Review

Master of Orion Review

  • First Released Aug 25, 2016
    released
  • PC
Mike Mahardy on Google+

Erratic harmony.

Master of Orion is a game with grand scope and massive scale, and more often than not, both work to its advantage. You explore outer space, colonize planets, and swing other leaders on a clandestine dance floor of galactic diplomacy, all with an overarching plan in mind. The problem is, Master of Orion doesn't always make that process fun. It vacillates between moments of exhilaration and periods of boredom.

Commonly referred to as a 4X title (explore, expand, exploit, and exterminate), Master of Orion is a reboot of an earlier series of the same name. The first Master of Orion draws easy comparisons to Civilization, another franchise in which you guide a nation from its nascent years to its swan song through various victory conditions. But over time both franchises have drifted apart, introducing their own twists on the empire-building formula throughout the years.

One of the few notable changes in this new Master of Orion is an optional real-time combat system that allows for a more hands-on approach to inter-fleet skirmishes. You can divert individual ships and focus fire on specific enemies, using the agility of your frigates and the firepower of your battleships to pick apart enemy clusters.

This combat system works well on several levels. Primarily, it adds unpredictability to combat that's otherwise based on mathematics and predetermined outcomes. If your small collection of frigates faces off against a hardened group of cruisers, odds are, the "auto-resolve" option will lead to defeat. But if you take the time to direct your fleet on a micro level with daring maneuvers, you have the potential to upend the odds in your favor.

The Sakkra Brood are defensive and reticent in the galactic diplomatic scene.
The Sakkra Brood are defensive and reticent in the galactic diplomatic scene.

Secondly, this form of combat narrows Master of Orion's focus from what's otherwise a sweeping look at the history of several civilizations. It drops you from the admiral's chair to the cockpit of a fighter vessel. Not only does it change up each playthrough's pacing, but sets the stage for a fine balance between micro and macro managing your people's development.

This bouncing between big picture problems and minute concerns is where Master of Orion shines brightest. You plot the course of an entire civilization, establish your presence in numerous solar systems, and bring about the end of entire alien races--but you also upgrade your frigates' laser cannons. You bribe the Alkari leader with a few billion credits. You build mining outposts on forgotten moons in the outer reaches of the galaxy. There's a vast difference between the bird's eye view of a political leader and the tactical considerations of a hangar bay engineer. But Master of Orion uses that contrast to its advantage. It links strategy and tactics with seamless ease.

This dynamism between the large and small scale can also change up Master of Orion's pacing, which often becomes rote in the mid-game turns of playthroughs. This problem has plagued the best of 4X strategy games, and unfortunately, this reboot doesn't find any way around it.

Unless you're at the outset of your budding civilization, engaged in combat, or guiding your people in the last few years before that exhilarating grab at military, technological, economic, or diplomatic victory, turns become mundane. Colonies often lack individualism, utilizing the same structures and constructing the same military units as the planets in their neighboring systems. Aside from the occasional thrilling space battle, playthroughs are seldom all that different from the ones preceding them.

Master of Orion's chief allure--the promise of exploring uncharted solar systems--is only novel for a few hours.

Furthermore, the game's chief allure--the promise of exploring uncharted solar systems--is only novel for a few hours. It soon becomes clear that, aside from a handful of different biomes, planet sizes, and mineral types, there's not enough variety between planets to encourage exploration for its own sake. Maps also lack many surprising discoveries in the space between systems--you'll come across ancient artifacts, stray clouds of debris, and rogue pirate bases, but again, after a few hours, you'll likely see it all. Exploring can reveal bright spots on the sci-fi game's sprawling star map, but also a lot of empty space.

What Master of Orion lacks in variety, though, it makes up for in fine-tuned design. The galactic map, composed of multitudinous star systems and the quantum warp paths connecting them, leads to interesting strategic quandaries for your scouts and battle fleets. Defending individual star systems means guarding warp points and building defensive emplacements around your key settlements. Managing the interlocking web of colonies and the established lines of travel between them is key to preserving your people, or destroying someone else's. This is supported by the combat system, which pierces through the ennui of Master of Orion's exploration.

There's another web at play here: the diplomacy system is a minefield of bad tempers, interlocking alliances, and cultural pet peeves. The leader of the Sakka Brood, a reptilian race, doesn't value scientific advancement, and because of this, won't trade credits for your advanced technological knowledge. The Skylord of the Alkari Flock is aggressive by nature, and will declare war if you demonstrate too much good will toward the civilization's enemies. Master of Orion's diplomacy system isn't a separate entity from the rest of the game, but the foundation of many other mechanics. It excels in making you consider your diplomatic choices. It lends weight to hefty decisions elsewhere in your unfolding nation.

The star map necessitates strategic thinking as you close off warp points and defend key solar systems.
The star map necessitates strategic thinking as you close off warp points and defend key solar systems.

The presentation of these various alien races, and the emotions motivating them, drives home a personal touch in a game that otherwise focuses on sociological management and technological progress. The voice acting grounds the alien leaders and makes them feel like real characters. After several full playthroughs, I know to never trust the silver tongued Darlok. I know to be on the defensive around the Terran. I know the Bulrathi are valuable allies in a tight spot. Master of Orion succeeds in depicting intergalactic events in a smaller, more intimate context, and it lends compelling reasons to steer your civilization one way or another.

