Spore Galactic Adventures Review: TechOut
Posted by ballightning on August 2, 2009
Evolving my race into space was a threshold moment in Spore for me until I discovered that instead of a galaxy of fun, there was little to do once I had actually gotten there. Arriving at the center of the galaxy proved to be a temporary injection of excitement because afterwards, I found myself back to running the same spice routes and while drawing from the same, tiny glass of mind numbing activities.
So it was with some anticipation that I loaded up the expansion pack, Galactic Adventures, hoping to see if it could help reinvent what could have been the best part of the game. The good news is that it adds a fun wrinkle to the daily grind of spice running and planet hopping while allowing you to run wild with your own ideas. The bad news is that it also has a few holes in its heat shield..
A word of warning: if you’ve purchased the downloadable version of Spore from EA which doesn’t require a CD but pick up Galactic Adventures from retail, you’ll need Adventures’ CD in the drive to run the game. It’s a bizarre DRM decision because I also have Red Alert 3, also from EA and on DVD, yet after authenticating it online, I no longer needed it to fight Tim Curry. So why not do the same with Galactic Adventures, especially given its heavy emphasis on online connectivity?
One of Galactic Adventures’ biggest changes to the game is the captain. With the captain, you can beam into adventures and engage in a variety of activities whether it is to solve puzzles or fight monsters. The captain is essentially you, your avatar from which you will experience the galaxy at large, so if you’ve missed walking around on the surface, you’ll get to do it again and do more than run away from enemy tribes or epic creatures. With new toys in place, now you can fire pulse blasts and wield electrified blades to make the most out of the future once your captain proves capable enough.