In the distant future, the X universe faces a period of profound and irrevocable change. While the universe stumbles towards an uncertain future, countless adventures await as new enemies rise in search of power.
User reviews: Mostly Negative (4,634 reviews)
Release Date: Nov 15, 2013

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Packages that include this game

Buy X Rebirth: The Teladi Outpost Bundle

Includes 2 items: X Rebirth, X Rebirth: The Teladi Outpost

Buy Egosoft Collection

Includes 8 items: X Rebirth, X Rebirth: The Teladi Outpost, X2: The Threat, X3: Albion Prelude, X3: Reunion, X3: Terran Conflict, X: Beyond the Frontier, X: Tension

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Downloadable Content For This Game

 

Recent updates View all (30)

April 2

X Rebirth Update 3.53 Released

• Improved extension handling so that loading order of mods now follows defined dependencies.
• Fixed several of the most common remaining causes of crashes.
• Fixed capital shield being unable to boost if they have no shields (fix in 3.51 did not work in all cases).
• Fixed broken buttons on player ship entry in encyclopedia.
• Fixed rounding error relating to upgrade counts.
• Fixed missing text truncation for objectives in Mission Manager.

9 comments Read more

March 27

X Rebirth Update 3.52 Released

X Rebirth 3.52 is now available.

• Fixed default NPCs being able to board the playership and getting stuck.
• Fixed being able to get more than five skill stars through employee training before skills are revealed.
• Fixed ship animation issues when leaving the area and returning later.
• Fixed some Russian localisation issues.
• Fixed a problem loading plot savegames made in versions created prior to 3.51 while player ship docked.

Note: Although the last fix listed above does restore Yisha if she was accidentally removed in 3.51, we recommend that you do not use savegames made in 3.51 which suffered this problem as you may encounter problems such as stuck plot missions. Savegames made in 3.50 which would have suffered this problem had they been loaded in 3.51 should be be fine in 3.52.

10 comments Read more

Mac OS X/Linux/SteamOS Public Alpha

X Rebirth 3.53 is now available for both Mac and Linux as an Alpha test version. To enable it on OS X, select the beta branch "macosx". To enable it on Linux/SteamOS, select the beta branch "linux". For details, known issues and technical support see the support threads (Mac, Linux) in the Egosoft forum.

Collector's Edition

This Collector's Edition of X Rebirth includes the following items:

  • DLC: The Teladi Outpost
  • Soundtrack Volume 1 (MP3)
  • Exclusive: Soundtrack Volume 2 (MP3)
  • Optional download: X - The Space Opera - Per Musica ad Albion (Video)
  • Bonus download with artworks and X encyclopedia

The bonus content will be placed in your X Rebirth installation folder:
...Steam\SteamApps\common\X Rebirth\Bonus Content

About This Game

In the distant future, the X universe faces a period of profound and irrevocable change. While the universe stumbles towards an uncertain future, countless adventures await as new enemies rise in search of power. Enter a young adventurer and his unlikely female ally traveling in an old, battered ship with a glorious past - two people alone against the galaxy, playing a key part in the events to come. The fate of the universe rests in the hands of the player...

X Rebirth represents a spectacular new beginning for the X series, offering loyal fans and newcomers alike a vast, vivid and extremely detailed universe to explore throughout the game. Varied gameplay elements such as action-packed space combat, detailed trading mechanics and high-speed space exploration with fast travel allow players to experience a truly unique space saga that will keep them hooked for dozens of hours. X Rebirth features a whole new user experience - it is easier than ever to start with, and remains as deep as fans expect it.

FEATURES


TRADE! A fully simulated economy that means your actions really do matter. Travel the space highways to find profit in gigantic space cities, swarming with ships and drones.

++ Every ship you see has a task. Stop a freighter from reaching its destination and its cargo will be stopped too, causing prices to rise. ++

FIGHT! From small scale skirmishes to epic fleet encounters, battles in the X Universe know no limits. Choose to fight for the military, work for the police or be a lawless pirate, or if you prefer just fight when you need to defend yourself - it's up to you.

++ Take the action right into massive structures. Target turrets and shield generators to weaken your enemy, damage engines and jump drives to prevent their ships from escaping, or stop their factories producing to cripple their economy. ++

BUILD! Create your own empire! From trading stations to large factories, farms to hightech military complexes, everything can belong to you. Build for trade and profit or to strengthen your military presence and dominate your enemies.

++ Extend and upgrade your stations to make them operate more efficiently, with every element visible in glorious animated detail. Harvest your own resources to keep your empire running smoothly. ++

THINK! A rich, detailed history and a deep complex plot await you, but you are free to decide when and where to take part. Explore the universe at your own pace - choose your own path and create your own destiny.

++ Get up-close and personal with aliens and humans alike. Land on stations, meet people, then accept missions from them or hire them as crew members for your ships. ++

TRADE, FIGHT, BUILD, THINK... in the X Universe - the biggest sandbox this side of the galaxy.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 8 (64-bit), Windows 7 SP1 (64-bit), Vista SP2 (64-bit), XP SP2 (64-bit)
    • Processor: Intel i-Series at 2GHz or AMD equivalent
    • Memory: 4 GB RAM
    • Graphics: Nvidia GT400 series with 512MB RAM or better, ATI 4870HD with 512MB RAM or better
    • DirectX: Version 9.0c
    • Hard Drive: 8 GB available space
    • Sound Card: DirectX 9.0c Compatible Sound Card
    Recommended:
    • OS: Windows 7 SP1 (64-bit)
    • Processor: Intel i5 (Quad) or i7 at 2.5GHz or AMD equivalent
    • Memory: 8 GB RAM
    • Graphics: Nvidia GT500 series with 1GB RAM or better, ATI 5870HD with 1GB RAM or better
    • DirectX: Version 9.0c
    • Hard Drive: 12 GB available space
    • Sound Card: DirectX 9.0c Compatible Sound Card
    Recommended:
    • OS: OS X 10.10 Yosemite
    • Processor: Intel i5 (Quad) or i7 at 2.5GHz or AMD equivalent
    • Memory: 12 GB RAM
    • Graphics: Nvidia GT750M, Nvidia GT600 series with 1 GB RAM or better, AMD 6850HD with 1 GB RAM or better
    • Hard Drive: 12 GB available space
    • Sound Card: OpenAL Soft compatible
    • Additional Notes: OpenGL version 4.2
    Minimum:
    • OS: SteamOS (64-bit) or Ubuntu 14.04 (64-bit)
    • Processor: Intel i-Series at 2GHz or AMD equivalent
    • Memory: 8 GB RAM
    • Graphics: Vendor proprietary drivers, Nvidia GT500 series with 1GB RAM or better, ATI 5870HD with 1GB RAM or better
    • Hard Drive: 8 GB available space
    • Sound Card: OpenAL Soft compatible
    • Additional Notes: OpenGL version 4.2
    Recommended:
    • OS: SteamOS (64-bit) or Ubuntu 14.04 (64-bit)
    • Processor: Intel i5 (Quad) or i7 at 2.5GHz or AMD equivalent
    • Memory: 12 GB RAM
    • Graphics: Vendor proprietary drivers, Nvidia GT600 series with 1GB RAM or better, ATI 6850HD with 1GB RAM or better
    • Hard Drive: 12 GB available space
    • Sound Card: OpenAL Soft compatible
    • Additional Notes: OpenGL version 4.2
Helpful customer reviews
129 of 181 people (71%) found this review helpful
1 person found this review funny
388.6 hrs on record
Posted: December 29, 2014
As a fan of previous X games, I pre-ordered X Rebirth and started playing it within minutes of release. Like many others, I was struck both by the sweeping changes to the “X” formula established in the preceding few titles, as well as the horrid, god-awful, soul crushing bugs and technical hang-ups.

