Deus Ex: Human Revolution, Late Review

This was supposed to be another “Early Review” but I finished the game in 18 hours, so…. I can’t really call it early, can I?

The Human Revolution Will Be Televised

Deus Ex: Human Revolution is a prequel to the Deus Ex game, released in the year 2000. In the original game, you played an “augmented” human who had to fight those trying to destroy the company you work for. This game takes in a time way before it, when the split between augmented and non-augmented humans where still in the beginning.

The story for this game is this: You play as Adam Jensen, a non-augmented security officer in one of a company that produces augmentations. The company is attacked and it’s up to you to defend it. In the process, you get badly hurt and, to save your life, the company covers you in augmentations.

And that’s where the story really starts.


DE:HR uses a traditional system of “reward by quests”, plus a few more XP points floating around. For example, if you manage to shot an enemy in the head, you get “Marksman” points; killing an enemy, in any shape or form, gets you “Man down” points; if you find a different route to your objective, using the ventilation system, you get “Traveler”; and so on. Basically, anything you do you get XP points.

Instead of gaining another level and spending points in “Attack”, “Stamina” and such, every time you reach 5000 XP points, you get a “Praxis”. Praxis is the way Eidos managed to neatly wrap a leveling system with the setting of the game: You see, when you got your augmentations, not everything was enabled at first, to not overwhelm your brain; as you get more used to it, you can enable more functions of them, using a specially crafted piece of software called… “Praxis”!

The Story

The story revolves around the “Why was the company was attacked” and the ramifications in the world. Sure, some inter-company hate explode, some pro-human, anti-augmentation group appear and things go on. The problem I found, though, was that the story takes too long to pick up. Jesse Cox thought the same. To be honest, at some point, I quit the game and decided to play Guild Wars ’cause I was really bored (I’m not kidding: I was bored while playing the game). Fortunately, once the story picks up, it gets really interesting.

The Maps

One thing I’d like to bring here is the discussion by the Extra Credits guys about level design. And I’d like to bring it ’cause I have to disagree with them.

Basically, DE:HR is a corridor shooter: you have a path and you must walk that path to reach your objective. Surely, there are ventilation systems and some other corridors, but basically your whole path is planned ahead of time. It’s not the Skyrim walking freedom: You can’t simply reach the objective from behind ’cause the game developers decided that there isn’t any other way to reach it; your little deroute was carefully planned.

Also, there is the problem of “looks”: Surely, it is nice that they managed to keep the look constant around, not like some World of Warcraft-esque in which one zone is covered in snow and a simple gorge split it from a dry desert (or the “snow hard”/”light snow”/”no snow” short zones in Skyrim) but it also makes the game utterly confusing in finding a place again, ’cause everything looks the same. While Skyrim employed trees and rocks and added a fully visible map to help finding some place again (macro “I know it was near this montain”, micro “I remember that tree”), DE:HR used something like a row of shops that look always the same, in different parts.

One example of looks: In some alley, you could enter two buildings by using their fire escapes. Problem is: Both fire escapes looked the same, they were near dumpster that looked the same and, whoohoo, the buildings looked the same! Good luck trying to remember which one you entered last time.

That may explain why I did finish in only 18 hours: Because I couldn’t perceive anything as “new location”, I probably left a bunch of quest givers behind, which left me behind completing sidequests.


DE:HR have two different combats types: lethal and non-lethal.

Lethal combat is, obviously, when you use firing weapons to kill enemies (duh!). You can use shotguns, pistols, rocket launchers, laser beans and plasma bolts, fragmentation grenades and such.

In non-lethal, you make your enemies faint (with the exception of robotic enemies). To do that, you can use tranquilizer darts, smoke grenades and punching. The interesting thing with non-lethal is that, once you take down one enemy, if another enemy approaches, it can be “revived”.

You can also use stealth or going full “Rambo” on your enemies. It’s all up to you and very few missions and sidequests really require that you use one style or the other.


I enjoyed my 18 hours of DE:HR and the endings really blow my mind (although I could see that, in the very deep core of them all, the answer was always the same), but the level design really lacks, in my opinion, to the point that I don’t feel like running everything again just to try different achievements or play styles.

Skyrim, Early Review

Calling this an “Early Review” is kinda weird, as I managed to clock at least 40 hours playing the game and rolled a new character after 20 hour (more about why this later). But since when a bad idea stopped me from doing something stupid?

