Galactic Adventures reviews

GoodGame

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The Galactic Adventures expansion was just released today. Reviews are trickling in:

http://www.simprograms.com/khorzho-reviews-spore-galactic-adventures-on-the-sporums/

Pro’s:

The missions in the Space-Game are offered just like a standard pre-GA mission. There’s no special interface or anything you have to do to get them.
Much like the Creature Creator, the Adventure Editor is very intuitive. It’s really easy to get a basic Mission put together.
The Pre-made Maxis missions are pretty good. There is even a Grox mission (well… calling them Neo-Grox would be more appropriate).


Cons:

[The mission assignments in the Space Stage are somewhat random. You don’t always get an Adventure. You sometimes get an “old” Spaceship based mission (like retrieve a plant). If you are looking to only play Adventures, you are going to either make empires mad declining these older missions, or reload saves.
The load times are pretty bad in GA. Especially if you are playing a newly downloaded mission. I have a Core i7965, 12GB of RAM, a 1TB HDD, and a GTX295 video card, and new missions take over 3 minutes to load up.
Adventure Planets cannot be interacted with, period, except to try the mission again. This leaves your galaxy filled up with old adventures.

http://www.n4g.com/pc/News-350245.aspx

In other words, the whole idea of Spore being some sort of science lab for the 21st-century future pretty much went out the window with, let's just say, those flying unicorns.

Spore attempts to rein all this back into the main game by having the intergalactic creatures in the game, who routinely dispatch you on missions, now occasionally invite you planetside to complete Galactic Adventures. So because these strange adventure scenarios tie into the main game on a content level, it is possible to consider GA a proper expansion pack -- like buying hats or holiday stuff in The Sims. But at its weird little alien heart, this "expansion" is another expression of Spore's core idea -- that user-created content driven by a massive procedural system under the hood and shared online can create endless types of entertainment. Under the microscope, Galactic Adventures is just more strange, Spore fun. From the cosmic view, this is another piece of the ever-expanding imaginative insanity the original game only ever hinted at.

7 out of 10

http://blogs.mercurynews.com/aei/2009/06/23/review-spore-galactic-adventures/
Pros: The action-RPG feel to the addition works surprisingly well; The mission creator uses the same tools as the rest of the game, so it’s easy and you already have a feel for it; An endless supply of user-created missions theoretically adds replayability.
Cons: The action-RPG feel doesn’t really fit with the rest of Spore; The mission creator uses the same tools as the rest of the game, so it feels a little shoehorned in; The replayability depends on the general public’s ability to create fun content.
Verdict: Taken by itself Spore Galactic Adventures is a fun casual action-RPG in a sci-fi setting. In the context of the rest of Spore I’m not sure I see the logic.
Grade: B

http://www.eurogamer.net/articles/spore-galactic-adventures-review?page=2
This game hasn't really been made yet. In its current state there are very few missions and you're going to get bored doing the same ones again, especially as you don't garner any rewards from them a second time through. However, once those millions of monkeys with typewriters start churning user-generated content, and people get to grips with the simple-but-powerful tools, we expect to see a lot more interesting stuff here. Once there are a gazillion X-rated ambulatory penis missions, this will be the natural conclusion of the original Spore game and, as Kieron said also the natural conclusion of its paralleling the history of mainstream videogames; welcome to the Little Big Planet stage.
7 out of 10
 
More reviews:


http://ve3d.ign.com/articles/news/48560/Spore-Galactic-Adventures-Review
With the addition of Galactic Adventures the space stage feels much more complete; it was already the largest section of the game, but now it has more variety and stuff to do. At the same time, Galactic Adventures doesn't really boost Spore's other stages, and that's where there's definitely room for improvement. The Civilization stage still feels relatively cut-and-dry, and the Tribal stage resembles a rudimentary real-time strategy game. Still, Galactic Adventures does what it sets out to do in allowing for the creation and sharing of imaginative adventures. In that regards, it's a welcome addition to Spore.
7.7 out of 10




http://www.gamespot.com/pc/strategy/sporegalacticadventures/review.html

Video Review:
http://www.gamespot.com/pc/strategy...212470/spore-galactic-adventures-video-review

Spore's first full expansion is overflowing with wit and charm, and it offers resourceful players a chance to get creative.

