By – David Queener

Salvation Prophecy

Salvation Prophecy by Firedance Games is an ambitious third person shooter and space dog-fighting game taking place between four different species battling for control over the galaxy. You can run multiple campaigns at a time utilizing a manual and auto save system, making it convenient for trying out a little bit on each side before settling on a race for the long haul.  The bulk of game progress comes in the form of combat. Infantry battles take place in the form of invading your enemy’s planets, destroying military structures, and fighting it out with their own soldiers in both ranged and melee combat. Dog-fighting occurs outside of space stations, as you move through swarms of enemy ships to then proceed toward the station itself, eliminating turrets and wearing down the station’s structural integrity.

In all of this, the music is soaring, and the volume of shots is quite impressive. There is at the start of every battle a sense of enormity, a grand scale to the sequence. Unfortunately this does dwindle over time as the numbers decrease, and the music gradually becomes inappropriate. Suddenly it goes from what seemed to be an epic battle to being a small skirmish, and eventually it is just remaining attackers standing and firing on structures. Eventually the combat flows more like an assembly line than clockwork.

Salvation Prophecy

This is the core issue of Salvation Prophecy. Not only does it feel like an assembly line, but playing it has a degree of clocking in at work. It seems that every battle plays out the same, where we rush head first into a group of random infantry, then we approach a building, destroy it by simply standing outside shooting at it, another wave of infantry spawns, we battle, and then on to the next building. As this goes on numbers diminish and upon destroying the final building the results are displayed and everything is over. You are suddenly back on your space station with a few more credits to purchase upgrades and no sense of progress other than that.

Upgrades are functionally useful, but painfully uninspiring. The name changes, and the stats marginally increase, but they remain the same visual weapon. There is simply no variety in the combat, with the exception of facing off against the Salvation with their reflective shields that require flanking mildly. Upgrades are also displayed linearly. You have to cycle through each iteration of your primary weapon as the measurements get slightly larger and the name changes, then the same for your secondary, then the same for your melee attack, and finally the same for an armor slot. There are no interesting decisions to be made with the weapons or upgrades, it is merely a matter of affording them.

Salvation Prophecy

The same goes for the ship upgrades and combat. However, I had come to dread the ship battles over the infantry, despite their opening portions being very impressive with the sheer presence of combat in the large amount of ships actively dogfighting, dodging missiles, firing, and evading one another. The flight portions have all the mundane touches of a sim, without the detail. Much of the tedium of real life can be found in what is essentially waiting around in a hurry, only to catch every red light. You climb into the ship, you wait in line to leave, you fly to a wormhole, you navigate the wormhole, you fly to another wormhole, you navigate that one as well, and then you are approaching the battle.

The wormhole navigation is far more difficult than the rest of the game, and can cost you so much in shields that you aren’t ready for battle by the time you get there. Simply glancing the walls of the wormhole  (which twists, turns, and accelerates) damages your ship and provides enough force to knock you into the other side, creating a frustrating cycle of bad experiences.. I found setting my mouse to the lowest sensitivity for the duration of the wormholes helped, but I had to change it back between them. It made the journey feel like labor, rather than adventure.

Ultimately I was left uninspired to play this game. The battles felt very big, and started nicely, but I never had a sense of interesting positions or scenarios as I never had to make decisions. It was simple steady progress that felt more like a grind than engaging in a war. Alas, this was all framed within game crashes, minor typos, unresponsive UI, and strange basic navigation treatment. These issues had a “straw that broke the camel’s back” effect when encountered among the growing mood of tedium about the gameplay

Salvation Prophecy

What is confusing about this impression is the seemingly random presence of unique personality and attention to detail. Things which could have been just simple confirmation prompts in other games are dialog branches in Salvation Prophecy. These branches show an appreciation of each species being different, and in the process reveal a bit of the developer’s sense of humor. The Wyr stand out in particular with their delight in explosives, unprofessional and childlike conduct, that Firedance Games saw fit to provide a content warning to the user that it is far more comical than others. They were aloof, but wonderfully so, and had enough character for a game unto themselves if left on their own to stretch and grow. Unfortunately the Wyr is the anomaly in the game’s material and cannot hold up the rest of it.

 I love the setting and goals of Salvation Prophecy.  I love what it is trying to do.  I even love how the battles begin. However, it ultimately has a feeling of a proof of concept, that was simply expanded upon rather than enriched. It would benefit immensely from the developer taking a modder’s perspective of coming in and not balancing or patching the game, perhaps providing different wave styles based on species, different modes of fast travel, or intentionally imbalancing them in power while starting with different numbers. Drones could harvest the fallen enemy for research materials, the Free Nations could experience performance boosts when increasingly outnumbered. If simply more variety and clear differences in species was implemented in conjunction with bug fixes, we might have a real gem on our hands.