WTF Is A Skyrim?

No, it’s not a game that will teach your kids how to perform homo erotic maneuvers[1]. Skyrim is the 5th game in the “The Elder Scrolls” RPG saga, which I’ll be upfront and say that I never played any other game of the series (I may have played “Morrowind”, but damn if I can remember).

In this installment of the series, you assume the role of a character that suddenly finds him/herself being a “dragonborn”, someone capable of using your voice as a weapon and the only person capable of stopping the dragons from taking the land again.

This is one of the first RPG games I can remember playing that don’t force you to pick a class upfront. You can’t chose that you’ll play a warrior or a mage or a ranger or a mix of any of those: You have access to all spells (if you learn them), you can wield any weapon, you can wear any type or armor — it’s just by using a specific weapon, spell or armor that you become proficient in it. For example, if you keep using your bow to kill enemies, you’ll eventually become a ranger in the classical RPGs ’cause your Archery skill will be pretty high; keep firing spells and you’ll be a mage, and if you wear heavy armor all the time… well, there is nothing stopping you from doing it (although the game favors light armor for casters due the skill “trees”).

The Stars Shine For You

Skyrim have a visually pleasant way of showing your skills and perks: Constellations.

It’s an interesting way to display the skill perks: It provides some references to the Greek mythology (which started this whole “I see an archer in those stars” thing) and gives a sense of “The Gods grant you powers” feeling.

The only problem with it is that it’s a pain to navigate through the perks you can unlock.

Sure, you can click in one star/perk to go directly to it (and then click again to add a point to it) but you still need to use keys to return to the root of the constellation. You can also use the keys to navigate through it, but the movement is, sometimes, unpredictable: You press left and instead of going to the star to the left, you end up in the one behind the one in the left ’cause the current perk/start is not really alignment to the one in the left.

Fortunately, you don’t go through the constellation all the time and you don’t do lots of changes there.

And how do you get points to unlock those perks/stars?

Remember when I said that you can use any weapon or spell? Constantly using them will, slowly, increase its skill level (for example, because I’m only using two handed weapons since the beginning of the game, my Two-Handed skill is already level 34). Continuous use of a skill will grant experience in it; when you level some skill, you also gain XP towards your level; when you level, you also gain a perk point, which you can use to buy a perk in any skill. You can also find especial NPCs around the world that can train you in certain abilities, but you can only do that 5 times per level.

But, again, nothing is so simple.

Some stars require some levels to be applied. For example, “Champions Stance” require at least a skill of 20 in Two-Handed weapons. So you can’t simple level your Alchemy over and over again and then apply all points in Two-Handed weapons and go killing everything with your axe.

And here is the explanation for rolling a second character: As far as I went with my first character (around level 17), I couldn’t find a way to “respec” my perks. And with him, I picked perks based on the skill I was using most at the time: If I found some Destruction spell interesting, I spent my points in Destruction; if suddenly I found a nice One-Handed weapon, I spent points in One-Handed weapon and Block; if I got a good Two-Handed weapon… well, you got the idea. In the end, I had a “balanced” character but master of nothing.

This Seesaw Balance of Yours

“Being a generic character can’t be that bad”, you may be thinking. Well, not quite so, due the way the game balances enemies: Everyone follows your level of everything.

For example: If you use the “cheat the system” way to reach level 100 Archery (I won’t tell you, you’ll have to search Jesse Cox videos to find the answer), you’ll suddenly find fights a lot harder ’cause enemy archers will also be level 100. The problem is that you reached Archery 100 without really firing arrows at your enemies, so you’ll have a lot to catch up.

But that’s not the only issue with the difficulty level: Every dungeon have a “boss” that needs to be killed to clear the place. The skill level difference between normal enemies and this boss is incredible high: Enemies can be so easy to kill you’ll reach the end of the dungeon one shooting everyone, but the boss can two shot you as easily as he one shoot your companion.

(Fret not! I’ll dwelt into “Dungeons” and “Companions” soon).

Apparently, this problem also exists in “Morrowind”, but Bethesda added two things to solve this:

The first is that enemies have their levels froze at the time you ender the dungeon. Finding enemies too hard? No problem, turn around, level a bit and then come back and destroy everyone.

The second way is that you can change the difficulty level at any point, including during combat.

