No more mister dice guy

Don’t get too comfortable.

It’s a crunchy, dicey machine of vibrant world-building that sometimes forgets itself in wandering prose.

But it has a good time trying.

Serafin floats in zero gravity while the Rig, his ship, is docked in the background.

Once again you play a “Sleeper”, a biomechanical being designed to work as slave labour.

But it can also feel less deep and more formulaic with each passing hub-hop, too.

Perhaps this is down to the expansion of the game’s more cog-like components.

Cover image for YouTube video

You slot these into various squares to take an action.

Slot a one into a “safe” activity, like resting.

The twos and threes?

Kadet and Juni work together on a contract, with the screen showing several dice offering various results.

Well, those are iffy.

But gamble away, work another shift.

On contract missions you’ll also be able to use extra chance cubes provided by your fellow crew members.

A flotilla of ships makes up an ad hoc space station, with one of the ships labelled “the Narrow Escape”.

But it’s possible all your dice will rupture in one desperate mission gone awry.

Definitely something to avoid.

It’ll mean you’ll have fewer actions every day.

A scrap scavenger wearing green called Alma chastises the player, as the Rig floats in space behind her.

The game’s easiest mode forgoes this punishment, so you might simply carry on the story.

The hardest mode doesn’t even humour you.

You simply croak it - game over, start again.

An all white hologram called the Warden speaks to the player.

As before, it’s a solid way of giving the story some gamey bones.

But this heavier emphasis on the technicalities sometimes feel overbearing.

The more linear hubs especially can feel like there’s only one railroaded way to distribute dice.

Serafin and Juni must work together to gain access to a derelict ship floating in space behind them.

For me, these numerical systems werealways less interestingthanthe characters and stories that orbited them.

There’s still a lot to like in the people here.

Crucially, when these characters speak they feel alive.

Laine steps towards the screen with his coat tail fluttering, above a sea of city lights.

You will have to get out of dodge before he arrives.

There are other memorable folks.

There are a lot more examples of such characters.

Serafin speaks to the player, looking injured with his arm in a sling.

But what unites many is a sense of transience.

That said, they’re not all so compelling to me.

Many of your shipmates seem to suffer a dose of the “niceys”.

Kadet holds her hoverbike while the player decides how to respond to her.

Conflict is resolved readily, and kindness prevails more often than conflict erupts.

For many others, a kinder-hearted crew may be a winner.

But I know I’m not alone inyearning for a scumbag or twoin my fictional ensemble.

Take your saviour Serafin, for example.

He’s a good-hearted and competent pilot, and your close buddy throughout the game.

I would like a friend like him in real life.

In-game, I wanted to hiss him out the airlock.

He is strong-willed, caring, thoughtful, and resolute.

I wanted to abandon him in an asteroid field after a couple of hours.

In fairness, some of the shuttlestops are fine adventures.

But I was anticipating a more open-ended tale right from the beginning.

It is geographically a broader game than the first, yet it feels somehow more confined.

Don’t let me scare you too much.

Scenes are still well-written, the expressive prose maintaining a good eye for body language and mannerisms.

At least, this is the case for much of the game.

Thematically, it’s loyal to its progenitor.

The firstCitizen Sleeperhauled its disdain for interstellar capitalism right to the centre of your story.

It’s finely made sci-fi, even if I still prefer the noodles on Erlin’s Eye.

Disclosure: Jump Over The Age’s developer Gareth Damian Martin has written for RPS