Before We Leave (Review)

Source: Review Copy
Price: £15.99 (Soundtrack £6.99
Where To Get It: Steam

An interesting title, that. Has a kind of Ray Bradbury feel to it. In any case, the apocalypse has happened, the world has returned to some semblance of normality, and people have decided to rebuild. On sea. On land. In space.

I mean, they’re humans, of course they- OHHHH, YOU MEAN DEHYDRATED! D’OH!

Honestly, it’s somewhat nice to have a chill exploration and resource management game like this, and the aesthetic quite pleases me. After all, sea shanties are definitely my jam, and any music that reminds me of them is OK In My Book.

Of course, it’s not all fun and games. After all, pollution is one of those things that screwed people over in the Before-Time, not that they remember, but they quickly learn that yes, smog from power plants, iron dust, and other “fun” stuff bad. Especially this useful, but awful black stuff, god, we’ve gotta get away from using that pronto!

However, sometimes it slows down a whole bunch. Once you’ve got a ship, for example, and colonised a second island, your previously quick pace up to that point slows down for a while until you get everything ready for fabric making, because wow, who thought the heat of a desert would make people super tired, meaning that unless your home to workplace route is short (ha, good luck with that), they’re going to spend long periods resting, also low on resources until you gun quickly for your new researches that can only be done with desert resources, and clothing, in that order.

You have discovered… Really Big Houses. But yes, those resources aren’t going to be helped by the fecund planet you just left for a while

Oh, and set up a trade route. Trade is pretty important in Before We Leave for new colonies. Once again, once you hit new planets, things slow down again… If you’re okay with these slow periods, in which you don’t really need to do anything with previous islands. In fact, once the research tree on an island is done, there’s nothing that needs doing, although increasing the population generally helps with resource flow… But again, is not, strictly speaking, needed… You can keep that relatively pastoral life for quite a while on your first island, with no detriment to the others. Especially as higher populations create more work, in the form of unhappiness management. Your efforts mostly focus on one island at a time in the early game.

And then, when you get to a new planet… Oh. Whoopsie, you didn’t pass on any of those red research points, and you have to start all over again, research wise. Thus creating another roadblock.

Welcome to Island 3. Relax, we already got weather-proof clothing, they’re just sleeping because it isn’t arriving there fast enough, and we can’t grow cotton here.

Aesthetically, the game works. Low poly hexes, low poly people, characterful, good music, clear UX… But mechanically, I find myself more frustrated by the roadblocks than charmed by the simple, clear play. It may be one of those games that “gets better later”, but… While I’d say give it a go if you like colonisation and resource management games, I can’t personally say it wowed me.

Before I Leave, I’d like to remind you all to hit up the Patreon, or at least gimme a Ko-fi. That way, I’ll have some snacks for the journey through space.

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