I invested approximately 180 hours in the first couple of months, doing my best to study the universe and bludgeon my way through the infuriating campaign, and after doing so (the dev’s released a steady stream of patches through this period, turning the game from utterly broken to sort of kind of maybe just a little playable), and my private verdict to my gamer-y friends and family was “Do Not Recommend, Stay Far Away!” Which hurt a little, because I could see the game’s potential glimmering far down in the deeps.

I think the thing that troubled me most back in those early days was the fact that even if you got past the bugs, which many did by editing game files, the new universe was essentially simplistic and lifeless. Even if all the game’s systems worked flawlessly (and they didn’t, not by a long shot), there was really no point in playing because, in my opinion, the universe and the mega-stations that looked so darned pretty from a distance, were essentially just empty shells, no more interesting or compelling than glittery Christmas ornaments on a well dressed up tree.

Now fast-forward a year & umpteen patches later to the release of v 3.0 and the expansion Teladi Outpost.

What a difference a year makes. After letting the game gather dust since early last January, I finally re-booted and started a new Free Play session and dove back in. Right away, I noticed a plethora of changes, ranging from cosmetic graphics enhancements to radical shifts in the design of the game’s UI and underlying mechanics, most of which a very vocal crowd had screamed to the rafters that the dev’s either couldn’t, or wouldn’t, change a year earlier.

-The menu had been switched from a cumbersome, un-intuitive radial style menu to an easily manipulated sidebar style menu, one that was lightning fast to navigate and cool as all hell to look at. Contained within this menu was a newly redesigned map, complete with two different information modes, and a wealth of new tools for tracking and maintaining my property.

-Now there was a reason to actually go into the stations other than to crawl around inside their air ducts: to find loot that was useful for crafting items that was either worth a ton of money, or even better, could be used in exchange for virtual seminars (training videos that could be applied toward your hired officers, increasing their various stats) or even better yet, hiring permanent Trade Agents on any given station who would constantly update your trade computer with current buy/sell offers from that station, the XR equivalent to X3’s Advanced Satellite Network.

--Haulers/Traders from far off systems now populated the universe, such as the factions LI or PMC from Albion trading with stations in Omicron Lyrea, or Canterran vessels docking at the No Limits Spice Farm in Albion space. This had the overall effect of making the universe seem a lot more meaningful and bringing it to life, for me.

--Faction owned destroyers patrol and react to threats and many haulers travel with either fighter or frigate/destroyer class escorts, and the player is free to assign these kinds of escorts to his/her haulers, too.

--Redesigned mission offers & rewards; now there is always something for the pilot to do, patrolling zones and engaging in frivolous but fun dog fights, protecting stations, sabotaging rival factions’ stations, etc. These missions are plentiful and updated regularly, and function not only as a means to put some credits in the players account during the early game phase, but also to build faction rep for the later stages when the player begins to build their trade fleet/station network.

--There are now ways and means to order your squad around that actually work pretty well. Not exactly fleet management, but getting there.

--The ability to place stations anywhere I liked.

--Small shipyards open for business! More capital ship choices for purchase in general, as well as an overall increase of the types/styles/configuration of ships in the galaxy.

--Redesigned highway travel. On this note, I’d just like to point out that with the release of the Teladi Outpost expansion, Egosoft is now introducing a whole new style of sector to explore (new to XR): in Teladi space, you are given a huge area to explore, filled with hidden lockboxes, interesting new stations and nebulous electrical storms that obscure your view and potentially damage your ship, and you are not given any highways to show you the way around. This seemingly small touch does a lot to increase the sense of mystery and epic adventure that was missing from the initial release, essentially forcing the player to explore again.

--Most bugs have been squashed, leaving no game-breakers that I could find. That is not to say that XR does not have bugs, I’ve found some ranging from irritating to downright aggravating, but in all cases they were minor and easily ignored.

I could go on and on listing the improvements, but I think I’ve made my point clear that the dev’s have been hard at work tightening up their systems and introducing new content. I’ve got roughly 100 hours into v 3.0 and I feel that I’m hardly scratching the surface. The bottom line is that they’ve created a rich, compelling, beautiful space-fantasy for the player to become engaged with and tinker about in, a universe that can easily gobble hundreds of hours of the players time.

The best way to approach X Rebirth is to just enjoy it for itself and not hold it up in comparison to it’s older siblings.

Final verdict 80/100
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74 of 106 people (70%) found this review helpful
1 person found this review funny
34.9 hrs on record
Posted: February 28
It was an awfully bad game at launch, which i swore never to play again.

But now more than a year later, i have to admit the devs turned things around and made it an amazing game.
This game definitely deserves a second chance

- no more technical problems, high fps on modern pc's
- beautifully rendered space stations, vibrant environments
- UI has been improved a lot, much faster and more detailed,also less clutter in the cockpit.
- character models are much better now
- missions are more varied
- the economy is indeed fully simulated now

I just wish the devs had postponed it's initial launch, because X Rebirth no longer deserves such harsh reviews and low scores
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35 of 46 people (76%) found this review helpful
1 person found this review funny
63.7 hrs on record
Posted: March 15
As a player who can barely get into the other X games, I was kinda worried about getting this game on release day. 1 year and a half later, this game goes on sale for 15$ and they even offered a free weekend period for the skeptics. I decided to jump in, and I was extremely pleased with what I found:

-The most immersive space game I have played, second only to Freelancer ( I miss you Freelancer :'I )
-Actual effort in the soundtrack!!!! (God, I can listen to this all day)
- U.I. that is more friendly than past X games.
- Hiring and assigning employees is easier than ever.
- The economic system has depth, making this game a great simulator.
- The ships and stations are all eye candy, adding to the rewards of exploration.
- Combat, while not as creative as Starpoint Gemini, is still satisfying and epic!

