldn't mind since those tend to be great games.

It doesn't take as long to play a 4v4 and 5v5 (locked teams) as what people think because you are only really responsible for taking down one opponent (not nine as in a 1v9 locked free for all in single player). Also, once the losing team sees the writing on the wall, the losing players call it "gg" and start quitting or surrendering so the winning team doesn't have to do a boring mop-up job and so that a new game can be formed. Also, these games are generally played on single star maps at Fast/Fastest speed and using Quickstart, which really shaves time off the length of games.

It would take a couple weeks to learn the game's mechanics and the three different races, their abilities, strengths, and weaknesses, and their tech trees with a basic level of proficiency. After that you would have to learn how to play against human opponents. It has a learning curve, but that's what's so great about it--it has a very deep and intricate strategy and is always challenging (to play against other people).

The online player counts are not great and Starcraft 2 took a bite out of them, but the game has a small core of dedicated players who love it. The 4v4 and 5v5 games are played on the Diplomacy expansion but you have a better chance of finding newer players on the original ("vanilla") Sins. There were enough players on the Diplomacy expansion yesterday (Saturday) to fill several 5v5 games.

There's nothing else out there like Sins. I love the game because Sins is all about strategy and is not a clickfest. In Starcraft you might focus on building as many supply depots, SCVs, Barracks, Factories, Bunkers, Marines, and Tanks as fast as you can click and even that's not quick enough. Your thought process might be, "Need to click faster, must get more Firebats." In Sins you have far less clicky micromanagement and instead you spend your time thinking about the strategy:

  • Should I research something?
  • Do I need more ships?
  • What kind of ships?
  • What should I colonize next? Is there a choke point between me and my opponent that is top priority? Can I colonize something that would cut off my opponent's expansion? Would it instead make more sense to spend the money that would be used to colonize new planets to instead build a larger fleet and surprise my opponent while he's spending money on colonizing?
  • What enemy ships should I kill first?
  • Should I build more labs so that I can do more research?
  • What kind of research should I do (large and varied tech trees)?
  • Should I build defenses?
  • Where should I place the structures?
  • Is my opponent vulnerable anywhere?
  • Should I attack?
  • What structures should I knock down first?
  • Am I vulnerable?
  • Where is my opponent's fleet, how big is it, and what kinds of ships are in it anyway?
  • Does one of my allies need help?
  • Should I feed him some credits or resources?
  • Should I build one of my starbases (Entrenchment/Diplomacy expansions) at his home planet to help him survive an opponent's upcoming onslaught?
  • Do I need to research and build culture broadcast centers? Is it worth the money to increase my monetary and resource income by 10 percent and make it harder for my opponent to fight and colonize my planets? Is my opponent's culture spreading to my worlds and damaging my income? Am I in any danger of getting "culture bombed"? Can I hurt my opponent with my own culture?
  • Should I scout my opponent's gravity well before I jump?
  • I started out between allies, should I build a huge economy and feed my allies who are fighting on the flanks or should I make my own large fleet and join in on a second front? Should I attack the opposing "eco" player across the middle? Should I have both eco and a fleet?
  • I started out in a "suicide" spot with two opponents on each side and I know they have nothing to do but focus on killing me. Should I build a starbase and other defenses and try to hole up here (and be a huge pain-in-the-ass so that they cannot focus on building their economies) or should I focus all of my efforts on trying to colonize stuff in the middle and migrating to a new home planet in a safer location? Can I expect a feed of credits and resources from my allies? Should I request that or would that money and resources be better spent on a fighting flank? What can I do to consume these guys' attention and buy time for my allies to win the other battles? What if I can survive here, build up a large and threatening fleet and then attack one of my opponents once they think I'm "contained"? (You can almost single-handedly win the game for your team if you do this right; I've seen it happen)
  • I have a small fleet near an opponent's undefended planet. Should I jump in right now and surprise him and do a little damage before his large fleet (which is three jumps away) can get there, or should I wait and make enough siege frigates to actually knock down the planet before he can bring forces to defend it?

There are also fleet management and combat tactics. It is necessary to do micromanagement, but the micromanagement is primarily of a combat tactics nature and it isn't too bad at all. You can control as many ships as you want with a single numerical keybind and issue the same order to multiple ships (all fire on this target). It's also very easy to cycle through individual ships. The micromanagement thought process might look like this:

  • When I go to attack my opponent, on which side of the (connecting) phase lane do I want to jump my fleet and how far off to the side? Is there some sort of a structure I might want to avoid (enemy starbase--Entrenchment and Diplomacy expansions)?
  • What does my opponent's fleet look like? Does he have any support ships (Subverters) with abilities that can paralyze my fleet? Is his fleet a counter to my fleet or does my fleet counter his fleet? Can I win this battle?
  • Where should I move my ships?
  • Do I need to retreat my capital ship(s)?
  • Should I focus fire everything on my opponents capital ship?
  • Should I use one of my capital ship's abilities?
  • Should I use abilities on certain individual support frigates? (You have them all bound to a number key, you press that key selecting the frigates and then cycle through them one by one issuing orders to use a certain ability (heal one of my ships, etc.).
  • In what order should my long-range frigates attack the enemy ships? (You can easily queue up a string of attack orders, ordering them to attack one ship and move on to another once it's destroyed.)
  • Should I keep away from that enemy starbase or can I take it down?
  • My opponent is retreating to his repair bays and defenses, can I take him or should I hold off?
  • What should my strikecraft (air force--small fighters and bombers) be attacking?

That's an example of what the game is about and what your thought processes might be during a game of Sins of a Solar Empire. The strategy runs deep and it has a learning curve, but if you can stick with it and become proficient at the game, it is totally awesome and can hold your attention for a long time. It's very challenging and strategically demanding. There's nothing else out there like it. Oh, and thinking about strategy beats mindlessly clicking to build as many Terran supply depots and Marines as quickly as you can click.

Sins is an awesome, but overlooked and mostly unknown and under-appreciated game.  It's great for online multiplayer.

Reply #247 Top

Hello, this is, probably, not the place to post it, but I didn't want to start a new thread

First of all, I want to say that I'm not really into the "RTS" genre. I suck at multiplayer pretty hard, so I was going for a solid SP campaing. One of my friends told me that this game is Homeworld's spiritual succesor. So I bought this Trinity package, finished the tutorial and then I was kinda confused, does this game has no Campaing? (I mean with actual plot)

I don't really enjoy sandboxy gameplay, and these scenarios are a big turn off.

 

Reply #248 Top

nope no campaign (its a bummer for some of us yes) but be willing to give the game a chance, its worth it

oh and next time start a new thread, necroing is bad form here

Reply #249 Top

In the US, just about all new games, DVDs and even books are released on a Tuesday. I don't know how this came to be, but it is now a tradition in the world of publishing.

.....the "first" Tuesday of the month...you mean to say.

Yes.

In the US, the election day is also on a Tuesday; the first Tuesday of the month in election season.

The reason for this is because Monday (the first Monday of the month) is the day people get their checks [from the government], specificially those on public aid of some sort.

Hence, elections will be attended and the government-needing residents can 'repay' their representatives by voting for them.

Hence, companies get a better chance of earning more since the [percentage of people 'with money' increases] after such checks have been sent out.

-.-