Salvation Prophecy

Is It Worth The Money?

At present, no, not for the likes of me. With modifications by Firedance Games and bug fixes however, it could really push quite far forward. That is in the end what takes the wind out of my sails when playing.  It seems to have come so far, but not reached that intangible quality which connects a game to the player. Kindly there is a demo, and because of the qualities it does have, I would encourage you to try it. The developer crossed the gulf of content development and setting up the infrastructure with the game, as well as some rather nice personality aspects, but now they need to make it sing as their own unique release. Not my cup of tea as things are now, but it may be yours.

Salvation Prophecy Technical Summary:

  • Time Played – 11 hours
  • Widescreen Support – Yes
  • Resolution Played – 1680×1050
  • FOV Slider – No, third person with zoom
  • 5.1 Audio Support – Yes
  • Control Scheme – Keyboard/Mouse, Xbox Gamepad, Joystick (keyboard/mouse used)
  • DRM – None at present
  • System Specs – AMD Phenom II X6 3.2ghz, 16gb RAM, Radeon HD 6850
  • Game Acquisition Method – Review Copy
  • Demo – Yes
  • Availability – Desura
  • Bugs/Crashes – Crash during explosions, typos, awkward context menus.
  • Saved Game Location – %LOCALAPPDATA%\Salvation Prophecy\
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  • Sean

    Hi David,

    Sean here, developer of Salvation Prophecy. Obviously I’m a little disappointed in your review. I think some of your conclusions may have been made prematurely. It says you played 11 hours, which normally would have taken you much further into the game to see how the combat and advancement evolves. But perhaps you split this time over multiple different characters, which prevented your from advancing very far into the game.

    For yourself, and any readers of this review, I would like to address some of your critiques.

    Quote:
    “You are suddenly back on your space station with a few more credits to purchase upgrades and no sense of progress other than that.”

    There is significant progression as you rank up, which you don’t address here. Each rank involves some new part of the game, such as:

    rank 2: space ship
    rank 3: pirate bounty missions
    rank 4: solo missions to alien planets (which is an entirely new type of game content)
    …rank 8: faction command, which grants complete control over your faction’s military strategy, and unveils a sort of mini-strategy interface which allows you to build new space stations, colonies, military units, and order attacks on enemy factions.

    Re: combat progression

    As you rank up, new elements are added to the game on both planets (such as flier support units, mechs) and space (such as missile attacks, battleships). As well as the number and power of enemy units.

    Quote (re: Weapons):
    “The name changes, and the stats marginally increase, but they remain the same visual weapon.”

    I do agree that the breadth of weapon upgrades is narrow. This was somewhat of a downside of creating 4 playable races, as I wanted to split the unique types of weapons between different factions. Each faction does have it’s own unique weapons (such as the Salvation’s shield and energy drain, the Wyr’s bomb throwing and constructed turrets, and the Drone Unity’s rage attack,) And all their basic firing weapons also have different traits (such as Salvation’s dual wield pistols, Free Nation’s rapid fire blasters with heavy recoil, the DU’s long range precision Cannon).

    In land battles, a lot of tactical depth is added throughout the game through:
    1. the variety and timing of stim use (nano-surgery heal, focus, pain-killer, and adrenaline speed boost)
    2. the specialized activatable skill obtainable by each faction (last stand, berserk, ghost, replicate),
    3. the special powers granted by the runes gathered from alien planets
    … none of which are mentioned in your review.

    That being said, I do agree the weapon upgrades themselves could have been more varied.

    Quote:
    “The wormhole navigation is far more difficult than the rest of the game.”

    The manual, in-game help, in-game tips, and in-game dialog (cartographer NPC), all give advice as to how best to navigate wormholes. This is to point your ship as far down the wormhole tunnel as possible, rather than over-steering which can cause serious problems.That a professional game reviewer such as yourself had such problems with this means that despite my efforts, I probabaly need to make this more clear.

    Quote:
    “Alas, this was all framed within game crashes, minor typos, unresponsive UI”

    I certainly don’t doubt your observations here, but this is the first
    I’ve heard of any of this, and the game has been played a lot. I did
    run a spell checker over the entire game, so I’m not sure how spelling
    errors came through. Unless you’re talking about the Wyr’s intentially
    quirky manner of speech, which uses what I thought would be obvious
    slang. Intentional misspellings are commonly used by authors to denote a certain manner of speech or accent.

    Salvation Prophecy has a lot of different elements including space battles, planet battles, alien planet exploration, strategic elements, and a dynamic universe of evolving territorial control where you routinely see not only your own battlelines shift, but battles between AI-controlled factions. Incorporating all these elements into a single experience was admitably a risky design decision.