Sidenote: The fact that you can control only one ship might ♥♥♥♥ off a few people, but I find that it contributes to the personal side of the experience.

Other than framerate issues, I haven't experienced many negatives in this game (yet). I will update this review accordingly.
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30 of 43 people (70%) found this review helpful
226.3 hrs on record
Posted: April 27
Short version:

For the plot, just watch on Youtube.
This game cost Egosoft a Roguey (*formerly* a big fan/promoter/guy who runs a nice X-game site) and was a waste of a Cycrow (modder who brought life to a lot of the X-games). It's bad.

Looooong version (sorry for grammar or speeling errors, it took awhile to write up):

The game has so much win buried under an avalanche of fail. After more than a year patching, patching, upgrading, and patching, there are still enough bugs you'd think it was released yesterday. I'm not going to go in a standard format: all pros, then all cons, but break things down piece by piece to show the good and how it's buried under fail, at the end will be a more personal take.

Flight:

1) You get a highway system that takes you to most places quickly. (With a roller-coaster atmosphere).
2) You also get an overbooster that lets you move about 10x normal speed at the cost of shields.
3) You can dock at your own capital ships and order them to use jump drives to ferry you around for longer trips.

The Avalanche: With this system, and the layout of the areas in the game, a 1-way trip can take 10-20 minutes (not sure exactly how long) from one end of the game to the other. You also NEVER GET A PERSONAL JUMP DRIVE. Keep this in mind for trading later.

Flight 2:

The autopilot and AI piloting seem a lot smarter - navigating the bigger and more complex stations is not lethal like it was in previous X-games. You only ever take shield damage, awesome!

The bad (not an avalanche): the game makes you scan stations in order to see their production cycles. If you're impatient, you'll bump stations a lot. (Pro: they won't go hostile for bumping them!) Sometimes when you bump a station, you'll end up inside the station geometry with no way out but to keep bumping until you bump yourself outside the geometry...

Fight:

The fighters you face (in groups up to a dozen or more) have weapons that beat anything you can get in 2 of 3 categories: range, accuracy, dps. There's one common fighter that has four guns, which can beat you in all three categories (since there are only two useful/useable weapons in the game). Facing them in groups is only possible because you have an overboost and can run away again and again and again...

Stations and Trade:

1) You use construction vessels to build your own stations.
2) Stations are large complexes that generally produce a class of goods (turrets, foodstuffs) instead of one item as in previous games, which you used to have to chain into complexes in order to get large-scale, efficient production (my max was 171 stations in previous games IIRC).
3) Stations have guns and can defend themselves!
4) Trade ships can cue up orders (if you have trade software installed)!
5) Stations can only be built in certain areas (boon or bust on perspective), which prevents stations colliding with each other or being built halfway into an asteroid.
6) Stations with intended construction will have a red box in space until all ships leave the construction area (no more stations being accidentally built ON the player ship).

The avalanche:
This game was obviously not made for trade or station building. Completed stations still retain their vulnerable (and unsightly) construction vesssels nearby. Ownership is slightly bugged with staff being shown as "Trade Manager ???" even after you've assigned somebody. Ships take a looong time (5+ minutes sometimes) to dock, trade, and undock. And they occasionally bug out and sit there, which requires a workaround to get them trading again.

Stations are nigh invincible, quickly obliterating anything short of a capital fleet you send at them (though the player can duck and weave to avoid fire, because many players are smarter than the AI). Destroyed NPC stations stay with 0 hull and will eventually be rebuilt, so a lot of options like meaningful faction war or annihilating the universe are impossible.

NPC trade ships are not built at shipyards. The NPC ships built at shipyards have the command 'explore' and will fly around a little bit before despawning. Functioning NPC ships just spawn, possibly with a full load of goods (to supplement broken the economy). So killing NPC trade ships won't affect the game economy much.

Production values of stations were poorly determined. There's a Med Despensary that will illustrate: it has a primary, secondary, and tertiary product (space weed, narcotics, and medicine). It requires space weed to produce narcotics, and both of those two to produce medicine. It doesn't produce as much space weed as it requires to make narcotics and medicines; this requires either another station or purchase of supplies from NPCs. There are other (cell fab) stations whose output is used by other stations (arms tech fab). The cell fab production is insufficient to fully supply one other station (and the stations should make much more than needed by ONE other station - they're massive stations that can take over a day IRL to complete - more if resources are scarce).

Trade ships are also frequently stupid - if a station has 50,000 of something and another station needs 25,000, a player-owned trade ship will transport 100 of it, roughly 1% of its cargo capacity, leaving 90% free (9% used by jump drive fuel).

The kicker: Where in previous X-games, station products could be used by the player (and the primary motivation of station building was often to produce certain things - missiles, turrets - on a scale larger than the rest of the universe combined), in Rebirth, station products (with 2 or so exceptions) serve to feed shipyards. The player can no longer own a shipyard. The NPC shipyards might decide to make a ship - for which it doesn't have the appropriate resources - when you're trying to buy one. So you have to get supplies to the shipyard, wait up to 20 minutes for the ship (which will only despawn anyway) to complete, then a few more minutes for it to undock, before you can place your buy order and gather even more resources for YOUR ship.

The above is actually the reason I stopped playing - I have 18 stations complete waiting for X:Rebirth 5.0 just in case it's worth playing. At the moment the only 'meaningful' interaction with the game world is to make stations that supply NPC stations that make ships that despawn shortly after creation.

But continuing: you can only directly order ships to trade if they're in your squad. You get a view of 'buy orders' and 'sell orders' that are stored in your computer. You order your ship to fulfill those orders. You can't say 'buy/sell X amount of Y product, optionally from A, B, or C station'.

