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News New Game - Star Trek: Voyager - Across the Unknown

according to steam it unlocks at 9PM Eastern tomorrow on PC, that's an unusual time.
Most games on steam release on steam at Noon or 1AM
 
It unlocked on PS5 at 9:00 am for me. I've played it for about an hour so far. The visuals are good. There are alot of things i don't like about it. The print on the text script is so small I have to sit on the edge of my chair to read it. I have it on the easy mode, and I find it repetitive. Too much thought put into resource management, and not enough thought into the story. I have to build crew quarters? Voyager left Deep Space Nine with crew quarters. I'm going to try to keep playing this, but it maybe one I don't play all at once.
 
I'm playing it too, already laughing like crazy. The route of going back to Earth with the array, dooming the Ocampa, and having Chakotay arrested is 100% comedy gold.

The plan now is of course to do everything possible to annihilate Neelix, and also keep Seska on the team.
 
Just started the full game, playing on story mode since it is my first time. I am about 3 hours in. After the caretaker mission, I got "state of flux", "maneuvers" and now I am in the middle of "alliances". So I got a bunch of Kazon attacks to deal with and I just decided to try to find a Kazon ally. Voyager is pretty strong though. So far, I am winning easily against the Kazons. I have 3 phaser banks facilities and 2 shield generators. But I am almost out of torpedoes. I think my combat strength is over 100.

I got the log from Tuvok about how homesickness is growing and I need to keep morale above a certain level. Right now, it is above 3000 but it is dropping. So I am trying to get a holodeck or observation lounge up and running. I think I also need a second hydroponics bay to help increase my food supply. I actually ran out of normal food and I am back on rations. I probably need a second sickbay too since I am starting to get a lot of wounded. I am enjoying the stories that are ripped from actual VOY episodes as well as the resource management. The game does a good job of always giving you objectives and stuff to do. This creates that "just one more turn" feeling that keeps you engaged and wanting to keep playing.
 
Is anyone playing the "year of hell" difficulty level? How hard is it? I will probably try it once I feel like I am an expert at the game.
 
I wonder where the demo was in those difficulty ranges. Did anyone find cheats yet? One website says you can unlock a console with -console and ~, and then use traditional cheats, but it doesn't seem to work.
 
I've been playing this for a few hours now (hard to stop once you get going), and I have a few things to review:

1. I love the lore, the deep cuts, the way this game essentially (seems to thus far) gives you the opportunity to play through the entire series, which is super fun.
2. Rebuilding the ship and managing resources is challenging, but not yet as frustrating as it was in e.g. The Alters, which this is generally similar to. With some planning, there's always something to do.
3. The look is nice, especially the different rooms and what's going on in each, but it all seems very static. I know it's probably not a very high-budget game, but it's very text- and menu-based, which makes it feel like an ancient pen and paper RPG. (Then again, that has its own retro charm.)

In any case, the fact that I've been playing as much as I have - and that it made me want to watch some Voyager tells me that it's doing something right. I love the fact that a game this particular has come out for Voyager, which didn't used to get such attention.
 
2. Rebuilding the ship and managing resources is challenging, but not yet as frustrating as it was in e.g. The Alters, which this is generally similar to. With some planning, there's always something to do.

I feel like you really have to watch your deuterium and energy consumption. Watch how many cycles you have left and make sure you are within range of a source of deuterium. You can easily overextend yourself if you are not careful. You definitely want to make sure you upgrade your warp core as you go to make sure you generate enough energy for all the new rooms you are building. I definitely found myself accidentally going into grey mode a couple times because I ran out of deuterium or building too much and my batteries ran out of energy.

Also, planning what to build and where to put it, is crucial. Space is limited, especially at the beginning where some decks don't even have life support. You don't want to "spam" the same room too much or you will run out of space when you need to build something important. You can upgrade rooms later with the right tech to make them better so you don't need a lot of copies of each room.

I also like how you get the message that you have stayed too long in a sector and crew morale will fall soon because they are getting homesick. It is thematically appropriate and it forces the player not to procrastinate too long in each sector. It can be fun to collect resources or do away missions but you have to remember your long term goal is getting back to Earth. So you need to move on to the next sector ASAP. And you have to make choices about how much you can do in each sector.

3. The look is nice, especially the different rooms and what's going on in each, but it all seems very static. I know it's probably not a very high-budget game, but it's very text- and menu-based, which makes it feel like an ancient pen and paper RPG. (Then again, that has its own retro charm.)

One complaint I would have is that the player has to do a lot of menial clicking to go through the dialogue. I wish they made them cut scenes that the player could just watch all at once or skip rather than clicking every single line of text.
 