That cures the problem, but not the disease: That there are some difficulty spikes floating around. How can you take three enemies at the same time without even scratching your health bar and suddenly one guy, wearing the same armor of those three guys, wielding the same weapons suddenly two shot you?

And it’s not inside dungeons that this weird scale appears. If I had to compare “fighting a dragon” versus “fighting a bear”, I’d say “fighting a bear” is incredible harder ’cause bears hit like trucks and dragons… well, not so much. The story revolves around the problem that dragons are awaking again and everyone fears them, but they are so flimsy even horses seem capable of killing them. But bears and trolls… Oh, that’s the real problem is this land.

Still about dragons, at some points of the game they seem more like pests than mythical creatures of power. You’re going to, say, enlist in some guild when a dragon attacks; you are picking flowers for your potions and a dragon appears; you just killed a dragon and a dragon comes out of nowhere. There may be an easy explanation for this[2], but the fact that they pop out of nowhere every now and then just makes them more like a nuisance than a problem inflicting the land and the destroyers of peace of Skyrim (unless you can count crickets as destroyers of peace).

Finding Your Way Home

Let’s trace back to the “Dungeon” part. While you’re walking around the map, you can find some places that you didn’t know existed before.

Dungeons, in this case, appear as a cave in the “radar”. Different things appear with different icons: dungeons appear like a mountain with a hole, giant encampments have their mammoths icon, different types of camps have different icons, cities have their shield… Things like that. Also, quests can be tracked by the map and the radar. If you want, you can TRACK ALL THE QUESTS!

(No, you don’t get the “Hyperbole and a Half” image by selecting all the quests.)

The map won’t show you places that you don’t know: Either you should have been there before or you should have heard about them. Places you know appear with a white icon, places that you just heard about appear with a black icon, same as they appear in the radar — except that the radar can detect nearby places when you’re walking. Which bring another point: Even if the radar detects that there is some unknown place nearby, it won’t mark things on the map; you need to get near till it’s a known place for it to appear in the map.

Speaking of quests, the tracking system is pretty simple: You have a list of main quests and a list of sidequests.

Quests come form talking to NPCs in the cities, while you drill through the dialogs.

The only weird thing is that some sidequest, suddenly, become main quests.

You Never Fight Alone (Unless You Want)

Skyrim also have a “Companion” system. Some NPCs can be hired to follow you either for the fame or for gold. The companions can help your fights (poorly) and can also serve as mules to carry all the stuff you can’t carry anymore (till you find a vender to get rid of them).

There Isn’t a Control For That

The weird thing about the game are the menus. They are clearly designed with consoles in mind. Fortunately, you don’t have to use them all the time and surely it takes some time to get used to them.

I won’t explore this point further ’cause there are a lot of gaming sites that dissect the problem a lot better than I can. But let me give you an example of something I found: When moving thing from and to a chest, I clicked the chest, which changed the controls from “Take” and “Take all”; but then I moved the cursor back to my character, which changed the controls to “Action” and “Store”, but still displaying the chest content (obviously, I can’t store something in the chest that already is in the chest) — something you can’t really do with a console control.

Of Glitches, Bugs and Just Weird Stuff

For a game of this size, it would be kinda stupid think it would run without any issues. But the problem is the number of issues you will find.

So far I found: Companions appearing in impossible places; dead bodies being teleported from one place to another, enemies moonwalking, NPCs acting like they have a tool in their hands but had none, invisible desks, weird deaths, NPCs talking to you during combat[3] and, obviously, crashes.

I remember playing for 2 hours and thinking “Seems those crash reports were a bit exaggerated, it’s playing find here. Maybe they had pirated co-” and the game crashed.


Thought question: Is it worth the US$ 60 is being sold?

The glitches and bugs can be annoying, yes. The menus are pain most of the time, yes. The crashes will pain you in the worst possible time, yes[4]. But there is a lot of content to be explored, a lot of customization options and, for a RPG fan, that’s a lot of stuff to do. And I clocked 20 or so hours and I’m probably nowhere near half of the game.

The game is enjoyable right now and one can hope that the promise of Bethesda of a patch to fix all the problems will only make it more interesting.

And one can hope what will come when people start writing mods for it.


[1] It’s satire, don’t take it seriously.

[2] I can think an easy one, but I won’t tell you to avoid the spoilers.

