Review angryweinerchamp 2/5 · Jun 7, 2023
In Space, No One Can Hear You Scream in Frustration
Elite Dangerous is an ambitious science-fiction space simulator featuring an actual-size replica of our very own Milky Way Galaxy. It offers the player the promise of buying and selling a variety of highly customizeable space ships to bounty hunt, pirate, mine, trade, work for political factions and explore the planets, asteroid belts and stars all over the galaxy populated by …
Elite Dangerous is an ambitious science-fiction space simulator featuring an actual-size replica of our very own Milky Way Galaxy. It offers the player the promise of buying and selling a variety of highly customizeable space ships to bounty hunt, pirate, mine, trade, work for political factions and explore the planets, asteroid belts and stars all over the galaxy populated by both other real human characters and a complicated background simulation system with a complete economy and wars.
While the premise sounded extremely enticing to someone like me, someone who has sunk too much time into games like No Man's Sky and Star Citizen, I found myself very quickly losing interest in Elite Dangerous's gameplay loops due to how repetitive, boring, and unintuitive they were. Most disappointing was in a game about exploring space, just how same-y and procedurally generated everything was, and that's coming from a guy with 300 hours logged in No Man's Sky. I think all but the most dedicated flight simulation enthusiasts will find Elite Dangerous a slog that wears it's promising premise thin within 10-20 hours of playtime.
Gameplay
In Elite Dangerous, you play as a pilot free to do whatever you want in this wide universe. Most players will involve themselves in taking jobs from different employers at space centers, fulfilling those contracts, often with a bonus for completing the job in a limited amount of time. These jobs can be bounty hunting, piracy, mining, trading, supplh procurement, courier services, and exploration. Doing these jobs earns you money which you use to buy bigger and better shps, which you use to take harder, better paying jobs, which you take to make more money which you use to buy bogger and better ships which... you get the picture. All of that is all very well and good. That loop lies at the heart of many simulation games. The problem is that after about 10 hours of playtime, I found that the game had very little new to offer. I found that the jobs all felt very similar to one another, and that each star system was nearly identical to each other, no matter what procedurally generated information about the system I was told. I found that in doing these jobs I gained money and reputation too slowly to keep the rewards of unlocking new ships to keep me interested, and as I mentioned, it's not like seeing new star systems was it's own reward. What was worse was that sometimes I would die, or even worse, to prison -always for accidentally breaking a rule I didn't know existed, like speeding in a space station-- and I'd lose a ton of time and money invested and have to fly some insane distance and to 7-12 system jumps to get back to where I was.
Of the gameplay loops I did explore before I gave up on the game, bounty hunting was really the only interesting one. Flying around in space combat shooting down pirates as I tried out new weapons and fighting methods was thrilling. Every other mission style was bland or convoluted, especially exploration, which I was originally most excited about considering my time with No Man's Sky. Make no mistake. There is no "on foot" in this game. The entirety of the game takes place while your character sits in a cockpit chair. Exploration similarly allows you to pilot a moon rover on a variety of identical looking rocky barren planets, scan a building, and run away. That's it. Salvage, mining, trading, and procurement were all equally boring . As boring as these jobs were (besides bounty hunting) Nothing made me lose interest in the game faster though than flying at high speed (faster than light) in order to get to where I needed to go to do my missions. Doing this was as fun as watching paint dry. I would literally get out my phone and check the news or respond to texts while waiting usually 2-3 minutes but sometimes 10-15 minutes in virtual silence to get to where I needed to go. Just absolutely truly mind-numbing gameplay.
Narrative
As this is a simulation, there is no narrative to speak of exactly. Your story is what you make of it as a pilot. However there is in this game a very well realized lore to this setting with a highly detailed political history all explorable via the in-game codex reminiscent of Mass Effect complete with voice narration. This was an extremely compelling part of the game and one of the few highlights of my time with it. I only wish there was a more narrative structure to the game as a whole. I think the game could definitely use many more stoey missions which gradually introduce different job types. It's clear this was not a creative priority for the developers but I can't help but feel that with a little bit more direction and reason to invest myself in the universe, I could've spent some more time with this game.
Aesthetics
For all of it's flaws, I can't really complain about Elite Dangerous's visual aesthetics. While this game does have somewhat dated visuals (original release was 11 years ago) and does not compare favorably to star citizen and No Man's Sky in terms of fidelity, it does have a very consistent, lived in industrial sci-fi aesthetic that was fun to see and analyze. Ships look sleak and manufacturers have their own visual language. Space stations are really cool looking but there is a noticeable lack in variety with regards to landeable planets, which lack structures except for the very odd port or purpose. Other planets supposedly house cities and oceans, but these are not explorable, and the game will prevent you from entering their atmosphere. The biggest problem than with the game isn't what they did design but rather what they didn't. There simply isn't enough variety here to hold the average players attention after they've seen everything there is to see.
Sound design is mostly under utilized. Ship weapons lack a noticeable impactful sound quality though the alarms and notifications sound effects that play when your ship takes damage or someone is trying to contact you are all appropriate. There is no music in the game, a huge missed potential in my opinion. Actually there is one. An excerpt from a ballet piece plays identically each and every time you are landing in a starport, no doubt a reference eto 2001: A Space Odyssey. That piece gets old fast, and was another reason I quit the game. I found myself playing my newly discovered synth-wave over Spotify just to fill the silence during long FTL flights, so at least one positive came out of this experience.
Score: 2/5
A 2/5 game is one that, while not a complete disaster, has many serious flaws that prevent it from being recommendable to other players. While some dedicated fans may find enjoyment out of it, the game lacks identifiable popular appeal even among gaming enthusiasts. In a word, a 2/5 game is "disappointing" or "bad".