You can only see those buy orders if you're looking at the intended station (within 1 km or so of it), which require you to travel through the universe to update trade offers, which is why a jump drive would have been useful. Note: you *can* get remote updates if you do a speech game with people on the station, but eventually you will have to go back out there and update the trade offers. (You speech them, they agree to update trade offers for 5-6 hrs or so, then the 5-6 hour period ends, and you need to go back to the station for trade offers to update for the next 5-6 hrs. You don't need to do the speech game any more than once per station.)

---More was here, but cut due to size limitation---

Summary:
So there you go, a STILL bugged game with a paper thin, very underwhelming story which was obviously not made to enable trade, capital ship use, or station construction - most of the things that made X games popular, and which only does some of the combat right. At this point we all know this was supposed to be an X-Box 360 game, and NOT an X-series game. Ego says it was Deep Silver that pushed them to quickly release an X-game, but whomever came up with and pushed the idea for rushing an X-game should be fired and worse for gross incompetence.
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22 of 29 people (76%) found this review helpful
155.9 hrs on record
Posted: April 1
150 Hour review,

okey so i've been playing X-rebirth (on steam) for 150 hours now so thought why not its probably time to write a review for the game so others can see what its like. the first thing to get out of the way is NO this is not X-rebirth 1.0 that sucked and was almost umplayable and missing a lot, i'm playing on X-rebirth 3.51 atm and they have truely turned the game around and its pretty much amazing now.

What i love about the game
The thing about x-rebirth that i love is how massive the world is and the fact it is all rendered in real time with all of your owned ships, you can be just wandering around a station collecting stashes while one of your stations is receiving wares on the other side of the galaxy, or one of your patrolling ships encounters a xenon that wondered into the area. the world never stops and waits for you to finish a mission or to catch up to someone your following to continue like it does on so many other games and thats one of the things i love about it.
The other major thing i love is that you control all of whats happening from your one ship, the Albion skunk you can start as just a little ship doing all the work yourself to managing a giant fleet, or a trading empire or whatever you want and its so imersive in that sense because you don't just instantly get these things you have to find ways to get the money to buy a construction vessel to start building a station, be it slowly with missions moving cargo or transporting people, or by accepting missions from the pirate factions and getting several million by causing mass chaos (at the downside of turning factions against you) you can do whatever you want.

What i hate about the game
Honestly the only thing that bugs me about the game is how they haven't been able to go as far as they could of with the whole idea of the economy, yeah each faction has its own funds and stations and resources and stuff but theres still instances where it feels like ships spawn in out of nowhere instead of being built, like with some of the pirate factions in the game, they have their own stations yes but they are in now way capable of building ships or making money to supply the pirates? and the pirates don't actually raid trade shipments, they attack it then if they win they just fly off and look for another one. i can't help but feel that they could have done more with that so that pirates actually had to attack people to survive and if you fought them off enough or launched attacks on their outposts it would slow them down or eventually destroy that faction. since you can make giant empires and have fleets of 50 ships easily but you cant seem to stop a group of pirates.

Community
the only problem with the game changing so much is that when you search google for guides and stuff they are all for older versions of x-rebirth, or the wiki's are no longer up-to-date because the people who were working on them have long since given up on the game as have many fans because of how long it has taken them to get a nicely working version of it. it's also majorly effected the game's rating and put off a lot of new gamers coming to play it, but trust me this is not the same game it is a epic trading/empire/war simulation.

Mods
with the prospect of mods now aswell you can completely destroy people's stations and help some factions build more of their own, the mods have added a tonn of content to the game along with what there already is in it so i do recomend checking them out.

Overall, if you like actually thinking about a game then get this xD its whatever you wanna do kinda game and worth the cash, if you wanna get nitty gritty into working out different productions and sabotaging other companies so your's will be able to sell stuff at higher price you can be that kinda player, but if you just like flying around shooting stuff there is that too, whatever kinda playstyle you have you can make your way in x-rebirth
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94 of 159 people (59%) found this review helpful
492.3 hrs on record
Posted: December 11, 2014
3.0 is out, I can definitely recommend.



PROS:

-long-termed enjoyement

-deep economy, station building and management

-massive capital ship combat

-very immersive, extremly personal: you really feel like the pilot of your ship and leader of your empire

-loads of playstyles, like TRADER/MANAGER, BUILDER, MERCENARY, MINER but also SMUGGLER, PIRATE or CORSAIR... Or mix of all.

-very fluid gameplay - there are no loading screens, everything feels very fluid and natural, especially ship movement and menu navigation

-UI is quite easy to use (for me at least)



CONS:

-when you assign a ship under station, it will automatically bring needed wares - there is no way of telling the ship which exact resource it should bring (they sometimes bring stuff that is not really needed - or needed stuff is ignored, and other resources are brought)

-there is no way of forcing your managers to use your own budget (watching manager budgets can be annoying if you have many stations, especially in private stations)

-some people don't like to be limited to one ship (but then again, this is one of the main features of the game, it's something that was never promised, we knew that there's one playership for two years before the game was even released, so this is truly meaningless)

-some people might expect more upgrades for playership

-performance could have been better

-some might find the playership flight physics very arcade-ish
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56 of 91 people (62%) found this review helpful
1 person found this review funny
11.9 hrs on record
Posted: March 14
Despite having been released over a year ago and receiving many patches, the game still severely underperforms on high-end hardware and does not have compelling gameplay. Expect to spend 80% of your play time flying back and forth through transparent space tubes, 10% flying around space stations within 10 meters of the hull to scan information points and giving trade orders to your ships, and the last 10% pew-pewing spaceships with one weapon at a time.

Here are some of the game's shortcomings:

  • Boring gameplay consisting mostly of flying through space tubes, as if you're playing some sort of public transit passenger simulator rather than a space game.
  • Vastly fewer weapon options with no ability to fire multiple weapons simulatenously.
  • You can only pilot one ship unlike previous games, where you had hundreds of choices in many ship categories, from scouts to carriers to freighters.
  • All objects in space are inexplicably surrounded by protective bubbles that absorb all damage from collisions, making the few precious moments spent outside space tubes even less exciting.
  • A lot of tasks needlessly require the player's presence, such as chauffeuring ship officers from stations to the ships where they are to work.
  • When talking to NPCs, you must wait for them to finish talking before your commands take effect, given the fact that a particular zone may have dozens of NPCs of the same type offering their services, this makes finding specific goods very annoying.
  • You are forced to use a cockpit, wasting 30% of your screen on what is essentially a static model with some flashing lights here and there. A discreet HUD overlaid on an unobstructed view of space would be vastly superior for many players.
  • The draw distance is depressing, with objects conspicuously popping in as you travel inside space tubes.
  • The 4 different sectors are basically palette swaps of each other with a few cosmetic differences (a cracked planet here, some space debris there, etc).
  • The script and voiceovers quite obviously weren't done by native speakers, resulting in strange and immersion-breaking dialogue and pronunciation.
  • Character models and station interiors are very low-quality.
  • The Teladi look like E.T. the Extra-Terrestrial. This would be funny if it weren't so tragic.
  • Your co-pilot's jumpsuit has an embarrassing boob window that betrays a lack of respect for the playerbase.