[3] During a fight with a dragon, some random NPC came out of nowhere and gave me a piece of armor, saying that “I should hide and tell no one”. And I’m not joking about “during a fight”: I was exactly after a swing at the dragon.

[4] To be honest, the games likes to quick save most of the time: You enter a room, it saves the game; after 15 minutes, it saves the game… It’s like Bethesda saw that the game crashed and had a bunch of hiccups, so they put a quick save on every corner to avoid angering the player by losing 3 hours of walking around because the game crashed.

Path of Exile, Early Review

I think I should name this “Super Early Review” instead, as Path of Exile is still in beta and I played it for only one hour (reaching the 3rd waypoint of the first act). And, so far, I have only one thing to say: WOW! But let me expand that.

Don’t Cross the Streams

Before going into the game, let me clear some misconceptions that are floating around: Path of Exile is not a Diablo clone. Sure, both are action RPGs, but that’s were the similarities end.

The graphical style is much closer to Titan Quest than Diablo (any Diablo).

There is huge selection of skills and they are all passive. Obviously, this is not Diablo 2 or 3.

Thinking this was a Diablo clone actually hurt my gameplay. But I’ll get there.

Remember Your Colors

The first thing you must learn about Path of Exile is that there are three basic stats, each one identified by a different color: Strength is red, Intelligence is blue and Dexterity is green. This is important ’cause the colors will guide and follow you around the game, from your skills, to spells, to your class. For example, a Marauder is a pure strength character, much like you would expect of other games call a Warrior. There are “mongrel” classes, which mix different stats, like the Templar, which uses Strength and Intelligence.

For me, this is a blessing. I’m a “melee with spells” kinda of guy, so picking a class was damn easy: Templar. No more “Oh, do I want to play as a Paladin or a Druid? What’s the difference?”. You like casters, you pick the Witch, which is a pure Intelligence class; you like a ranger class, you pick the pure dexterity class, Ranger; you like to go fast into melee, you pick the Duelist, which is the mixed dexterity and strength class (although I must say it’s not that obvious at first).

But everything will revolve around those 3 colors.


The thing that made me look at Path of Exile with interest was the huge skill tree. Or, should I say, trees.

The trees follow the basic stats: One spreads through the Strength line, another through the Dexterity and another though Intelligence. And you have the mongrel trees.

There is nothing stopping you into picking, for example, Dexterity for your Templar, but that also doesn’t make sense.

And all skills are passive. All of them. You get skills like “+10 Strength” or “Increase melee damage in 6%” — and you get those more than once sometimes, as you can’t put more points in the same skill. There is no skill that will give you a spell.


With all skills being passive, were the spells come from? I found that in the hardest possible way.

You see, everything have a socket in the game. Ok, almost everything, potions don’t. But every single piece of gear have it. And I was, ingenuously, thinking that the spell was attached to the socket combination or that sockets and gems worked like they work in Diablo. But the spells are, actually, the gems you get after completing missions (or maybe you can buy them later but, again, I only reached the 3rd waypoint).

And sockets and gems come in 3 colors: Red for Strength-based spells, Blue for Intelligence-based spells and, obviously, Green for Dexterity spells. So, for a Marauder, a piece of gear with only blue sockets is almost useless, even with better stats. Almost ’cause you can get Chromatic Orbs, which will re-roll the colors of the sockets in the piece.

This causes a weird rush for gear: Not only you want gear with the higher stats, but you also want the gear with the right sockets to hold your gems/spells.


As any classic ARPG, there are potions. But, again, Grinding Gear Games, the creators of Path of Exile, decided to change the way they work. In a good way.

You can find potions scattered all around the world. They come in two different forms: Health potions and Mana potions. So far, it’s the same, right?

The difference is that the potions you use do not simply go away after consume — or get completely consumed, by the way. What you get are actually vials (vial of health and vial of mana). When you need health, you drink a vial partially: On my templar, using a minor vial of health would consume half of it; a medium vial of health, about 1/3.

But that’s not were the differences stop: After each killed enemy, the vial would regain a bit of content. Again, half minor vial of health would require about 5 or 6 enemies to go full again.

Not only that, but Vials also have special stats: My medium vial, besides healing more and holding more, also increased the speed my health regenerated after drinking and reduced stun duration after drinking.

Basically, Vials turned the common health potions into another piece of gear — sans socket.

