Big Meat and Potato Element double universe It is the collection of materials and economy. I am happy to say that both are very fun to get rid of and play with. Collecting the right ores and materials to build machines that can help build other bigger machines is such a fun concept, it’s no wonder that these toys do so well in today’s market. It’s the dopamine rush in the menus and progress bars almost continuously and I love it! The economy is also much easier to deal with than I initially expected and it is not at all intrusive. I didn’t have to connect with other players if I didn’t want to and the systems in place cater to a range of play styles including my own. This unfortunately takes away from the MMO aspects of this experience, but I’m not one to complain about that because if you want more of that experience online, you can search for it with space conflicts or in pivot locations.
Now, the menus… this is the place double universe Shines the brightest of them all. The menus in this game are unrivaled. It’s perfectly designed, and yes there are a lot of them but somehow they manage to take a chaotic mess of information and skills, and turn them into the most intuitive and well-designed UI I think I’ve ever come across in a game. It might seem overkill for a simple list, but if you’ve played a game like this, you know you spend a lot of time on these lists to organize your crafting, spending and reading skill points, planning what to build next, etc. So having a menu that looks good to use, is very easy to navigate, and allows a lot of freedom is a big plus.
visually, double universe It’s a pretty stock standard and doesn’t stand out particularly in its graphic fidelity or sci-fi designs. This game feels like a sandbox game largely due to the building mechanics in place, which limits a lot of designs for building tools. Building designs such as buildings, machines, and ships vary greatly from average to very cool type, but this is greatly overshadowed by player-build constructions. These player build designs are incredible and really flaunt the creative sides of some people. I don’t know if there’s a way to buy other players’ ships yet but if that’s an option later down the progression streak I’m fully subscribed to, that would be great. Saying that walking around and seeing other players’ weird creations of lunchbox houses and brick ships is pretty funny, especially since most players don’t want to put the time and effort into creating a complex structure, so they usually just do what works and call it day.
The menu photos are all top notch and frankly offer a lot of variety which again I wouldn’t expect from just a menu. All icons are straightforward and relatively unique, each clearly depicting its individual categories. The buttons and titles are all easy to read and easy to navigate plus all the paths to the many skill tree are very clear and detailed.
There isn’t much here in terms of music but the ambient music that is there really does have its weight. I was surprised how cool the ambient music actually is and provides the perfect course for the normal daily activities of gathering and crafting. It’s accurate and quiet which is just the right amount of sound for a match like this. The sound effects and general buzz of your base machines are pretty standard but they work just fine. There’s really nothing to write home about here, it works as it should and with a quality that doesn’t stand out as particularly good or bad.
This is definitely a game where there is no place for replay. This is a sandbox simulation MMO that translates to one letter and one count. You’ll spend countless hours building this character with unlockable skills, an ever-growing base, and improving your systems, so the thought of erasing that character and starting over must be pretty intimidating. If a character is ever cleansed, it is usually because of a problem rather than by choice.