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Now, you are entirely on your own — and the only way back leads through the vast unknown of outer space. On your strange journey, you will encounter unforeseen obstacles and unimaginable treasures. You will fail and you will pick yourselves up again. You will suffer painful losses and also make new friends — in a vibrant universe that changes its design with every new journey.

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Your most important goal: Bring your crew back home to their families and friends. The Long Journey Home combines an open world full of galaxies, planets and anomalies with quests and mechanics of a rogue-like RPG. You have to make decisions — and choose to live with the consequences. One destination. Endless adventures.

The Long Journey Home

Where will this journey take you? System Requirements Minimum: OS: This game is OK, but for the price I was expecting to get my socks knocked off. Requires some getting used to the controls, but the story line is interesting. There are a few features that could still use some work as certain tasks are impossible just by how the game is set up. The largest complaint that I would have is that too much time is spent trying to survive rather than enjoying the story.

Perhaps this is how the game was intended to work, but I would assume that the purpose of story mode is for the player to enjoy the story. Instead, I find myself focusing on completing jobs and mining resources leaving the story as a side thing. This struggle to survive is acceptable for the other modes of the game, but I would expect story mode to be more focused on the story where surviving takes some effort but is a little bit more fluent with the story.

This may seem like a small complaint but when given the job to deliver cargo combined with one unit exploding everytime you enter a system, due to heat, the result is a unhappy client after adding one or two jumps mid-way to restock so that the whole trip could be completed.

This game is laggy, and hard for me to understand….. Aliens will be human, I guess. That's the fun part of The Long Journey Home, and the glukkt are but one of a long list of races who approach your ship with intentions both malevolent and magnanimous. Unfortunately, I had to fight to enjoy these moments. There's a great premise at the heart of this adventure, but it gets smothered under the weight of frustrating and tedious minigames which require ridiculous feats of precision and patience and wear out their welcome long before you ever reach Earth — if indeed you do.

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It does that, but the story was always more about just scraping by until the end, with few climactic triumphs to keep the mood from getting too dire. Exit Theatre Mode. The odds are stacked against you as highly as a Corellian freighter navigating an asteroid field. The Long Journey Home never lets you forget the odds of making it back to Earth after a malfunction sends you to the other side of the galaxy are stacked against you as highly as a Corellian freighter navigating an asteroid field.

Even if you were to perform the aforementioned minigames to perfection and I'd love to have your autograph if you do , you still have to contend with ship components that randomly break with resources that never seem to be more than stingy. You can alter your chances somewhat by carefully choosing which of 10 available crew members with distinct personalities and professions ranging from astronaut to archaeologist you want to fill the ship's four seats, but it'll always be rough going considering that the far reaches of the galaxy aren't exactly stocked with components for human technology.

On the bright side, it's crammed with folks like our glukkt usurer. It's a good thing, too, as our adventurers would be up the Milky Way without a paddle without them, to say nothing of the Mass Effect-style relays that shuttle between star systems help as well usually for a price.

Other races include the reeves, who once offered to buy one of my crew members as a slave in exchange for some galactic credits, or the seemingly super-chummy plant-like mizzurani, whose gift of "free" fuel for my jump drive ended up "infesting" my astronaut after I had her install it from my cargo inventory. These close encounters deliver The Long Journey Home's best moments, and the excellent writing involved helps lend it a storytelling strength seldom found in roguelikes. Often even the bad encounters left me smirking, such as when Dark Mistress Zacherraza of the Reeves responded to my refusal to sell a crewmate with a petulant "Fine, be that way.

Unfortunately, those interactions turn out to be a fairly small part of The Long Journey Home.

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The vast majority of a playthrough involves either easing the ship into a planet's orbit or sending the lander down to a planet's surface to scrounge for gases and metals needed to refuel or repair the craft, or to pick up the "exotic" matter needed to power the jump drive when I wanted to port to a neighboring star. Both minigames are 2D and factor in a given planet's gravity, which appeals to the science nerd inside me in a simplified Kerbal Space Program sort of way.

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  • Both require a careful dance of the left and right mouse buttons; in space you use the left button to fire off lightweight "thrusts" for precision maneuvering and the right for "boosts" that guzzle fuel and propel you from a big planet's orbit. When you visit a planet with the lander, you use the left mouse button to thrust upward and the right to thrust downward. The orbiting is the easiest to adapt to, as it requires carefully adjusting your speed and direction on a top-down map of a solar system in order to slip into a planet's orbit, with the help of a guide that projects your current trajectory.

    I still find myself crashing into planets after hours of practice, but these are understandable failures with a basis in my impatience.

    When I find that patience, I also find that The Long Journey Home presents few greater pleasures than coasting straight into a planet's orbit from the other side of a solar system without overshooting it or colliding with it. It feels like an interplanetary hole in one. I had much more trouble mastering the annoying 2D lander minigame, in which it feels almost impossible to avoid damage to the craft on anything besides a planet with low gravity.

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    For that matter, you almost always have to factor in elements in addition to gravity, whether it's winds, heat, or earthquakes.