Casting Spells

Some ARPGs decided to use a single bar for spells and potions. Some ARPGs decided to go away with potions completely, so you cast bar is simply your spells. Path of Exile have two bars: One for potions and one for spells.

The potions bar is accessed pressing 1 to 5. The spells bar is accessed pressing Q to T. This way, your hand is always in the same position and everything is readily accessible. There are also binds for right button, left button and middle button, all for spells.

Everything else

There are a couple of small things that are worth mentioning:

Hovering your mouse over an item in the ground will display all details of the item. This is nice for quickly deciding if you want to take the item or not.

Also, you have a stash, which is shared between all your characters. And it’s huge.

Currently, because it’s beta, there is no way to sell your items yet. You can buy items, but there isn’t an unified currency in the game yet. You see, currently the vendors are requesting the small items that may be useful to you in other ways, like the Scroll of Wisdom (which identifies items).

That kind of mixture between useful, small items and purchases makes the game really interesting. Should I use this and identify that item or should I keep it to buy better gear?


There is no way I can’t root for the guys of Grinding Gear. While other companies are dumbing down their games, making skill trees so simple you can be wrong in any turn, those guys come with a game that will completely wreak you apart with doubt. “Should I pick this skill or that skill?”, “Should I identify this item or use the scroll to buy a new item?”, “Should I reroll the colors of my gear or should I use it the way it is?” are some of the questions you’ll be asking yourself all the time. And that’s good! Nobody likes a game that takes your hand and show you what you need to do, but there is this bad idea that developers can take away every single decision point in the game and that’s ok ’cause the game is not “holding your hand” — when the game is actually putting things in front of you so you don’t realize that they are not just holding your hand, they are holding both hands, your shoulders and your head and pointing you exactly where they want you to go.

On that hour of gameplay, I didn’t notice any glaring bugs or inconsistencies. The game wasn’t so hard I died every minute or so easy I was steamrolling everything. The only thing I would like to see is a minimap option, as the map currently covers all the screen. But, then again, it’s a personal preference and I can work fine with the overlay map.

Then again, I only played in the starting zone, which probably was checked and rechecked and re-rechecked over and over again by previous beta testers.

Even if the game runs fine right now, I bet this is not a good time to release the game. With Skyrim just out of the doors, every single RPG aficionado is playing this game and releasing it right now would only be shadowed. And this is a game that doesn’t deserve be in the shadow of any other game. After I complete my current plans for my HoM points, this will probably be my time sink till Guild Wars 2 is released. And then, maybe after that too.

Orcs Must Die!, Early Review

About a week ago I bought the pre-order of “Orcs Must Die!” and, yesterday, I managed to play it a bit.

Why Must Those Orcs Die, Afterall?

Deep down, “Orcs Must Die!” is a tower defense game, except you don’t have towers to built, just traps around pre-defined paths (my bet is that the closest game like this would be “Dungeon Keeper”, but I never played it, so I can’t be totally sure). Your character, being the last War Mage, must defend the rifts from the invasion of orcs; each orc that reaches the rift, reduces the rift energy by 1 (or 5, depending on the orc size).

Defending What’s Yours

To defend the rift, you must lay down traps, either on the floor or in the walls.

None of the traps have instant recharge time: They fire and then take a couple of seconds till they are rearmed. Slowing enemies and giving traps time to rearm is a tactic to keep killing those pesky orcs.

Orcs AI is not super-smart: they will follow their path as long as it’s unblocked (and one thing I didn’t try was to completely block a path, but I suspect that, as any other tower defense game, the game itself won’t allow such thing). But you can do something make them move to whenever you want: Get near them. If you played Sanctum, where enemies are mindless creatures whose only thought is “reach rift” like zombies, orcs in “Orcs Must Die!” will try to kill you if you’re close enough of them — and you have the weapons to stay close, if you want. So you can jump near the orcs, dance around them while they are standing in some spike trap while it’s rearming, killing some of those when it goes off — and hoping they drop some health potion so you can do that again.

When you die, you lose a couple of seconds and your rift loses 5 health.

Close and Personal

To fight the orcs, besides the traps, you have two weapons: A crossbow and a staff-sword.

The crossbow is the single target weapon. If you aim it properly, you can one-shot an orc with a headshot but, firing repeatedly will reduce your aim, making you fire all around — like most modern FPSes, where instead of shooting to the point in the middle of your screen, you shot all around some arc.