    My hope was that the audience would understand that in a game involving so much different stuff, that the individual elements would not be as refined as a pure shooter, space sim, or strategy game. And that reviewers would not necessarily judge them so. It’s an interesting learning point for me as a game dev that while many people appreciate this, others such as yourself do not. I think this is the primary issue here.

    Anyway, your opinion is noted, and I appreciate the time you took to review the game, and what positive things you did say about it. It’s never great to read a critical review of your game, but I guess it’s all a learning process. Hopefully some of your readers will also read my comments which may provide a counter-point to some of the critiques which I felt unfair.

    Thanks,
    -Sean.

    • Adam Ames

      Thanks a lot for the response, Sean. We love when developers themselves comment because it gives a great opportunity to broaden our communication between each other.

      David is aware of your comments and will reply later this evening.

      • Sean

        Hey Adam – thanks for the pleasant response. Despite my issues with this review, I respect that and value good dev media communication as well.

        Hey David – I think I figured out your issue with the UI. When a dialog menu pops up, the “ok” buttin is greyed out for 1 second. This is to prevent the player from accidentally dismissing it because he happens to be pressing a button when the dialog appears. It’s probably never been brought up before because it generally takes longer than 1 second if you read the dialog text. Even so, you can get around this delay by hitting the esc button, which as explained in the tutorial can be used to close any UI panel.

        Steven – thanks for commenting. For sure, I wouldn’t disagree with a reviewer who pointed out that this is not a AAA game. Indie games like Mount&Blade or Salvation Prophecy can’t possibly complete in production value with AAA studios, and a reviewer would absolutely be correct in pointing this out. That’s why to small indie studios like these, “really good for an indie” is a pretty big compliment, as we’re trying to tackle a game scope usually only attempted by bigger studios. But hopefully we provide something a little different you might not get from a major studio.

    • David Queener

      Hi Sean,

      I did split it across the races, as the flow of the game menus and the website both seemed to emphasize them a fair bit, and as they were at war with each other I believed it would be the best path through the game. That may have not been the best tact though it seems.

      I am glad to see you addressing the comments though, this helps to do away with the idea of the review as a product to be churned out, and brings it into the realm of discussion – the entire reason why I myself started reading TPG.

      I try to keep my reviews critical, but do know that when I state something positive, I truly believe it, it isn’t an attempt to balance out the writing. I find it harder to write positive statements in general, so only that which I passionately believe gets stated in a positive. You may not be a AAA dev, but the opening of your battles are on par with what I get from multi-tens-of-million dollar productions. You do nail solidly many aspects that exponentially larger companies flounder on. I loved the Wyr’s writing, and the dialog choices present in general. For some reason I feel the need to say again that I really enjoyed the Wyr, I grinned the whole time on the ship with them.

      Your examples do illuminate the significant progress the player makes, and sell me on the game more now than the promotional material I had read prior to installing, however my emphasis was on the sense of progress, rather than the actuality. I suspect the perception of it being a particular grind was magnified by my attempts to try out all of the races, but that was strictly a magnification of a feeling of being on a treadmill. Some people do like that, but those who don’t typically hate it. I didn’t know what the game had in store for me so I felt fairly adrift.

      It might be for me not a case of the amount of variation, but the presentation of it. If multiple benefits arrived periodically, but I could only choose one, I would likely soak up the impact of each one more, focus on their impact more while in use, and think about the situations in which the other choices might’ve been superior.

      I was cognizant of the differing attacks of the races, but in application I found them to apply equally. I simply was able to play exactly the same with the same efficacy with each one. The one change up was in facing the Salvation, their shield would make me change behaviors briefly.

      As for the wormholes, the advice to aim for the distance is good, but I found myself having to set my mouse to the lowest sensitivity for just those sections, and then almost take my hand off of it. After I developed that habit I took a lot less damage, but when I did it was still highly punitive as one mistake tended to create another. I became more prone to saving based upon wormholes than combat itself. I found the space travel more dangerous than all out war.

      Typos may not be the most precise term, but an example would be two different spellings of Clare/Clair, which a spell checker wouldn’t catch. I am likely overly sensitive on this area as my day job is games QA.

      You bring up good critiques of the review method used. In a retrospect, this might have been better handled as a dual review, where one plays all the races an equal amount, and another pours deep into just one race, and with time permitting, gets as deep into the next as possible. The review therein being a discussion of the experience.

      I would like to clarify, I believe that I do appreciate what you are doing with it, but the application did not result in an enjoyable experience for me. I attempted to provide some buffer for that variance in perspectives with my reminders of their being a trial, and the emphasis on my relative experience. I read some of the feedback you have on Desura and it is glowing, and I don’t doubt for a moment that those fans aren’t enjoying every minute of gaming you have brought to them. I just wasn’t one of those people. Steven in the comment above might be.