And that's the thing about Master of Orion: there are plenty of weighty decisions, risky maneuvers, and impactful events to consider. But they often take place in repetitive playthroughs in galaxies that don't always differentiate themselves from the next. Master of Orion shows signs of brilliance, but it's bogged down by boredom, and sometimes, the allure of the stars wanes too much to beckon us onward.

Mike Mahardy on Google+
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The Good

  • Cutthroat diplomacy system
  • Engaging real-time combat mechanics
  • Intimate leader characterization

The Bad

  • Exploration becomes redundant after a while
  • Star map leads to predictable military campaigns
  • Colonies lack individualism

About the Author

Mike Mahardy spent 25 hours exploring the stars and dismantling alien races in Master of Orion. GameSpot was provided a copy of the game by the publisher.
43 Comments  RefreshSorted By 
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Anteares

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Edited By Anteares

I think I'll pass. I'm sick of publishers dumbing down good games...and this was a reboot I would've bought if they made it true to the original. Way to go.

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kellqj

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I´ve played a few games now. And I like it.. It not a 10, but a good game.

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obiken

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@ It was good a attempt but the interface was way too complex for me. MOO2, was one of the great strategy games of all time.

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mrmiggins

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Is that a "No Man's Sky" 7 or an actual 7?

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thereal25

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@mrmiggins: I'm sure it's an actual 7.

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XCyberForceX

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Release Feb and reviewed in Aug? Must really be a slow month? Anyway, is this game even available? I'm just curious. Can't find it in any website (Amazon, gamestop, bestbuy, etc).

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doc-brown

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@XCyberForceX: It was in Early Access on Steam until last week.

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RogerioFM

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Edited By RogerioFM

Cool, I'll check it out, loved the second game. Didn't play the third one.

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Lord_Harambe

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Edited By Lord_Harambe

Looks like they did an excellent job with this reboot. The MoO fans complained MoO 3 was too complicated now they complain this reboot is too dumbed down, guess you cant please everyone. The original MoO1&2 was a very simple and straightforward 4x game that is part of what people liked about it but if you want hours upon hours of micromanaging you can just get MoO3 or Space Empires and spend all night completing a few turns since that is apparently what "real gamers" want to do.

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thereal25

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@lord_harambe: I tend to agree with your point. If it has more complexity that moo1&2 (which I'm guessing it does) then I can't see why anyone would be complaining.

Still, it's hard to gauge how good it is or isn't (based on reviews) so I guess I'll just wait for it to go on special.

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Stesilaus

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Only 7 out of 10. I haven't felt this dejected since Alpha Niner was lost. :-(

https://www.youtube.com/watch?v=jnoKw0PxugQ

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Abberon

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@Stesilaus:

That really made me laugh. Well done.

To this day that's still one of the most memorable game intro videos I've ever seen. Poor Alpha-Niner. So bad-ass and cool-headed.

Fly, meet newspaper.

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sethfrost

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Mike Mahardy - last strategy game man standing (tall) in the once glorious Gamespot offices. More power to you, brother! Keep 'em coming.

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Dave1927p

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didn't look like it was going to exceed a 7 or 6 so not surprising.

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Reavern

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This is a real disappointment. They tried to do a Civ5 with this MoO remake, trying to appeal to casual gamers and RTS fans. This is a mistake that countless game devs have made, like Firaxis with Civ5 and Gas Powered Games with Supreme Commander 2: they focus on visuals while dumbing down the gameplay to covet casual gamers to increase sales; but that never works, and they end up alienating their long-time fans, so the game actually sells less and is a miserable failure.

They never learn!!! Usually it's the publisher that pressures the game dev to go more casual, so the dev doesn't deserve all the blame. But the end result is the same: a disappointing game.

I kinda wish they went the crowd-funding route; if successful, they would've been free to make the game that the fans wanted, without an idiotic publisher or financier meddling with them.

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Anteares

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@reavern: aye..publishers have ruined a lot of IPs and first time games that had great potential for the desire of a fat payday. Damn Hello Games especially though...they were the worst and should have criminal charges filed against them.

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Gladestone1

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Edited By Gladestone1

@reavern: Excuse me civ 5 is a good game not sure what your wenching about here but what ever every one has a opinion. Many players including myself love civ 5 and still play it after 5 years...

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obiken

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@Gladestone1: Unlike Venti, my opinion is that I never liked Jack Nicholson, I admit he is a great actor that can do anything. I just never liked him. Civ, I tried to get into it I never could. My problem with Myst is not that I didn't like it, and admit it was a good game, its that like Civ, Sim, etc its spawned so many clones that it ruined it. The New MOO could have just updated graphics and sound, leave the interface alone and you would have had a 9 easy. But they had reinvent the wheel when the Jaguar was already their.

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Verenti

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@Gladestone1: Yes, it was very popular. It was also completely garbage until the last expansion came out. It is possibly the second worst Civ game (not including spinoffs) ahead of Civ 3.

