Strategy games set in space are almost innately ambitious. The very concept of doing anything meaningful in an infinite void, let alone making it playable and entertaining, is a challenging one, and for every game that reaches for the stars there are countless kinds of... spiraling chaos orbitals.
Between its design flaws and unique ideas with semi-brilliant execution, the 2010 4X/wargame/economic/management simulation Distant Worlds: Universe has straddled those two experiences for a decade. It's needed a sequel for a long time. Distant Worlds 2 is that sequel, and it's almost upon us. Last week I attended a live demo and Q&A session with its producer and co-designer Erik Rutkins. With only a hands-off demo to go on I obviously can't say for sure how it plays yet, but it's already looking very promising.
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