The staff-sword (replaced by a hammer for those with the pre-order, but only visually — even the swing effect is still the same) is the area damage. Although it does a bit less damage, it can swing in big arcs, damaging all orcs in the arc zone.

Both weapons have a secondary attack, stunning the enemies around the impact zone for a few seconds.


Each level completed gives you access to one more thing, which is shown in the loading screen.

Also, completing the level will give you “skulls”, which can be used to buy upgrades. The more health your rift (or rifts, sadly) in the end of the game, the more skulls you get for upgrades.

Upgrades range from “making things cheaper” to “increase damage” and “adds poison damage”.

Not a Sea of Red Roses

Although I spent only 3 hours on it yesterday, some things that I didn’t like:

Zoom level

There is no zoom control, so you can’t really change it, which is damn annoying when you want to kill orcs far away with headshots. The best you can do is switch the camera location, which puts it a bit closer to the hero, but makes things a bit weird to aim.

Difficulty Scale

Not a real problem, but I found the way the map difficulty scales pretty… steep.

You start with a single corridor dungeon, which is pretty simple and gives you the feeling on how the things go. Then there are two doors. And then two doors and two rifts, with corridors with just a few meters long. And then, out of nowhere, a two layer map, with one door above the other, in a way the that map completely fails to display, making you spend your whole money putting traps on the wrong door.

Yes, I understand that it works this way to make the game not so boring, but having to restart the level ’cause you didn’t get any hint on how things changed is really frustrating.


I don’t think the game is bad. Surely, the style is a bit beaten already and the way things scale is weird (but not unbeatable, if you have the patience), but you have some funny quotes from the hero — which is so full of himself his ego alone would fullfil the whole map and prevent the orcs from reaching the rift — and the traps effects are, sometimes, funny (hello sword wall!) and there is a global “kill count”, but I have to wonder where is the replayability.

After you finished all maps, got all the skulls… Then what? Just increase your kill count? In Sanctum, you can, at least, try making different paths and such, but you don’t have this kind of freedom here.

Solar 2, Early Review

I got the word about Solar 2 from WTF is… Solar 2? and, as usual, TotalBiscuit always leave something to you to find out for yourself. But, this time, I bit the bait.

I can’t really call it an “early review” ‘cause I beat the game in one hour and half. Well, not quite “beat”, but I finished it. Ok, as Leonardo DiCaprio would say: “We need to go deeper”.

Solar 2 is a gravity simulator, with an arcade game built on top of it. You start as a simple asteroid, and you can hammer yourself into other asteroids to increase your mass, till you reach enough mass to be considered a small planet. At this point, you get some gravity, which allow you to capture other asteroids as moons, which you can “consume” to increase your mass till you reach enough mass to be a medium planet. Rinse, repeat till you become a star, at which you can capture planets with your gravity (and the planets can capture asteroids), you can consume the planets till you reach enough mass to become a black hole, at which point you can consume everything in your universe.

Right now, it sounds pretty boring, right? Well, thing is, it’s not. As asteroid, you need enough inertia to merge with another asteroids, as a planet you need to take care to make asteroids get into your orbit instead of hitting you directly, as a star, you need to take care of raising your planets capturing asteroids, taking in account their gravity and yours…

Again, reaching the higher levels of mass takes a bit below two hours. But that’s only because you can jump all missions. Missions, you say? Yes, missions. You have up to 4 types of missions and those change when your mass rate change. For example, as an asteroid, one of the missions you can get is hit a planet of dinosaurs which just discovered space flight. Or you have to run away from missiles shot by the entity that tutors you in the first missions. As a small planet, you may have to run a huge distance to a gig (kid you not) without hitting anything in the way. And, when you reach there, you get the news that you are the stage and you should show up for the presentation, which will attract everything in the universe to you — if you’re quick, i can dodge other planets while capturing asteroids; or, if you’re slow, you will blow up.

Another high point of the game is the music. I dare to say that that one hour and something of play time was highly enjoyable due the game music. And the entity weird sense of humor.

So far, although I enjoyed it thoroughly and plan to complete the missions, I can’t see much replayability value in the game, unless you want to finish every single possible mission. But, for the price is being sold on Steam, it’s really worth it.

Edit: From planet, you jump to habitable planet, then medium, then large. My bad.