The game does feature a few improvements, however they hardly justify all its shortcomings:

  • Capital ship components can be damaged individually, adding depth to capital ship combat.
  • More piracy options, now you can not only extort and salvage enemy ships, but also hack them to release cargo.
  • Station complexes now exist as superstructures rather than individual stations connected by spaghetti strands.
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42 of 73 people (58%) found this review helpful
502.4 hrs on record
Posted: December 13, 2014
Version 3.53 :
Egosoft has finally made X Rebirth a proper X3 sequel! Although X3 Terran Conflict (TC) and Albion Prelude (AP) are arguably better games for many reasons, X Rebirth is finally in a state that is worth playing. It's not perfect – there are still many graphical issues, performance bottlenecks, and annoying restrictions that keep the game from being great, but it is worth 15 or 20 dollars if you find it on sale for that price.

For fans of X3 and the series, it is worth coming back to and trying again. I waited until 3.0 to get back into the game since its disappointing release. It wasn't unexpected that release day would be problematic: There was plenty of evidence that this happened to prior games in the series and that Egosoft added many features post-release that should have been available on release day. Still, despite how bad the game was when it came out, Egosoft has written the wrongs right. I never had any doubt that they would get to 3.0. But for those who are still bitter about the release: Their anger is justified, however, outdated. X Rebirth has had a second rebirth.

Why does this game now deserve your time? It is probably the easiest X game in the series to get started with. Unlike the other X games, the story/tutorial does explain most of what you need to know in the game(although the campaign gets frustrating at times). Egosoft recently posted videos explaining advanced features that I would have never been able to figure out on my own. The missions are also more friendly, giving you the ability to make money early without drudging through 50 hours of poverty trading energy cells. The combat isn't the best part; and I find that exploration is lacking a bit as well. So if those two features drew you to this game, get X3TC or AP instead. This game highlights station building with an emphasis on building an empire as well as trading and building a fleet. Station building is the only feature I can definitively say I like more than X3. It is my personal favorite part of the X series, and it may be the reason I end up playing X Rebirth more than the 1000 hours I put into X3.

If you are new to the X series, you may want to move on to X3 TC and AP if you're looking for more fun and more challenge after X Rebirth. AP is also easier than TC, so that game may be a preferable next step. I would recommend playing all these games with a joystick though. I use a yoke myself, and I find that much more immersive. You may also want to run the soundtrack for X Rebirth in the background -- it is absolutely awesome but half of the music doesn't seem to appear anywhere in the whole game.

In the end, this game isn't worth 40 dollars. It probably isn't even worth 30 unless you've already paid 300 bucks for a ship in Star Citizen. I'd say buy it if it's under 25 if you're a space genre fan or empire builder. This is just my opinion of course; I preordered the collector's edition. I have no regrets though. It was worth it for me.

Note: The Teladi Outpost DLC is a small addition of content, probably worth 3 to 5 dollars. It's nice to explore and build in a new region of space.

My opinion and final thoughts: This huge game was made by a small developer, which inevitably means it's very rough around the edges. It's my opinion that most people who gave this game negative reviews think that it had a development team as large as Skyrim with a massive budget. I read many times about how X Rebirth (the game) was compared against Star Citizen (the idea), and somehow Star Citizen won almost every time. I find that line of thinking to be completely irrational. And I'm hard-pressed to find a game on steam that received lower ratings than X Rebirth (27% in 2014), even amongst games that were abandoned by their developers. X Rebirth seems to be the game that appeared at the wrong place and the wrong time.
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12 of 17 people (71%) found this review helpful
1 person found this review funny
216.4 hrs on record
Posted: May 12
No recommendation, unless you can get it on sale and eventually, not come to the conclusion that you've wasted a lot of money. I had written a rather long review, but apparently there's a limit to how much one can post, so without elaboration, here's a summary.

- It is a sandbox game with a constraining ruleset. You are only allowed to fly one ship (which is upgradable, that's something), and control other ships indirectly. You can build stations, but they can only be built at predetermined locations in the game. You can not actually meaningfully impact the economy as your profits are negligable, you have no meaningful impact on the AI production, the AI can endlessly spawn ships, and stations cannot permanently be destroyed. So, you can only build sandcastles designed by somebody else, the other kids already have sandcastles that you can knock down but they just rebuild it, and you can't kick any other kids out of the sandbox permanently.

- The campaign, like many sandbox games, is a glorified tutorial, which you need (unless you google *everything*) because while the controls and functions are inherently simple, they are not obvious. However, the campaign also arbitrarily sets you up with an enemy faction, no matter how friendly you were with them before, and this event is *entirely* outside of your control. Fly to the mission location, and it will simply happen. Faction relations range from -30 to +30, with the predetermined enemy faction I was at +28 when I decided to continue the main mission, and the game just set it to -20. Because plot. Which has no other function other than to teach you the game and send you on an exploration through the universe. Accept it will happen, or start in Freeplay.

- Nothing you do has any impact. However, since everything in the game moves at a snail's pace, you won't notice this until many hours into the game. You cannot meaningfully impact the economy. Enemy ships just spawn, they do not get built, they will always keep coming. You cannot permanently destroy stations in order to conquer the market. This last one especially has an important player function: you cannot accidentally screw yourself over by permanently ruining the economy and/or production chains. However that also means that once your own productions are set up, the only result is that prices go down due to overproduction and it means jack ♥♥♥♥ other than even lower profits than what you'd have expected.

- The only ships that are meaningful (other than your own) are capital ships (L and XL size). Smaller ships are pathetically weak, and even the L size ships are at a huge risk of being randomly destroyed.

