From there you can continue the story with the missions of newly unlocked races and even ignore a race entirely if it isn’t your cup of tea, all while still being able to complete the final campaign mission. In Planetfall the base game campaign has three starting points following the story of either the Kir’Ko, the Vanguard or the Dvar. It all starts in the front-end: Which mission do I pick first? (There will be some minor story spoilers in the following passages, so people who want to explore every bit of the Planetfall campaign by themselves should stop reading here!) Next time we cover everything that happens within the missions themselves. This week we will be looking at the choices outside the missions. “Player freedom” was in fact one of the main design pillars of the Planetfall campaigns and in the following two dev diaries y I will shed some light on how we tackled infusing our missions with enough robustness and flexibility to be able to give our players a customizable campaign experience as well as on the obstacles and challenges this provided during production. So if you feel like a murderhobo that wants to stomp on every player including his own allies, the Planetfall campaign allows it, like it allows many actions that would be blocked in most other 4X campaigns. That’s right: it is not actually required to complete even a single story quest to play through the Age of Wonders Planetfall campaign. The campaigns are where this new galaxy centered around the fallen Star Union and its secrets comes to life the most, and where we encourage the players to dig into the past and explore the background, goals and motivations of the 6 playable races and their smaller brothers, the NPC factions – or let them say “screw it!” and go on a rampage to obliterate everyone! As the first sci-fi entry to the Age of Wonders series, Planefall has come with a brand-new sci-fi universe with its own lore and in game stories.
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