
Live a full life in the future as a human, an alien, or even a robot as you rise through the ranks to become captain of your very own starship.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I loved this game! It's a super thorough CYOA. So many macro-level decisions, such as your species and what you study, affect the game in really interesting ways, and there are so many paths I didn't expect at all. For example, choices that I assumed were "skip this choice" options actually lead to really interesting storylines! The secondary characters also play important roles and experience full character arcs depending on your decisions, which is really cool. They feel like full characters whose stories you're also telling! I like that each of them has an ending of their own, in addition to all the endings created from alternate storylines. I had a ton of fun in my first playthrough, and I replayed it a whole bunch almost immediately to explore some of the different paths.
Phenomenal, but the ending has a disappointing lack of content. Would have appreciated at least a "where are they now" section or more info on the character's child/spouse.
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
oyna abicim
I had a bit of a rough start, being put into the game's world without some sort of lorebook to help orient me to it. Thus a bit like a child one has to learn about the world as one experiences it, which is why the game starting with the character's youth helped me orient myself to the setting. Being a fan of Star Trek the writing style wasn't off putting though much like growing up one can't expect to endure situations we wish to. Some times the social situation seemed blunt in tone- bruted in- forced but I realize such is because they where uncomfortable for me. It was only after getting the game that I realized I would have benefited from having played other Lucidverse installments. I think that lacking some context about the world (the previously mentioned lack of a lorebook) wouldn't have been as troubling if I was more familiar with the setting. Having mentioned Star Trek, if players are expecting something like it- you kind of get that but you get something more like Mass Effect. Since the game didn't have a lore book I'll tell you a bit that I think will help your start; >The six playable species. The culture of them isn't vital to creating one's character as your character wasn't born into their native culture. You could how ever decide to embrace aspects of it as your character learns about their heritage. It leaves things open for you to be as unique as you wish. >With that said, the society your character is brought into- is primarily a Solarian civilization that's struggling with integrating members of other species. There will be tension that you'll have to navigate (for Trekies think 'Terra Prime Movement is Active' and 'it's United Earth- not the Federation' and you'll have an idea of what's going on in the setting). >Due to this, some notes I can provide for those wishing to have some inclination of the life their character may lead; Aurellians (empathic inclination, native society is nudist monarchy, deals with unwanted attention or the manipulative power of popularity), Linnerian (unwelcomed migrants in character's society, hivemind only effects those close to Queens with a number of individuals having left the mind, native culture is peaceful industrialist), Orrok (no homeland of their own, deals with a desire for a nation of their own). The others deal with things that I think are common troupes of the genre making them easier to navigate for players new to the Lucidverse setting.
a very nice interactive book where i really appreciate that you have so many good or bad or rational decisions. just like vampire regent and the zombie exodus series, these are books that i've played through more than once. although i really like the style of writing and the development in these books. but there is 1 thing i have hated in every book so far!!! you have a book with many, many decisions. and sometimes you just want to try... what if I had done this. I usually play through once and then play them as they come so I can just experience the game as it is. and the second time I want to explore every place where I asked myself what if.... but this game doesn't allow it. you can't save after every chapter. or other text basire game then had a possibility for a back button in the options. so you can leaf back and forth like in a real book and rediscover individual passages. So I can understand why the manufacturer does it that way.... he wants you to experience the adventure with all its lack of power as in real life. And that's good. but after you've been through it once, you shouldn't be forced to click through the same text again for 1-2 hours with 100%, making the same decisions just to see alternative NR.2 at the end. This is a waste of time and I'm not going to put another 10 hours into the game just to discover a few more possibilities that made me wonder what ifs. I find that very unfortunate. Please please there must be some option that can be used. maybe this option is only activated after you have read the book once, that would be even better. but something has to happen
This is well written and quite imaginative, however every other page is a skill check which you'll likely fail and be penalised. The relentless pace of skill checks rarely gives you enough chances to increase skills, so the stress from that detracts from the enjoyment of the story. I wish I could give a neutral review, but that being said, I do think it's a better offering than the last few Choice games I've read.
