![]() ![]() So, instead of trying to revolutionize the formula, what Rhombus’ team seems to be doing here is to take the totally opposite approach, by going with a very conservative design built on top of a proven concept. But, how close to the formula will Lord of Rigel really be, and how much will it need to be for the experience to feel familiar but at the same time still feel fresh enough to stand on its own? That’s what we’ll find out in the near future as we’ll follow this title and let you know more when/if it’s pertinent. And, it’s not hard to understand why that happens, and why it’s such a challenge to create a worthy successor to Master of Orion: it’s because Master of Orion 2 (and its predecessor) greatness was not due to a particular aspect or subset of systems that need to be captured or done well, but due to the fact that the entire product worked brilliantly as a whole (not without its weaknesses, of course). But, again and again all seem to fall short to the expectations of people who want to relive the old classics’ experience. Many have tried (and are trying) to recreate the Master of Orion experience in one form or another (not to mention the official Master of Orion reboot itself which is on the way). Strategic resources that require unique strategies to acquire, hold, and exploit.Several victory conditions including military, diplomatic, and research options.Diplomatic system that is simple, but has considerable depth.Leaders, either mercenaries or from your empire, who are shaped by their successes and failures.Fully customizable space ships for waging war.Rich technology tree ranging from lasers to artificial planets and Dyson spheres.Minor species, including two Elder races waging a cold war.10 Pre-set species with unique characteristics.Randomly generated Galaxies with a wide range of customizable parameters.Turn based strategic and tactical combat (\Edit: now a real-time combat system as clarified by the devs in this post’s comments).In September 2015 they released a demo for their turn-based tactical combat system and soon after they launched a Kickstarter campaign, that didn’t succeed.īut, it wasn’t the end for the Rhombus team and their venture, and in the latest status update they state to have been doing good progress and hope to release still in 2016 (as a matter of fact, Lord of Rigel almost made it to our 2016’s “can’t miss list” but we ended up not including it because we tried to be a bit more conservative with the release schedule expectations this time). The project seems to have started in early 2014. The big thing separating us from the flock comes down to fleshing out the universe and sticking with turn based tactical (since so many current games have real time or non-interactive cinematic tactical).” – Rhombus Studios ![]() Having a Babylon 5 style cold war with two elder species is our answer, basically trying to do what Master of Orion 3 was aiming for with the New Orions and Galactic Council. Basically we’re taking everything we like, tossing out what we disliked, and really focusing on the end game which is always a bit of a weakness in these sorts of games. “We’ve been working on a turn based space strategy game in the vein of Stardrive, Endless Space, Galactic Civilizations and Master of Orion called Lord of Rigel. But, it’s not only about Master of Orion 2, apparently. Their strategy seems to have been to pick up from Master of Orion 2 and stick very close to its formula, while enhancing it to today’s standards and fixing some of its weaknesses. Their inspiration is clearly Master of Orion 2, judging from the game’s screenshots and their frequent updates on this site’s forums. The quest for a worthy successor to Master of Orion continues, and Lord of Rigel, from the indie devs of Rhombus Studios, is one of the latest contenders. ![]()
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