The Steam version of the game never received Steam Achievements, which has left many fans disgruntled. We don't have an achievement list for this one just yet, and we aren't sure if it will receive one. On Steam, the overall reviews are overwhelmingly positive. FTL was met with universal praise when it was released back in 2012 and currently sits with an 84/100 on Metacritic. We were also a bit masochistic and enjoyed failing at the game, so it naturally became quite challenging.FTL: Faster Than Light is a "spaceship simulation roguelike-like" where you have to command a ship and crew on an adventure through a randomly generated galaxy. “We wanted you to have the feeling of exploring an unknown world, so randomized text events with various outcomes sounded like the easiest way to create that. “For example, we wanted you to be forced to live with the consequences of your decisions, so a run-based game with permadeath just made sense,” Ma said. That being said, a lot of the decisions to incorporate similar mechanics were practical ones. “I did play a ton of traditional roguelikes in the previous few years, but it was only Spelunky Classic that made me think about how the principles of roguelikes could apply to other genres,” Ma remembers. At the time, those kinds of design elements were expanding from traditional turn-based adventures into other types of gameplay. In trying to engender those kinds of player feelings, Ma remembers being inspired by the randomized situations and permanent death of roguelike games. “We wanted them to struggle with managing the ship’s systems and feel the pain of losing a crew member from their bad decision-making,” Ma adds. We wanted to give you more of that Picard feel of shifting power and protecting your shields and repairing damage and that kind of thing.” “Most games at that point were focused on fighter pilots and dogfighting in space. “We wanted to put the player in the captain's shoes rather than the pilot's shoes on a spaceship,” Davis explains. But we stumbled into something that became a lot bigger than what we set out to do.” “It was something in between jobs to build up a resume that we could use to get a job at a studio working on projects that we were more excited about. “The original intention, at least from my perspective, was that was only intended as a hobby project or a prototype,” Davis tells Ars. So Davis and Ma departed the big-budget firm and started a hobby project to keep them busy while they were looking for new jobs. The studio wasn’t a bad place to work, by their accounts, but they just weren’t making the kinds of games they were interested in. Alongside The Binding of Isaac and Spelunky, it was part of a holy trinity of games that popularized the roguelite genre in the early '10s.īut before it was a hit, FTL was just a humble idea shared by Matthew Davis and Justin Ma, two developers working at 2K’s Shanghai office. Further Reading Ars Technica’s 2012 Games of the YearToday, FTL: Faster than Light is recognized as one of the most influential games in the indie sector.
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