Drox Operative: my impressions

Drox Operative is the latest title from Soldak Entertainment, an indie developer of action-RPGs (Depths of Peril, Din’s Curse) renowned for their dynamic worlds. Drox transports that concept from fantasy into space opera – its galaxy is filled with alien empires, who fight, intrigue, and negotiate amongst themselves. As one of the titular mercenaries, players accept quests from these empires, fight space monsters and rival empires, plant their patrons’ flags over unclaimed worlds – and try to make sure they’re on the winning side.

 

On paper, this is a wonderful concept, and it’s given me a couple of memorable moments. For example, at one point I wanted to explore a hazardous, monster-filled region of frontier space. To make my life easier, I took a quest to colonise a nearby planet, then stuck around to defend the new settlement. The result: now I had somewhere to repair, and the owner of the new colony was now both stronger and better disposed toward me. And there is a certain dark satisfaction in teaching recalcitrant alien empires why messing with a Drox operative is a bad idea! Unfortunately, these cool experiences have been the exception for me. As an overall package, Drox falls flat for me; while I can quibble with various “micro” aspects of the game’s execution (1), I think my ultimate problem lies with two key aspects of the game’s design:

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