One complaint I would have is that the player has to do a lot of menial clicking to go through the dialogue. I wish they made them cut scenes that the player could just watch all at once or skip rather than clicking every single line of text.
if you hold down one of the buttons you can skip large chunks of dialogue.
 
if you hold down one of the buttons you can skip large chunks of dialogue.

Thanks. I am aware. I have used it in the caretaker mission since I already know what the characters will say. But it does mean skipping a lot of dialogue so it is not ideal later on when you face new stuff for the first time that you actually want to know what is being said. And it is a lot of holding down the right button to skip each line of text.

I do wonder if after completing many playthroughs, if the game will get repetitive, where we will skip most of the dialogue since we know it and just want to get on to the next part?
 
I would add that my issue should be relatively easy to fix in a patch. The devs could trim some of the dialogue down and have an "auto play" option that automatically plays the next line of dialogue without the player having to click. IMO, this would address the pacing issues by speeding things up a big and reduce clicking. There could still be the option to hold down the right mouse button to skip the dialogue for players who want to do that.
 
On the higher difficulties the resource issues really do bite. Every five seconds I'm running out of food and going to replicator rations, which means doubling deuterium expenditure, which means the warp core goes offline and everyone gets pissed.

It's starting to annoy me a bit, I do think that it's probably viable to make the ship partly self-sufficient if you build and upgrade wisely but staying on top of that while also managing minute-to-minute allocation of work teams and such is tricky.
 
Is resource acquisition/management so tedious, as to detract from enjoying the game?

The only part that can get a little tedious maybe is that you have to manually scan each planet first to see what resource it has. So when you arrive in a new star system, you have to hold down the right mouse button on each planet one by one to see what resources it has. Not sure why the game does not do the scan automatically since it feels a bit pointless to make the player do each scan manually every time. I don't think it detracts from enjoying the game though. Resource management can get a bit frustrating, I guess, if you screw up.

On the higher difficulties the resource issues really do bite. Every five seconds I'm running out of food and going to replicator rations, which means doubling deuterium expenditure, which means the warp core goes offline and everyone gets pissed.

It's starting to annoy me a bit, I do think that it's probably viable to make the ship partly self-sufficient if you build and upgrade wisely but staying on top of that while also managing minute-to-minute allocation of work teams and such is tricky.

This reminds me of XCOM2 where you start with a bare base, very little resources and a basic squad of rookies. So the start of the game is deliberately intended to be a tough challenge. But as you grow your base, get more supplies and level up your squad, the game gets easier and then it gets hard again in the end when you face the toughest enemies in the final mission. I wonder if this game is meant to be similar. At first, it is a big challenge because Voyager is wrecked and low on supplies. But once you build rooms, you become more self-sufficient, and more powerful. So eventually the game should get easier. And then maybe the end is hard again, if you face really tough opponents or tough crisis right before reach Earth?
 
They should add a sandbox mode or cheats for unlimited resources. I didn't like the music at first, but now I can't get it out of my head :D
Does the random number outcome matter, or just the color? Gold and yellow look too similar. What does gold even do, just gives you more than expected? The only sound effect that stands out is the stressful heartbeat when there's a critical decision to make :crazy: :D
Glad the aeroshuttle is in the game, would be nice to also use it for combat!
I wanted to just play a few minutes on easy mode after I got it to see if anything changed from the demo, and I ended up failing 3 h later thanks to random resource generation giving me 0 deuterium in 2 systems! Constant gray mode, then the crew asking for new stuff again and again, all of them impossible to finish in time, so they mutinied. Now I know how it must've felt to be in charge of that ship! No wonder Janeway needed so much coffee and was cranky :D
 
When the devs said the sectors are procedurally generated, I thought that meant a true sandbox mode where the player can do whatever they want and choose the next star system to travel to on the way home. But it seems the sector missions are fixed and only the resources and/or side missions are random. So the game is not as procedurally generated as I thought. It is very guided, following a fixed script, just with a little randomness thrown in. The game basically does take you through the tv series, hitting the major beats in chronological order. I am currently at the USS Dauntless episode with Arturo.

I lost both Seven of Nine and Tuvok in the mission on the Hirogen relay station to retrieve the starfleet message. When the station was getting pulled in the singularity, I was given a choice to beam up either Seven or Tuvok. I chose Tuvok. It said it failed. I was given another choice. It also failed. And then I got an "in memoriam" for both Tuvok and Seven. I guess I got a bad luck of the dice roll. But that was a bummer.
 
I finished my first playthrough.

I chose to use the transwarp hub in "Endgame" to get home but not destroy it. Voyager makes it home to Earth and celebrations only to find out that a few months later, the Borg use the hub to invade en masse and conquer the Federation. oops
 
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