Well Rebel Galaxy Outlaw released exactly 1 week ago, and what a great week it’s been. A bit of history, as I’ve mentioned before Privateer was the first game I bought on CD and absolutely played the heck out of. I still play it monthly almost 30 years later. I found the core gameplay loop so satisfying and the moment-to-moment combat really great and it never seemed to get repetitive. I’ve been waiting for a spiritual successor a long while now. Freelancer came though, and although it was a good enjoyable game in it’s own right, it didn’t quite hit the Privateer vibe perfectly.
And now we’re here with Rebel Galaxy Outlaw (RGO). Ever since the first teaser trailer I’ve been hoping the game would be good. I watched a few videos from the devs and read a bit about it, but in general I was trying to not get my hopes up too much and not spoil too much content.
Now that it’s been released it’s an absolute hoot. Definitely the successor to Privateer I’ve been waiting for. Combat is spot on, as is exploration, progression, stations, music, everything.
Here’s some screenshots from my playtime so far.
Motivations for a new game – Star Duel
Another game came out the same time, and although it wasn’t nearly as anticipated for me, Dicey Dungeons has a great take on dice allocation/placement/usage/manipulation/whatever you want to call it. And combined with RGO I’m considering whether it’s finally time for me to take the plunge and design a space game. I’ve long considered a space game to be one of the pillars of what a designer should tackle. Now that White Line Fever (car combat game) is nearly wrapped up (I’m SO SLOW to take pictures for the rulebook…) I’ll be looking for my next project. I could work on the campaign system for WLF, and I might still. But in the mean time I’ve vaguely been brainstorming a space dogfighting game, tentatively named Star Duel.
So far I’m thinking no miniatures and no hex/square map or freeform movement. Instead you build a ship from dice powers, such as Laser which does X damage (where X is the dice you allocate to it), to more complex stuff like Emergency Power where you can re-roll a dice or split it up or flip the face or whatever (again very Dicey Dungeons inspired). There would be power management where you can choose how to allocate your 4-7 dice, like do you put all of them into offense on YOUR turn, or save some for defense when the enemy attacks you? Since you could have defensive dice things as well. Ship construction would just be “drafting” style where you get 3 cards/dice powers and choose 1 until you have X amount to fill in the ship. Anyway obviously still extremely rough, but still something I’ve been thinking about.