- The AI is horrible, in many ways, and has seemingly arbitrary rules that rely on whether or not you are present in the same zone. Pathing is terrible, ships will "ghost" through objects when you are not present and thus follow an efficient path, but if you are present, will become stuck in impossible locations. Your mining ships will fly straight towards hostile stations, inevitable getting destroyed, because the closest resource is in that direction. Ships that get attacked, will never flee, unless they happen to be under your (in)direct control which means you get a message when they are half dead and have to press 5 buttons to tell them to flee, which they may or may not do in time. Fleet groups will not stay together, and will arbitrarily not react when a ship in their fleet gets attacked. The best one I found though: at a jump point in a sector, there was a hostile station close enough for some of its turrets to start firing at my ships if they jumped to that zone. I thought I would solve this problem, by shooting the station's turrets. I did so, and it worked, the turrets stopped firing at my ships, and they moved on without much harm. THE SECOND I LEFT THE ZONE, my ships would get destroyed before they could even make their jump out, because the game arbitrarily decided the turrets were back. This behaviour would stop if I flew back to the zone and the game realized the turrets were in fact destroyed.

- Drone AI is FUBAR. If your ships deploy the drones they have, there's a good chance they will not return to the ship once the fight is over, and the ship jumps out without its drones, causing them to be useless pieces of metal where they were left behind. However, the ship will not recognize these drones as lost, listing them as "in use" forever. Unless you manually find them and shoot them. If you sell the ship's drones, and then buy new drones for the ship, the drones will again be listed as "in use". This problem has been around for a long time, and apparently isn't important enough to be fixed.

- Loading times and mechanisms. You load the game, it gives you a loading screen. Not for the game, but for the intro movie. You skip the intro movie, it gives you a loading screen. Not for the game, but for the menu. You load your save, you finally get a loading screen for the save, which then puts you in the game. Should you get destroyed, you get a game over screen. Once you get that to respond, you get a loading screen. Not for your last save, but for the menu. Once that is loaded, you can again start loading your save. If you are in a tricky situation and get destroyed a few times in a row, this gets aggravating QUICKLY. I'd strongly recommend installing this game on an SSD if you have one, it dramatically increases loading times and performance.

- I-don't-know-WTF-you-are-doing-syndrome, AKA memory leaks. The longer you play this game, the poorer its performance gets. I could launch the game, have fun with fairly well working controls and gameplay. After an hour, I would start to notice input lag on my commands (and there's a lot of button pressing in this game, enough for that to get really irritating). After two hours, I would start to notice sluggish behaviour in nearly all departments. Some googling about this problem revealed that the game uses a lot of memory for behind-the-scenes calculations, and otherwise well working systems with relatively low RAM can suffer. That could be a fine explanation, but when this problem gets progressively worse, it's not a hardware fault, it's the software.

- The game is aesthetically boring. Not initially, the graphics are good, there's a lot of detail on the models, and your first few hours venturing into space (as well as hitting some new areas with distinct styles) will make you ogle your surroundings shamelessly. However, after that, you start noticing that everything actually looks identical. A slightly more red shade of paint doesn't actually make a new ship model. You notice the stations pretty much all look the same, which makes some sense in a space environment, modular designs are effective. But then you notice the planets do too. And the astroids. And the mass traffic, which has no other function than taking up space and making space look more "alive" because mass traffic is a bunch of small ships travelling in a circle around an object, or appearing out of nowhere inside a highway. And after a while, the music, which sounds appropriate enough for a space enviroment, quickly becomes boring.

In conclusion, this game had a lot of potential, and a lot of good ideas, but is overall, fairly poorly executed. You will encounter bugs. The immensely stupid AI will get on your nerves. A sandbox where you cannot meaningfully impact your surroundings, is not a sandbox. A place where every look and sound is repetitive, is not aesthetically interesting. The biggest challenge in the gameplay, is not hitting the wrong button when inputting a needlessly complicated sequence for a command. The plot is a tutorial that doesn't care about the sandbox aspect, since it in no way respects what you've actually been doing. And yet, I have 200 hours in this game, and that is the worst of it all. These problems do not appear until later. My empire of 200 hours, affects nothing.
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31 of 53 people (58%) found this review helpful
1 person found this review funny
41.2 hrs on record
Posted: March 14
Short Review:

One of the most astonishingly beautiful pieces of crap you'll ever see.

Long Review:

I really wanted to like this game, I loved all the other games in the series and played the hell out of them, in spite of their massive learning curve they were extremely enjoyable because learning to play them felt like discovering how to play them.

Rebirth is a glorious looking game based on a flawed development plan. Were they making a game where you control lots of ships or just one ship? What was the point of walking around on a station, was this supposed to be like a shooter or something? Everyone looks the same and trades different wares, but all this serves to do is make the simple act of buying and selling enormously tedious. The previous games had a relatively simple interface for trading, managing your ships, and viewing the map, these things are all convoluted and cluttered in a series of menus which aren't really explained.

Beyond that, there's really not a lot of fun. The main quest for example has you build a URV forge at one point but the build process requires materials you can only buy from a hostile faction. Okay so go pirate and steal what you need, right? Well not exactly, in my game Fusion Reactors just weren't being traded anywhere, I guess if I let the game run non-stop over a period of several days the economy might right itself, but I ended up just altering my save file to get on with things. What ended up happening is the URV forge completed but required me to provide a mining ship. I go to purchase a mining ship which must be built first, so I build my mining ship and nothing happens because, again, it's missing some resource to finish building it.

If you fell asleep during the description of gameplay in that last paragraph I wouldn't blame you, the quests are just that boring, I wanted to love this game but it finally occurred to me that I wasn't having any fun playing it. It's a beautiful game no doubt, but honestly if they just took the previous X games and slapped these graphics on them that would have been great, it would have been released sooner, with fewer bugs and higher reviews. You're given very little instruction about how to play the game and you'll find yourself spending more time in Google looking things up than you will blowing up badguys.

As far as the combat goes, well you have the option to auto-aim at everything which makes it boring OR you can turn off the auto aim and try to manually aim but the weapons don't track very smoothly and you'll find the simple act of killing an enemy a frustrating endeavor. Adding to this, some ships like corvettes don't even have a lead indicator but maneuver like fighters. There are some great mods out there, the capital ship bridge mod for example is so wonderful that you have to wonder why it wasn't included with the game, but overall I've noticed that modders tend to abandon their work due to frustration with the limitations of the game engine, This can lead to corrupted save games and having to start over but more often having to make do without mods you had come to enjoy.

