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Sins Of A Solar Empire
Score » Developer: Ironclad Games Publisher: Stardock Entertainment




Pros Cons
  • Challenging AI
  • Deep tech trees
  • Seamless zoom
  • Elegant interface
  • Online matches can be saved
  • No campaign mode
  • Relatively high learning curve
  • Can't customize fleet formations
  • Some cheesy voices


Calling Sins of the Solar Empire a real-time strategy game, as it says on the box, is like calling Grand Theft Auto: San Andreas a racing title: it merely describes a piece of a much larger picture. While Sins has the usual elements of real-time strategy, including three opposing factions, tech trees, resource gathering, and unit building; it is anything but typical. It takes familiar aspects of the genre and broadens the scope to the point where you are not micromanaging units on a battlefield, but expanding a fledgling empire across a galaxy filled with mysterious planets, opportunistic pirates, hard-won allies, and some rather cunning AI.

Lost in Space?

Sins of a Solar Empire ReviewThe story is Sins' most glaring weakness.  A campaign would have gone a long way into injecting some character or personal connection to the three factions, but you’ll find none here. Instead, players are introduced to the story in an opening cut-scene before jumping straight to four interactive tutorials or the main skirmish mode. All you really need to know is that three factions are, well, at war. The Trader Emergency Coalition is battling both the Advent and the Vasari Empire for control over the cosmos. Each faction or race has various strengths and weaknesses in their technology trees that must be exploited to survive.

While the lack of a campaign is initially disappointing, the outer space setting and real-time twist on traditional empire building are immediately engaging. The developers achieved a near perfect balance between the depth found in turn-based franchises like Masters of Orion or Galactic Civilizations, and the ability to effectively manage without being bogged down by minutiae. Part of this success can be attributed to an ingeniously designed interface that groups important, related functions in distinct areas on the screen without obstructing your impressive, often breathtaking view of the galaxy.

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Empire Birth

Sins of a Solar Empire ReviewEach game begins by selecting a faction and either a pre-defined or random map, which dictates the number of available planets and solar systems. Even on the smallest map, expect to invest two to four hours before declaring victory or defeat.  The largest map, which spans 101 planets, can easily take months.  The pace is slower than traditional real-time strategy games, but it's not unwelcome since it gives you breathing room to plan out your moves without the constant fear of being "zerged" within the first thirty minutes. Acting as a buffer between empires are pirate fleets whose raids add an exciting new wrinkle to the traditional strategy paradigm. You can either take them on directly, or have them work for you by entering a bidding war and placing anonymous bounties on rivals (or supposed allies).

Resources come in three distinct flavors: credits, crystals, and metal. Planets are the key to amassing wealth and power, from verdant worlds supporting taxable populations to ice worlds rife with research-friendly crystals. Once a planet has been colonized, structures are created to establish trade, extract resources, build ships, or develop research across two distinct technology trees: military and civics. To protect planets from the advances of other empires, players can build faction-specific defenses such as shield generators or Death Star-like cannons. Interplanetary travel is facilitated through "phase jumps," which are the sci-fi equivalent of car-pool lanes. Once a fleet moves onto the specially designated paths, it can zip from one world to the next within seconds. More importantly, the system creates key choke points to defend and exploit.  

Sins of a Solar Empire's ships, the backbone of any empire worth its flags and crests, are divided among three types: frigates, cruisers, and capital ships. The frigates are essentially the grunts, cheap to make and relatively expendable. Cruisers pack more firepower and take on a support role. The massive capital ships act as the generals: the only vessels that earns experience points and technology upgrades. Each ship class also has special abilities, which can either be manually controlled or automatically used by the AI. In fact, all battles can be handled by the computer and handled surprisingly well. Players can simply sit back and enjoy the laser show, or make adjustments like ordering ships to fire on a specific target or move to intercept retreating vessels.

Sins-sational

Sins of a Solar Empire ReviewAs refreshing a take on the genre it is, Sins of a Solar Empire is not going to appeal to everyone. It takes around four hours to get acclimated to the mechanics and to simply figure out what the heck is going on, with most of this time spent through trial and error. Those expecting a more traditional, story-driven real-time strategy game will be disappointed, as will those hoping to micromanage every detail, from combat to economy to diplomacy. It's hard to ignore the game's addictive nature, however. By removing many of the needlessly complex details from earlier empire-building titles, developer Ironclad Games has placed the emphasis back on grand strategy over babysitting. Sins is one of the biggest surprises thus far in 2008, a game no self-respecting galactic grognard will want to be without.