The BadSome tool imitations and other creation issues Sensitive collision detection and texture pop-in.

8.0/10
 
Alright, so I have a question. The main reason I stopped playing spore was my annoyance at the space age, where you had to do EVERYTHING yourself, from picking up and selling spice to fighting off every single invasion force because regardless of your defenses, your plants couldn't do it by themselves. Once your empire reached any decent size, you had practically no time for anything fun, like exploration. Ironically, the only way to get good exploration upgrades was to get a big empire.

Does this expansion chance that in any way, such as adding in automated trade routes or hiring squadrons of ships to defend/attack for you? Or are there any mods that do this either?
 
Alright, so I have a question. The main reason I stopped playing spore was my annoyance at the space age, where you had to do EVERYTHING yourself, from picking up and selling spice to fighting off every single invasion force because regardless of your defenses, your plants couldn't do it by themselves. Once your empire reached any decent size, you had practically no time for anything fun, like exploration. Ironically, the only way to get good exploration upgrades was to get a big empire.

Does this expansion chance that in any way, such as adding in automated trade routes or hiring squadrons of ships to defend/attack for you? Or are there any mods that do this either?

This expansion is strictly a kind of RPG-like creature phase for the space phase. I don't actually have a copy yet, so I can't swear on it. There's a few tutorials for it on the SPORE website that explain what it does do. It looks like you only create special mission planets, but you get complete control of the process from terraforming on up.

Ball Lightning (posts here and @ Sporedum.com) would know what kind of mods there are out there for the Space phase. From what I've heard, there's very limited modding possibilities so I doubt strat-game automation is possible. FWIW, if you've patched your copy, the tenseness of Space phase has been lessened so it's less micro-management to deal with all the emergencies; I still only play to level up to 'hero' though, since the sandbox is a bit dull beyond that.

Myself, I'm skeptical that there'll be major gameplay expansions if this one doesn't sell well. Seems to me that EA has decided the Spore fanbase is strictly in it for user editors and online sharing, and not the gameplay (which sums up my Spore experience until they make the middle parts of the game more fun).
 
>>load times
Oh god i loled, and here i thought no one could do worse than nwn2 for the moding community,
way to go EA, you successfully ruined spores only good remaining feature, the ability to stream content quickly.
 
I finally got mine and it's loaded. <RESERVED FOR MY REVIEW>
 
Alright, so I have a question. The main reason I stopped playing spore was my annoyance at the space age, where you had to do EVERYTHING yourself, from picking up and selling spice to fighting off every single invasion force because regardless of your defenses, your plants couldn't do it by themselves. Once your empire reached any decent size, you had practically no time for anything fun, like exploration. Ironically, the only way to get good exploration upgrades was to get a big empire.

Does this expansion chance that in any way, such as adding in automated trade routes or hiring squadrons of ships to defend/attack for you? Or are there any mods that do this either?

Uber turret + 3 maxed colonies with both bio's, spice storage is pretty self sufficient. You get no echo disasters and don't need to defend it. Only if you are fighting the Grox do you need to go by now and again to replace missing spice storage and the bio items as the grox will eventually knock out a colony if it isn't repaired.

Agree though that picking up your own spice is a bit slow, but not too bad. You can always go for the purple spice planets with 8+ cities for 3.2 million each spice run (plant a culture on purple worlds and take them out when they reach space - just make sure you do it (via purchase) while on the planet so you don't drop down to 3 cities).

The latest patch that allows more than 1 item to be sold, I find this is the best time saver - I always thought the fact you had to visit 99 planets to get 99 colonies the most tedious bit.

Does get repetitious though. Been working on taking out the Grox for the badge which is 2400 systems to conquer.
 
GoodGame's Spore Galatic Adventures Review:

My verdict: 7.3/10
Metacritic score: http://www.metacritic.com/games/platforms/pc/sporegalacticadventures

Caveat: This item is really much more of a game creator software than it is a game expansion. In terms of what it really adds to the Spore gameplay, I rate it about 6.0/10. In terms of the power and fun as a game creator software, I rate it about an 8.5. So bottom line is, if you have very little creativity, or very little interest in creating stuff, then the gameplay value of this expansion is very low.