I really wanted to see a better end-game played out, the possibility to conquer whole sectors of space and wage huge intergalactic wars, I wanted to see a smoother interface and tighter fleet management, the ability to control my wings of fighters and carrier groups against large scale invasions, the ability to lead a squad of commandos in an exciting, if rudimentary, boarding action on an enemy starbase or capital ship. Maybe those things exist somewhere to some degree at some point in X Rebirth, but I don't have the stomach for all the endless tedium one must endure to reach that point.
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14 of 21 people (67%) found this review helpful
1 person found this review funny
96.6 hrs on record
Posted: March 16
I never played an "X" game before, which will make this review of more use to those of you who also haven't and just want to know if this is a good game, and less use to those of you who have, and want to know how it stacks up to its predecessors. I thought I might start with an anecdote.

Tasked with building a space station in an ally's territory, I only needed about 60 fusion reactors to complete it. I searched every sector for it, but nobody was selling. I soon found out why: these were only being produced at 3 stations and my enemy, the Plutarch Corporation, owned one of those and was buying every reactor that came off the production lines at the others. So what's a poor rebel to do?

Raid their shipments, obviously.

I waited several kilometers away from one of the factories with my cargo freighter standing by. After seeing a Plutarch ship dock and then pull away, I scanned its cargo, revealing that it was carrying my coveted fusion reactors, I made my move.

I used my dumbfire rockets to quickly disable its engines and warp drive, then went to work on the main hull. This was a long process but I found a safe spot just behind the engines where I could go to recharge my shields. Woe to the unwary freighter that travels without fighter escort.

The freighter destroyed, I tagged the cargo for my own cargo ship to pick up. As a swarm of drones buzzed toward the remains, I spotted a Plutarch destroyer in the distance. Several seconds later it was apparent that it was headed straight for me, most likely in response to my little Space Pirate schtick. I had no means to fight a destroyer, but I did tangle with the wing of fighters it sent ahead of itself in order to protect my cargo drones. As the last drone made it safely into the cargo bay, the destroyer began to open up on my freighter. It's a hardy vessel but it wouldn't last long under that hailstorm of fire. I ordered the captain of the freighter to get us out of there, then swung my craft around to the front, briefly exposing myself to the destroyer's fire to dock. I watched from the deck as lasers streaked across the sky and missiles exploded against the hull, hearing the faint sound of the frieghter's jump drive charging up. Moments later, explosions were replaced by silence. The jump had taken me and my freighter hundreds of thousands of kilometers away, with our precious reactors safely aboard (and with no load screen in between).

I chose this little anecdote because it perfectly encapsulates X: Rebirth's interacting systems of trade, construction, and combat. But I neglected to mention a few details.

During this whole scenario, I encountered a massive drop in framerate that persisted until I left the zone and returned. The game crashed inexplicably some time after I transferred my wares. I originally tried boarding the freighter, but found that while 8 marines was plenty to take a destroyer in an earlier story mission, a full complement of 50 marines was totally incapable later on of capturing even a much smaller freighter than my target. The station repeatedly reminded me that my rash behavior "isn't tolerated in these parts," but apparently forgot to attach a consequence to their threats. Even now I can trade with that station as with any other. And the whole excursion was made necessary because my previous shipment of some 114 fusion reactors inexplicably disappeared from the freighter's cargo holds--the freighter made it, the goods didn't. It still had the order to transfer the wares to my construction ship in its queue. Upon deleting and reissuing the order, a message told me that it had no fusion reactors in its holds. Gone into thin air.

My point is this: At its best, X: Rebirth is the most full-featured, exciting, strategic space sim available that I know of. Though dogfights are a little awkward because the smaller spacecraft are so maneuverable, combat overall is exceptionally exciting. The game has made me think in terms of real logic (how can I acquire this good by any means available) as opposed to game logic (how can I exploit this system to get 1000x as much as I'll ever need). It appears, so far as I can tell, that the entire game is driven by a real economy: goods cannot be used until they're produced, and producing these goods means someone has to mine them, extract them, refine them, and manufacture them. This creates a living world unlike any I've ever seen before, and when I close my trade console and nudge my throttle forward (I use a Saitek X52 joystick) towards the next station, or merge into a highway and switch on the auto-pilot while I give orders to my fleet, I really feel like I am there, interacting with a real world in space. Seeing a station suddenly pop into view as I exit the space highway, or docking on one of my larger vessels while it jumps me across space (with no loading screens!) are experiences that just never get old.

At its worst, X: Rebirth continues to sport more bugs and headaches than are really excusable, especially with it being the fourth iteration in the series. You will encounter glitches. Your framerate will inexplicably drop to a crawl (only happened to me twice in 24 hours play though). You will experience crashes (save often). The story dialogue is fair, but most of the other conversations and text might have actually been written by a third grader (hearing a Marine Officer randomly chirp, valley-girl style, "Eww, slimy green lizardy things are everywhere!" is just bizarre, and some of the logbook entries are so poorly written as to be indecipherable). The game does not explain itself very thoroughly, and you will spend much time trying to figure out how many of its systems work (or don't work, as is occasionally the case).

I had great anticipation for this game's release, so I was very disappointed when I read that it was basically an unfinished product. The free weekend just recently spoke a great deal about the developer's confidence in the current state of their product, and I believe that confidence is justified. This is now a very playable, fully-featured game, and if you are patient and have a good tolerance for the occasional bug, it can give you some of the most fantastic gaming experiences you've had in years.
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14 of 21 people (67%) found this review helpful
1 person found this review funny
1,969.4 hrs on record
Posted: March 28
Not everyone's cup of tea, not for the faint-hearted or impatient, not for those who can't move on from X3!

This game has come a long way since release with a ton of bug fixes, feature improvements and slowly but surely a growing mod community. Some of the fundamental design changes since the X3 games still haunt it - smalltalk is dull and irritating, customisation options are dumbed down, single ship, badly voiced and poorly scripted lifeless NPCs, slow slow slow progress.....

But - it's addictive and what does work generally works well - it looks beautiful on a decent rig, flight paths are very realistic, scale is huge.

Overall, I'd give it 7 out of 10 as of v3.50 but you can see the potential here and hopefully things will get better and better as more content and features are added.
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15 of 24 people (63%) found this review helpful
1 person found this review funny
399.9 hrs on record
Posted: March 2
After a really shaky start about a year ago, the game is not only playable but completely addictive. The release of v.3.0 added a host of features and new galaxies which have brought the game alive, bringing much of the enjoyment of X3 to this verions of the game with the added bonus of being extremely pretty.

The game is also enhanced by the multiple mods which can be accessed easily through the steam workshop, which, far from being cheats, add gameplay and interest without destroying the game balance.