      Thank you for the detailed response, it would be wonderful if more developers were as engaged as you are. I suspect reviews and review feedback are in a vicious cycle of production, wherein we read them and have our thoughts, but both sides regard the writing as a “finished product” and simply move on.

      • Sean

        First off, thanks for reiterating the aspects you did enjoy.

        Agreed, replaying the first part of the game many times over may be the culprit here. That could absolutely lead to your concern over the sense of progression. The initial battles are intentionally fairly easy. This gives you a chance to learn the controls, and eases the difficulty curve. In these battles, your character will not have earned any abilities (stims, runes, activatable skills) beyond the basic 2 or 3 weapons. You mention that you didn’t need to differentiate between the characters much. Sure, this would be true in these initial easy missions, in which you can probably get away with just sticking to your main weapon. This is less true as the game progresses, especially as new unit types are introduced into the battle.

        I can’t disagree if you didn’t enjoy the game. I do think several parts of your review will be misleading to your readers – such as the “typos” (the Clair/Clare thing is pretty minor in a game with 35,000+ words), the “unresponsive ui” (this is the intentional brief delay on activating the “ok” dialog button, right?), or even the critique on advancement, as it omits the significant forms of advancement which are available. Saying you don’t like the advancement is one thing, but doing so gives the impression you played through the game enough to experience and write up what forms of advancement actually exist. Other parts are inaccurate (there is fast travel, via the station teleportation device), or your critique of “standing and destroying buildings” (buildings get defense beams very early on in the game).

        Even the “mundane travel” comment is difficult for me. What you describe as mundane is exactly what happens in almost every major space sim (e.g. Freelancer, X3, Darkstar One), except that instead of wormholes and jump space, you generally just watch your ship moving slowly towards it’s destination with no challenge at all. And at the end, instead of combat, you’re as likely to click a few trade buttons and then watch your ship travel again for a long time. Compared to other space sims, I think mundane travel is the last thing which should be used to describe Salvation Prophecy. Granted, if you didn’t like thw wormholes, that’s fair enough.

        I guess I’m worried that people who might actually enjoy the game will be turned off from trying it because of these inaccuracies and omissions. I’m absolutely not trying to convince you to like a game which you didn’t enjoy. I am concerned that your critiques aren’t an accurate representation of what the game offers. Since indie games like Salvation Prophecy rely heavily on review sites like truepcgaming to reach their readers, this is kind of a drag for me.

        To end on something positive, I do think your writing style is very good, and I am otherwise very impressed with the quality of coverage you and the truepcgaming team have presented on this site. Indies like myself couldn’t reach our audiences without the invaluable work that you do.

        Thanks for reading David,
        -Sean.

        • Sean

          Oh, and for the crash, by any chance did you get an opportunity to click “yes” to save a diagnostic file? If so, I’d be very gracious if you could send it to me so I could fix the problem. That sucks that happened, the game has been extremely stable and I almost never get any reports of crashes.

  • Steven S

    It’s funny, I was just looking at this game a few days ago. After Planetside 2 reminded me of why I hate multiplayer I was seeking out some other combat centric sci-fi games. I have been reading through reviews and most have some similarities to what David has written. A lot of this has to do with the fact that so many different gameplay elements were put into this title. The phrase “Jack of all trades but master of none” is the feeling I picked up the most. Even those who raved about the game gave the old “It’s really good for an indie” line. However, reading the reviews I was strangely reminded of the original Mount & Blade. That game is pretty rough around the edges and lacks a lot of niceties, but it quickly captured me with what it was trying to do and became one of my favorites. With that in mind I downloaded the demo for Salvation Prophesy. I have not yet had a chance to start playing, but I’m cautiously optimistic. This sounds like the type of game I have been looking for.

    • David Queener

      If you feel it has captured you already, then it sounds like it is right up your alley. This is one of the great things about demo versions (I almost called it shareware, I still love that term), it helps players find that fit for them rather than sticking with the average of an average.

  • Nihilanth

    Salvation Prophecy is a game I really want to love. I played quite a lot of it before ultimately getting bored. This review nails a lot of my thoughts about it. It has so much potential and ambition, but I feel like it really suffers from a lack of content. I do not regret my purchase and I would buy the sequel without hesitation.

  • Need More Loot

    After reading the review and the comments below i think i will give the demo a try and thank the guys at TPG for pointing me in the demo’s direction. To the developer i would personally be terrified of reading reviews of my own game (as much as an indie has to do it) and feel you are responsive to the feedback.

    Curiousity has me asking if there is something you would have altered based on the review to perhaps highlight some of the notes made here. Asking from someone about to hit up the demo on desura mind due, not just trolling.
    TPG 24/7 :)