Citizen Sleeper 2 review

With a brand new discovered sense of stress, and showpiece Contract missions, Citizen Sleeper is remodeled. This follow-up has improved the RPG method in each method.
There’s a second a number of hours into Citizen Sleeper 2 the place I’m on the again foot and failing. The cube I take advantage of to do issues within the recreation are breaking, and the mission I used to be assured about ending is ending in failure. Timers tick down earlier than I can do something about them. Enemies I’m operating from meet up with me and beat me down and break me. Things explode. Whatever I do, I can not seem to get a foothold within the recreation, and I realise at that second I’m not having enjoyable.
Simultaneously I realise: I like it.
Citizen Sleeper 2 is not afraid to allow you to fail. A complete new suite of mechanics is designed to pile the stress on and put you in uncomfortable conditions. And figuring out you’ll be able to fail does a tremendously highly effective factor: it grips you, pulls you ahead, and makes you pay shut consideration to what you are doing. It pulls you deeper into the sci-fi world, and in Citizen Sleeper 2, it is as if a complete new facet of the sport has emerged, coming ahead to energise the tender-hearted method of the unique. Under stress, the sequence is remodeled.
At the center of all of it is the sport’s new set-up: a ship and crew. This time, you are not caught on one station however instantly, in a ship, and on the run. From the start, you are additionally partnered with one other different particular person known as Serafin, who saved you from a vicious crime lord – Laine – the latter of whom will proceed to canine you all through the sport. You – a sleeper (and a special sleeper to the one within the first recreation) have been Laine’s property, an android remotely linked to an individual someplace within the galaxy, destined to work off their debt. But as in Citizen Sleeper 1, there’s one thing completely different about you, one thing extra human, one thing that is altering, and you’ll have to discover out what.
This ship and crew set-up opens up the sport enormously. It alters the construction to be about flying round an asteroid belt to completely different locales – asteroids, clusters of floating ships, small house stations, bigger house stations, hidden habitats on moons, mining stations – and what this provides the sport in abundance is variation, visually and tonally. Each of those locations seems to be and appears like elsewhere, and has a persona of its personal. Some have neon pink pops of color and cyberpunk stylings, whereas others are icy asteroids with crevices the place humanity clings like barnacles. Their smaller scale additionally permits the digital camera to get proper in and blow up the dinky dwellings for us, so we are able to higher think about life there.
The ship brings one thing else vitally vital too: companionship. Not with the ship, that may be bizarre (though it does grow to be one thing of a personality in its personal proper), however with people who find themselves drawn to it. Ships are uncommon and characterize alternative on this a part of Citizen Sleeper’s universe, and so like iron filings to magnets, persons are drawn to them. Can you assist somebody out? They’ll make it price your whereas. Maybe they’ll hop on and be a part of you? Whereas Citizen Sleeper 1 was a recreation about individually coping with individuals, in relationships scattered throughout Erlin’s Eye, Citizen Sleeper 2 is a recreation a couple of collective, a couple of group, which you are the shepherd (Shepard, maybe) of. And what this permits the sport to do is take tales on the transfer with you. It means it may well inform your collective story whilst you journey and weave it out and in of the whole lot you do. Rarely a day – a Cycle, within the recreation’s parlance – goes by with out one thing occurring, a personality approaching you for a chat, a complication, a battle. It works a lot better this fashion.
Mechanically, the opposite characters in your ship current an enormous gameplay alternative too – tied as they’re to the sport’s massive new growth: contracts. These are particular occasions involving nice hazard and reward, moments within the recreation the place massive issues go down, and the place the sport’s suite of recent mechanics are actually delivered to bear.
Contracts often happen off-world (or off-asteroid or off-moon or regardless of the hub is you are on), so that you fly away a brief distance to them, after which they lock you right into a scripted journey for a handful of Cycles that you’ll both succeed on, or fail. For instance, you fly to recuperate one thing from a shipwreck, however if you arrive, you uncover it is in such a risky state it’s going to disintegrate should you disturb it an excessive amount of – or worse, explode. Your mission is to search out and retrieve one thing, however finding it and getting it’s going to take a number of steps, probably a number of Cycles. There’s additionally one thing of worth out right here to salvage too. You cannot do the whole lot – you do not have time – so what do you do?


Your different crewmates will provide help to on these missions – you’ll be able to take two of them with you – and so they carry two cube every to make use of, plus their very own set of abilities. The dice-rolling system of the primary recreation returns right here. It’s based mostly round six-sided cube, that are robotically rolled for you every Cycle, then spent on actions within the recreation, your abilities modifying the end result up or down. Sixes are assured successes, for instance, fives are often good, threes and fours are a threat, and ones and twos – properly, solely use them should you should, or on protected actions the place the danger of a destructive end result is much less dangerous. Other characters, then, are enormously helpful – they carry 4 extra cube to the desk and a wider unfold of abilities to make use of.
Citizen Sleeper 2 has one other trick right here: you’ll be able to tamper with crew cube utilizing a Push capability, native to every particular person character class. As an Extractor, I might add two factors to their cube rolls, for instance, doubtlessly altering a 4 to a six, or a 3 to a 5 – each extremely helpful leaps. But there is a worth: Stress. Every time I Push, I accrue Stress, and Stress is crucial new mechanic within the recreation.
As Stress will increase, the well being of your cube can deteriorate, and in the event that they break, they’re briefly out of the sport. Similarly, if a companion’s stress maxes out, they will probably be briefly taken out of the sport. This solely occurs on Contact missions, I ought to add, nevertheless it’s when these parts begin piling up that you’ll find the sport not going your method. Already tight missions grow to be orders of magnitude tougher. Bowl right into a mission blasé, underneath the idea you may do the whole lot, and you’ll come undone.