Definitely recommended although you will no doubt be saying goodbye to friends, family and a healthy social life!
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12 of 19 people (63%) found this review helpful
5.2 hrs on record
Posted: May 9
That's what I always wanted my space sim not to be like: Flying from sector to sector, scanning generic space stations, landing on cookie cutter ports to walk through awfully designed, boring interiors talking to even more generic NPCs that always offer the same shallow lines of utterly ridiculous dialogue. Thank god a game crash ended my first and probably only foray into this soulless mess of a game. Yes, after 5 hours I have probably not seen much of the game, but it is enough to get a first impression and that first impression is that this game is generic, boring and a waste of time and money.
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15 of 25 people (60%) found this review helpful
1 person found this review funny
171.0 hrs on record
Posted: February 10
Being a huge fan of the X series I was shocked by the state X:Rebirth was released in:
The performance was terrible, the game crashed constantly, you couldn't even play through the main story because one of the first quests just bugged out and kept you stuck. The game was a frustrating mess.
My experience with Egosoft however was, that they usually continue maintaining their games over a long period of time and so I kept following the development of things as they rolled out one patch after the other.

Now, with version 3.20 I can finally say, that the game is now in a proper playable state.
They fixed most of the performance issues, the story quests work as intended, station building and fleet management works fine and the AI is starting to improve as well.
Finally they added more ship models, don't force you to walk around stations anymore to trade your inventory and upped the threat that pirates pose.

So, if you were thinking about getting this game but weren't sure if you really should because of the bad stuff you heard from frustrated early buyers, I think now is the time to pick it up without having any regrets.

I expect Egosoft to improve the game for a long time now, so there should be something new going on every once in a while that will keep me coming back to it and thus never removing it from my hard drive for ages.
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16 of 27 people (59%) found this review helpful
11.8 hrs on record
Posted: March 15
I've been reading and watching how bad reviews Rebirth has been given...
However I had made a decission to buy it when it would be cheap enough, and the weekend deals -66% was enough.
I loved the previous titles, to the extent of X taking over my life pretty much.

In anycase, the expectations were low thanks to the reception Rebirth has earned and I do really understand the reasons for it.
The control scheme is pretty much ruined; when things were fast and simple (map, property menu etc) in earlier titles, in Rebirth it's done slow and cumbersome. Everything looks like it were aimed at consoles, but on the other end... not.

UI is not only complex, but it lacks any sense of purpose. Earlier it was just complex but almost everything was where it was for a reason; and it worked after getting used to it. 7 hours into the game and I still have constant issues with the UI, never finding anything and things have been done VERY complex compared to what it used to be.

Story feels nice and for that alone I will keep on playing, hoping that one day I get over the hugely confusing stupid UI Egosoft has created for Rebirth. I heard that a year ago the game was utterly unplayable and that doesn't surprise me at the least; it has been like this for a long time for X-series... Game is more or less unplayable for the first year and then it starts to get where it should be.
I only hope X:Rebirth isn't where it should be, since there is so many issues still (at least for someone like me, who has spent literally thousands of hours in the earlier titles) especially with the UI and the way everything works.

Fighting is very difficult with autoaim set to off, using Saitek X52 Pro makes life hell - easier to play with a gamepad and everything works way more logically with that.

All in all, not a TOTAL failure. Not worth the full money even after a year of developement and bug fixing or the DLC. Still I get a nice feeling flying around trying to go on with the plot and the game draws me back in, calling me to play more.
A lot of work is still needed, but if anyone can do it - Egosoft can.

Against my better judgement I *will* recommend this game for everyone who are enthusiaistic about X series or "hardcore space sim's", but those who are not one of the two groups mentioned should really try it out first to see if they like it.
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17 of 29 people (59%) found this review helpful
58.3 hrs on record
Posted: March 8
First things to know:
-I started playing at version 3.20
-I know it had a bad launch
-It is not X4

That being said, it is a great game!

Like I said, I have not experienced the game-breaking bugs that most player experienced at launch.
Egosoft really worked hard to make this game better, and are still releasing patches to fix/add/polish content.

I remember playing X3: Reunion years ago. It has tons of problems, but they fixed them in later patches. Then Terran Conflict came out: very similar to Reunion but way better. So I knew that a bad launch was not going to be a problem in the long run.

I understand the frustration of early buyers and fans, but now it is a great game.

You still see on forums the usual "is the game still broken?" posts. To those people I say: it is perfectly playable.
I had one crash to desktop, but it was my fault (alt-tabing during screen-resolution changes on a dual-monitor setup, the game did not like it).

I run the game at maxed out graphs, on a 1920x1080 resolution: no slow-downs in fps.

So here are my pros and cons:
Pros:
+Beautiful game
+Nice micromanaging
+Lots of options to choose from
+Great gameplay (altho different from other games in the series, again: not X4)
+Constant improvements from the dev team (thanks!)
+Good music & sound effects

Cons:
-Repetitive dialogs
-Some few-years-ago character models
-The interface needs a little getting used to

So for all space-sim fans out there: I recommend the game. If you read reviews of the game, be sure to note that old ones might be from older states of the game, which was indeed bad, so for those who never played the game, at version 3.20 (3.50 soon!): it is a good time to start. And for those who bought the game when it was bad: now is time to give it another try!
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17 of 29 people (59%) found this review helpful
81.0 hrs on record
Posted: December 14, 2014
I really like the game with the new 3.0 Patch/dlc.Egosoft fixed all the technical problems i had with update 2.5 and now they added features i really wanted to have (outside of squad trading,ordering stuff to your ship etc.). I would say even if the patching took some time, now the game is a lot fun to play. Only thing I miss a bit is that there are no Borons in the game.I always loved them in X3.However they do not really fit to the lore so I can live with it.
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18 of 31 people (58%) found this review helpful
1 person found this review funny
374.2 hrs on record
Posted: March 12
Good game! Kept me busy for a few hours.
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9 of 14 people (64%) found this review helpful
327.3 hrs on record
Posted: May 8
Well, what can i say? Its a great game... a great story but a sucky product... what do i mean? Bugs, burgs everywhere... just enter this great world of ships, construction vessels, capital ships at war and much more and look at it while it crumbles in pieces, sooo many pieces... i can assure you, the idea is great but the developers sucks.


And, i´m pretty sure that egosoft selected to use xml format on the saves files so u can do all the fixes u need while playing... just with a text editor....

So, to sum it all up.... great game, great idea, sucks and falls apart b´cos of all the bugs and, u can edit all around the game, don´t wait for egosoft to fix the game 100%, this will be forever and ever a work in progress.
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