A very in-depth interactive space opera, and one that keeps me coming back for more, but there's room for improvement. The Good: It becomes clear very early that the setting was crafted by somebody who loved science fiction, and there are allusions to all sorts of beloved settings and franchises, from Star Trek to Star Wars to Mass Effect. Some thought has been put into how post-scarcity economics would work, while very carefully walking the middle road between libertarian hypercorporate space capitalism and fully automated luxury space communism; in other words, there are expository paragraphs here and there but author doesn't try to shoehorn in his entire political thesis. There are multiple paths to varying endings using a bunch of different stats and skills, so replayability is very high. The Bad: Mike Walters' "Lucidverse" games all have a common flaw or limitation; more emphasis is put on the numerical values of stats and stat checks than the actual narrative choices in the game. This game is no exception, and is arguably a worse example because of all of those different stats and skills and factions and relationship values. What makes this really stand out is that the introductory chapter, which features the protagonist learning to interact with other children outside of VR, features a sort of "hidden" social mechanic: Winning the Social games requires the ability to assess the strengths and weaknesses of partners and opponents, then choose the options that make the most of that knowledge. This system could easily be the core mechanic of an entire game all by itself, with or without numerical value checks for stats and skills, and once I realized what was going on I immediately thought "Aha, this is where the whole Space Captain thing comes from, learning how to work with different people." But it only ever shows up a few other times in the game, and some of those instances are path / branch specific. It's both a let down and a tragically squandered opportunity. Likewise, the narrative arc of the entire story favors some stats and skills over others, above and beyond normal RPG core stat / dump stat metagaming. Charm and Intelligence are the biggest offenders, and while that does thematically fit the whole "Star Fleet With The Serial Numbers Filed Off" motif it does put other character builds on the back foot. The same metagaming element also shows up in the "Academy" chapter; rather than relying on stat or skill checks as the chapter goes on to prove competence in different fields (or sacrifice studying one class to be sure of a good grade in another class, like Walters did in Life Of A Wizard), you basically choose two classes to excel in (which influences your later ship assignments) and one to suck at, before classes even start. There's also a branching choice between the student council and the sports team, with the only other option being to ♥♥♥♥ around in video games during spare time; there's no options to just focus on studying at the expense of everything else, which would at least make thematic sense for people who are are preparing to go into freaking SPACE. The Ugly: It may be inevitable due to the size of the game, and the sheer amount of text to proofread and variables to troubleshoot, but there are a number of areas where the text just breaks because the main text of the scene wasn't completely compatible with the variables corresponding to certain character choices. This doesn't wreck the game but it's jarring to read. This mostly happens with non he / she pronoun choices, since the scene text was clearly written with he or she pronouns in mind. It also happens when referring to race / species, though less often, and sometimes a psionic character will be told they got a message through their cybernetic implant rather than their portable computer tablet, despite psionics and cybernetics being mutually exclusive. The psi / cyber dichotomy also runs into some railroading; no matter if you choose one or the other or to abstain from both, that choice is made way before you're legally allowed to in setting and there's no option to seek out one or the other after you've waited the "right" way. It's unclear if this is an oversight or a bug or a thematic commentary about childhood choices shaping adult experiences. The process for upgrading skills, stats, psionics, cybernetics, or pets are somewhat inconsistent - most of the opportunities rely on a faction relationship check to learn from another alien species, and the rest basically fill in "dead air" in the narrative and gloss over time spans when not a lot happens. This would make perfect sense for an interactive fiction game under almost any other circumstances, but Life of a Space Force Captain is a game that relies on rigorous mechanics and value checks, so this is one area where a formulaic option that gets almost predictable would actually make sense. (Possibly as a formal debrief after each mission or something like that.) All in all, definitely a rough polished gem. Highly recommended to anyone who wants to save the galaxy, destroy it, make a security robot blow itself up, have a one night stand with a Grey, or challenge Commander Shepard for the title of Galaxy's Worst Dancer.
Wow! Probably one of the best, longest, and most in-depth stories in the Choice of Games genre. You take your PC, decide their race, background, etc. and play through their entire life from childhood to Golden Years. Wonderfully re-playable and very different each time. Your choices matter A LOT. Don't pass this up, worth every penny. Thanks to the Author, who has put out a number of great stories like this.
This story is amazing, and it has some of the bet replay value of any of these types of games I'd ever played!
I played through this in about 7 hours and really enjoyed it, so much so I done another run through the next day, albeit quicker. I like how your choices tie into your stats, and how that affects your chosen career path - which is one of Scientist, Security, Pilot, Engineer or Doctor. The characters were interesting as well, being various aliens that you can choose the gender of to suit yourself. I also loved the idea of the VR world that everyone hangs out in during childhood, where their avatars could be anything, which made for a few surprises when the characters meet up in real life. My first playthrough was as a male human, myself basically, that chose to go into science... I also joined a kind of secret society within the game that traded in various secrets, and which helped me out a few times. The ending was a nice surprise for me, which I won't spoil. My second playthrough was as a synth that identified as female... I ended up in a relationship with another synth, and we even built a child together (lol). Lets just say the ending on this playthrough was entirely different... again I won't spoil. I really enjoyed the writing, humour and progression of my characters stats through choices. The time spent in childhood, teens at the academy, passing into cadet and service and working my way through the ranks and through the years, as well as some of the conflict, friendships and love interests in the story. I can't recommend this game highly enough for any one who enjoys choose-your-own-adventure stories, as this is the best one I have "played" 9/10.
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