Now, this may sound tense in a method you do not need, and fairly completely different to the vibe of the unique, however there is a security web beneath all of it (on regular problem; there is not on the toughest problem). There’s nonetheless a consequence to utterly filling your Stress bar and breaking your cube, nevertheless it’s not the top. Should that occur, you can be considerably reset and achieve a everlasting Glitch die, which at all times seems in your rolled hand of cube and will get within the bloody method. It has an 80 p.c probability of a destructive end result and a 20 p.c of a constructive one, so it is devilish, nevertheless it’s not an entire write-off – there are conditions the place that is helpful. And I like this; I believe failure in tabletop RPGs particularly is a very attention-grabbing factor to play with, and it appears like Citizen Sleeper 2 agrees.
The recreation’s newfound power does not all come from mechanics. Solo developer Gareth Damian-Martin (who made the sport with character artwork from Guillaume Singelin and music from Amos Roddy) has a knack for placing gamers in thrilling conditions. It’s there within the ‘run to your life’ beginnings, nevertheless it’s additionally laced into each exercise within the recreation you do. Be it a dialog or a Contract, it at all times feels as if there’s one thing inherently attention-grabbing to do. A forgotten archive encased in an asteroid, storing information hundreds of years previous: inform me extra. A jail-like mining planet able to mutiny: let me at ’em. Deceptive crewmates: carry it on. I do not suppose I ever discovered myself bored – and the occasions I almost was, a shock quickly appeared to show it round.

This craft is obvious proper all the way down to the supply of the writing itself. There’s little or no wastage – I’ve at all times liked this about Citizen Sleeper. Playing it appears like being led personally on a tabletop journey, yanked into the eyes of a personality and proven what they see. Short sharp chunks: that is the way it’s delivered. You see this, you do that, and somebody says that. There’s a motoring sense of momentum to it. Click to work together to obtain one other dollop. It by no means swamps you. And it is so vital, this writing, as a result of it is the engine of the sport. The character artwork could also be delicate and scrumptious, and the plinks and plonks and starry pops of music could also be celestially transportative, however there is not any inherent power in them. The writing powers all of it.
And it is by way of this writing that Damian-Martin conjures the magic individuals bear in mind Citizen Sleeper for: the heartfelt moments. Here is a world the place individuals say what they imply, the place in a number of phrases they hearth a fact into your coronary heart like an unwavering arrow, popping it and inflicting the leaky rush of blood to heat your core. It’s a recreation the place individuals see individuals, see into the insecurities that make us up, and say it is okay, you are okay. Be your self. There’s a way that right here, on the sting of the whole lot, amidst a lot collapse, in fact solely hope can rule.
Citizen Sleeper 2 tells an extended story (roughly 10 hours) than Citizen Sleeper 1, and a wider one, given the assorted companion permutations. But it is damaged fairly properly into what loosely really feel like chapters, encasing every new place you fly to. One or two an evening appears like a pleasant tempo to play the sport at. These are self-contained tales, to a level, dangling like baubles from the principle string you are following – a narrative about falling aside. It’s a theme you may keep in mind that haunted Damian-Martin all through growth, as they struggled with their very own well being, and I believe you’ll be able to really feel that lived expertise palpably right here.
There will not be any extra Citizen Sleeper video video games after this, as you may need already heard; the intention is to make a full tabletop RPG and hand it to the tabletop house that so impressed it, to do with as they’ll. I’m glad for a lot of causes, not least as a result of I do not understand how you’d observe this. I did not understand how Damian-Martin would observe Citizen Sleeper 1, to be clear, however in Citizen Sleeper 2 they’ve achieved that and achieved it in some fashion. They’ve discovered a method to make the sport a part of the equation make sense, to carry it ahead from the shadows and weld the journey inseparably to it. It works splendidly.
If I’m choosy, I felt some threads within the recreation ended up dangling free, and after I appeared for closure with sure companions on the very finish, I could not discover them, our interconnected tales left hanging. Some facets of the story did not correctly persuade me, too, just like the Overseer arc, and, I’ve to say, the principle baddie. But I’m actually splitting hairs. Citizen Sleeper 2 is terrific. There are few different video games that may attain out like this and clutch as unerringly at my coronary heart, and few different video games I might wish to.
A replica of Citizen Sleeper 2: Starward Vector was supplied for review by Fellow Traveller.