SGJ Podcast #33: Insight Into Independence War 2

Such a Beautiful Ballet...
Such a Beautiful Ballet…

Hey folks, welcome to this week’s installment of the Space Game Junkie Podcast! This time we’re doing something a little different. After listening to the excellent Three Moves Ahead podcast on Sid Meier’s Gettysburg, I thought, “Why don’t we do a show focusing on one game?” Jim and I immediately knew what game we wanted to play: Independence War 2. Therefore, Jim and I spent the last week mired in this game, and the results are quite surprising, no more so than to myself really. This week, besides the usual audio podcast, Jim broadcast his play session over Twitch.tv and we commented on it as he played, so you can also see the video below.

Thanks for listening, and we look forward to your comments. :) Enjoy!

15 comments on SGJ Podcast #33: Insight Into Independence War 2

  1. I’m in the process of watching your YT video. So far, I really like it. In fact, I like it enough to post a news post on GOG.com. After all, this is *the* resource for all I-War related nowadays.

      1. By the way, if you’re suggesting a first space game to someone, you could suggest Dark Star One. It’s pretty approachable, still looks pretty good and has a nice story.

        Also, could you guys please review Independence War 1 (I-War)? I love this game, and it really fixed me for Newtonian physics.

              1. Okay, then how about a review of Nexus: The Jupiter Incident? I think this game falls right in the same category as I-War 2: It’s incredibly beautiful, quite hard to master and every bit as rewarding. Also, it uses Newtonian physics, albeit at a much lower level.

                1. Heh, that’s a good one to do. We’ve apparently already chosen our next game though. Wheeeee!

  2. I-War 2 is one of my most favorite spacesims ever. I was alway hoping someone would make a game with general combat and shiphandling like this and add a station-, ship-, empirebuilding part like in the X-Series.

      1. thefrawg, the point is that the stock location finder/selector menu is from hell. There is really no other way of saying it. I don’t know what the devs were thinking at the time (or rather, I do know that the UI dev was obsessed with the idea to make the game entirely controllable from the joystick), but why didn’t anyone intervene? It must have been obvious that this is not the way to go. But hey, at least it looked *very* cool and stylish.

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