Ticker

6/recent/ticker-posts

Ad Code

Responsive Advertisement

Stellaris: Nemesis review – begun, the endgame has

Stellaris: Nemesis review – begun, the endgame has

For the first time in four years, Stellaris has a new ending. The final third of Paradox’s sci-fi grand strategy game had been virtually unchanged since the release of 2017’s Utopia expansion, which offered a one-dimensional path through the later stages of a campaign. No more - Stellaris: Nemesis, the newest add-on for the 4X game, builds on the systems introduced in previous DLC to deliver a new endgame, representing the most relevant and exciting addition to Stellaris in a long time.

Nemesis is themed around a central choice - do you want to save the galaxy, or destroy it? Experienced players will remember the original endgame crises that could trigger, usually involving giant NPC-controlled fleets. Now, a new ascension perk enables factions to instead become the crisis, granting Menace points via offensive actions such as conquering planets, vassalising, and just generally destroying things.

As you accrue more Menace you also gain access to higher crisis perks, ranging from alternative ship types and purge bonuses all the way to the ultimate goal: the galaxy-ending Aetherophasic Engine. This weapon of /total/ destruction (no messing around with puny mass destruction here) eradicates every single star in the galaxy so your species can transcend to another dimension. To do that, you need vast quantities of Dark Matter, which is only obtainable by killing stars.

RELATED LINKS: Stellaris review, Stellaris mods, Stellaris DLC guide

Enregistrer un commentaire

0 Commentaires