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ferna1234

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Edited By ferna1234

@reavern: Its a shame, and its happening all over the more complex genres.

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sethfrost

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@ferna1234: ... yes, indeed - it's also a business. Making games is a business.

Many design decisions are made for the 'wrong' reasons.

I bet, they have sold more today, then they would, only focusing on the MOO2 crowd, which are a couple 1000 players these days, you and you and me included.

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Anteares

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@sethfrost: Making a game fun, in depth, and replayable are the right reasons. Balancing that is another story. The wrong reason though is making a game intentionally accessible for sales. Kids aren't stupid and there's many out there who develop actual patience to enjoy playing a game like this as opposed to the rehash of call of duty junkies who will never play anything like this anyways....so there is really no advantage to selling a game like this to get a wider marketing base. Greedy publishers are the ones who aren't smart in this regard to their own business ventures.

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sethfrost

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@Anteares: ... and yet Halo Wars 2 exists.

I agree with you. I am too of the "Give me deep, complex, interesting strategy games". One of my favorite things with any game is the learning process. Getting to understand the game rules, the game mechanics, the game AI, different tactics, strategies, etc, etc...

But - as mentioned with Halo Wars 2 - there is this idea, that games MUST be dumb to sell. Nothing wrong with a less 'deep' game, but it is not for me.

I wait for the next Slitherine/Matrix Games title, instead.

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juiceair

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First released Feb 25, 2016...Reviewed Aug 27, 2016, Mike M spent 25 hours playing the game. That's one hell of a 25 hours!!!

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ahpuck

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@juiceair: maybe he got a review copy of the game.

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DAOWAce

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It's really dumbed down in my eyes.

Real-time combat, wooo. Just throwaway. The meat is in the strategy layer, and it's simplistic at best.

Disappointed with the game, even after it's come out of early access. Hope the release boots their sales and we get some content patches/expansions.. maybe then it will be a beefy 4x, but for now it's just a one-off.

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thereal25

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Edited By thereal25

Moo 2 seems to be the last of the great 4x space games. Everything that's followed has just been average at best.

I'm currently trying (emphasis on the word trying) to play Galactic civilization 3... phew - they sure know how to make a game FUN and ACCESSIBLE ... NOOOOOOOOOOOOT.

In fact gal civ 3 has left such a sour taste in my mouth that I'm not sure If I dare to pick up another 4x space title. They forgot that the main appeal of such games is the TACTICAL COMBAT. Instead, they have multiple (boring) victory conditions. (Yes, how very pc of them). Anyway, the result is a tedious and confusing MESS that is barely fit to even be considered a game.

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T-ESI

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@thereal25: Yeah I put down Galciv3 real quick. And got a refund on this MOO reboot. For some decent to good 4x fun I'd go with Stardrive 1&2 as well as Distant Worlds Universe. Stardrive has the best ship outfitting that actually matters in combat. And Distant Worlds has IMO the richest ..well..universe. If a dev could make a modern Distant Worlds with ship outfitting like Stardrive, It would annihilate all 4x!

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thereal25

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Edited By thereal25

@T-ESI: Thanks for the info. I looked into both games but the reviews on Stardrive 1 & 2 make it sound like a money-grab and the reviews on Distant Worlds make it sound overly complex and frustrating. Oh well, thankfully there's other genres in gaming that I like. :)

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Signal2Noise

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@thereal25: You really shouldn't be eating the games. Thus you could avoid that sour taste.

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Stesilaus

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I enjoyed reading the review, and it's likely that I'll buy this game from Steam in the bundle that includes MoO 1, 2 and 3. But, there was something missing from the review ...

Where's the assessment of the AI, for crying out loud?

It never ceases to amaze me that somebody can review a single-player focused strategy game and make zero mention of the game's AI! You wouldn't review a chess game without commenting on how well the computer plays, would you?

I want to know if AI players cheat, or receive obvious resource advantages. I want to know if the AI predictable. I want to know if it can be thwarted with cheap exploits. I want to know how the difficulty level affects the AI players.

But you don't mention any of those things.

Stand in the corner for three hours, Mike. Then run several marker pens dry writing this on your white board:

"I will not review a strategy game without commenting on the AI."

"I will not review a strategy game without commenting on the AI."

"I will not review a strategy game without commenting on the AI."

...

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D-Man

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@Stesilaus: whooooooooooooooooo cares

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thereal25

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@Stesilaus: how could he even know after just 25 hours?

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Stesilaus

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@thereal25: Good point! :-)

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Edited By Gelugon_baat

The person above gave this game a "10".

Dude might be a die-hard fan, and the opinions of die-hard fans should always be taken with a pinch of salt

UPDATE: Seems like the dude (mari3k) that I was bashing has deleted his/her post.

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thereal25

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@mari3k: ..."after several full play throughs..."

*cough* yeah right!

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obiken

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MOO2 was one of my faves. I will have to try this one because of that one.

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Fia1

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i feel the original was better, i got bored fast with this one... really wanted to play a good 4x space game... oh welll...

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draco934

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A larger galactic map would help the game a bit. I think a little more racial differences in colony setup and star base construction would also help keep things fresh.

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