Review by: Scott Alan Marriott



13 Comments
Posted by zeram - Wednesday, February 13, 2008 1:04 AM

Although visually stunning, I found it fairly difficult to control making the learing curve very steep and after losing every game so far it's beginning to turn me off. The tutorial was limited and between that and the book don't provide enough information to understand what or how to do things and learning everything by trial and error puts me off. A campaign which would teach you step by step various techniques would be nice.

Posted by ZetaCrossfire - Wednesday, February 13, 2008 9:56 AM

i agree this is a very hard game to learn. but when you do its VERY REWARDING im still fighting my first game and will probable to so for a while.

Posted by FierceBETTY - Wednesday, February 13, 2008 3:02 PM

Although the game has a rather steep learning curve, once you crest the final hill it is smooth sailing. In fact I was pretty much running from planet to planet trying to stay alive, but now my strengths are growing and I can actually hold a colony under my possession for a greater amount of time. And plus there is the fact that you can be buddy buddy with your allies and then suddenly, without warning phase jump your entire fleet to their capital planet and declare war! There is nothing more satisfying than that.

Posted by BinkSayres - Wednesday, February 13, 2008 7:19 PM

Yes, the game has a learning curve that is rivaled only by Universal combat or EVE Online, but once you get into it, it won't let you go. It's also easily modable. One thing that I'm slightly disappointed about every single review I've read is that there was not a single mention of this game's beta process. I challenge X Play to be the first to discuss it. It was very unique and I hope other game developers will take at least that page from Brian Fraiser's and Ironclad's playbook.

Posted by zeram - Wednesday, February 13, 2008 10:35 PM

Well, don't leave us hanging what was so unique about their beta process?

Posted by Deadwolf13 - Thursday, February 14, 2008 9:01 AM

I am finding this game and challenging, for the first time the computer AI is smart enough to compete with me. The AI will send in spy ships and look at your force then build one to match it, which makes for a very long space battle senero. And it's smart too, when you attack a planet, it will sent a force to challenge you, one that is big enought crush you if you are not careful..
But like all other reviews, i wish there was a campain, would have made the learning curve a bit better! And i love a good story

Posted by zeram - Tuesday, February 19, 2008 11:19 PM

Can someone tell me how to upgrade your military so you can have more capital ships. It says I need a point in Officier Training and something else but I can't find that research?

Posted by zeram - Thursday, February 21, 2008 12:06 AM

Can someone tell me how to upgrade your military so you can have more capital ships. It says I need a point in Officier Training and something else but I can't find that research?

Posted by Irrelevant_orig - Monday, February 25, 2008 10:23 AM

Its the third tab down in the research window, titled "Fleet", below the civic tab, above the artifact tab

Posted by BinkSayres - Thursday, March 13, 2008 1:48 PM

Since it doesn't seem to be coming up anywhere, I'll post it here. As per my previous comment: Sins had a very unique Betaing process. The game itself was made available as a "pre-order" for well over a year before it's actual release. Ok. We dish out the 40 some odd dollars the game will be sold for online for a game that isn't going to be available for another year? What the hell are we supposed to do in the mean time?!? The answer is simple, help make it.

Posted by BinkSayres - Thursday, March 13, 2008 1:50 PM

(cont) Purchasing the pre-order gave you access to a beta version of the game, where we could play it in whatever form it is at the current moment. We were also their beta testers, finding any bugs there were (and believe me, there were BUGS). It's not like they didn't have time to fix them either. This is all well and good, but what set this appart was that we the gamers were able to influence the final product through our suggestions and requests.

Posted by BinkSayres - Thursday, March 13, 2008 1:51 PM

Granted not everything we wanted made into the final game, but we were heard and the developers cared what we had to say (hell, an ongoing joke about Pink Space Ponies even made it into the final edition of the game). This game is a prime example of what can truely be accomplished when the developers actually listen to what their customers have to say and I hope more companies emulate this.