Pros:


1.
Gives much more control over planets, allowing a lot of detail in the terraforming and shape of planets. (I'll give it a 9.5 out of 10 in this category, though I'm not sure what the effect is on Spore---for instance it's not clear of adventure planets' terraforming influences what natural Spore planets look like).

There are tons of categories and ways that a planet can be modified. Color spectrum, land forms, day-night cycle, percent land mass, etc.. And its all very easy to do, if not completely intuitive at first glance. Other game-makers would do well to rip-off the terraformer tools for their own games.

2.
Lots of room to create adventures. I rate this a 9.5/10. There's tons of options with regards to characters, vehicles, and buildings. That includes what descriptions they give, how they move, how big they are. There's also lots of visual and sound special effects and music cues that work great. And there's smaller game objects for populating details. And there's a robust goal and act system that allows for a lengthy game script. Each linear game-state of an adventure is an act in the larger script, and each act can have up to three goals of a variety of natures (e.g. defend, attack, visit, examine, talk, give etc...)

Also the complexity limits on adventures are very generous, so a lot of potential exists to create a complex adventure.

The are a few weak points though. One weak point is that buildings only overlap on each, so there's a sense of 2.5D rather than 3D; Only by manipulating the height of terrain is it possible to get around this weakness. Buildings don't stack on top of each other, so you can't build a modular skyscraper. You can make a building as a skyscraper by making it large, etc.. but there's not complete control that a full 3D engine has to make like a 1000-room skyscraper.

Another weak point is that vehicles have very limited AI. They also didn't make it so that vehicles are controlled by the player. I smell an expansion there, but it makes it pretty lame and at times the creator has to make buildings that look like vehicles.

Another weak point is that the game play features are pretty limited by the game mechanics and the goals. For instance you can make a Sonic's adventure type game---collecting objects as a goal, and add lots of moving path type building terrain and jump pads, but you can't easily make like say a Poker game, nor a detailed FPS game. You can make a capture-the-flag type scenario, but most adventures are really just disguised versions of quest-RPGs. A lot of creativity is needed to figure out some fun arcade or puzzle game play.

3. Gives some more cool animated parts for taking creatures beyond the space age. This makes creating unique characters easier.

CONS: Doesn't seem to add a lot to the base game of Spore. It might add a little more depth to the archetypes in the Space stage, via the captain parts. And it might be that the Space stage adventures are really good (I'm not convinced though I've not really tried them out in Space).

The pre-fab content really isn't excellent. Robot Chicken crew did a great job of putting out a small number of cool adventures, but not enough. Maxis made some good to great job of making some other showcase adventures. But in all it's really not enough. And the number of genius, user-made adventures to completely junk user adventures is probably around 1/20. Especially avoid the "Clark and Stanley" adventures; Or look them up if you want to see how pathetic a scenario can be made in GA.



Conclusion:
All-in-all, it's like GA is capitalizing on one of the redeeming features of Spore which is the editor creativity 'sub-culture' in the Sporepedia/Forums. The few genius resident artists, and the forum contests are what makes GA a fun product. Most users of GA are making ambitious 12-year olds stuff that is repetitive, boring, too short, etc... So that means that GA is only as great as the community is and as good as the community interacts. This is a pro- if you like online foruming, contesting, and creating/modding, but it's really unconventional for the average gamer.

My litmus test for buying GA is:


1. if you have like 500 creations to your name in vanilla Spore, and are thinking about supporting it for the future, then I'd say yeah, get this expansion, and maybe even "Cute and Creepy" ( "Cute and Creepy" is definitely a rip-off at $20, btw. It's more worth about $10, tops);

2. if you're still having fun interacting online after the 500th creation, then yeah GA will probably be worth your $30,

3. if you don't have time to get into further creating, and expect like 40 hours of great gameplay from the start, then do not buy GA if you value your $30.


All-in-all, I'm enjoying Galactic Adventures, but...your mileage may vary!
 
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