
You play for no other reason than to spend your way up the tech tree. I've described the battles and shipyard features before anything else because your ship is clearly THE thing about this game. One of my favourites being the 'Smuggler's hold', which allows 4 units of cargo to be held in an unscannable compartment. And there are all the usual bits and pieces for your ship: shield systems, engines, cargo holds - all upgradable. There is a platter of increasingly expensive subsystems that augment your vessel, increasing aiming speed, ship maneuverability, reloading times and so on. There are particle lasers that are excellent against armour but rubbish against shields, or there are "Swarm" missiles that automatically fire at pesky fighters, or "Leech" missiles that cripple your victim's engine. You will fiddle with your setup constantly. For instance, on a ship with four turret slots, I fitted 3 pulse cannons (which are the vanilla flavour of firepower) and one flak cannon (strawberry flavour), which could attack fighter craft and gunships but was useless against capital ships. Guns and equipment can be changed around in the hangars of any space station and there are different types of damage and attacks. As far as this goes, it is fairly straightforward. When you aren't engaged in ship-to-ship warfare, you warp between stations and travel from system to system, trading goods, taking missions and keeping your boat in good nick. This also means that to escape from a fight, you need to put enough distance between you and your pursuer to bound away. But if anything gets in your way or interrupts your path by a few hundred space metres, you will drop out of warp due to this "stellar mass". You can still steer your ship in this mode, speeding towards your destination. Warp involves charging up your drive and blasting out of the combat zone. You can also boost for a short time to catch up with a target and you can use a deflector shield to temporarily stave off all damage. Turrets and missile systems allow you to fend off fighter craft and incoming rockets (you can switch to use these turrets manually but if you remain in control of broadsides they'll remain automated, firing at a slower but steady rate). You can hold the aiming trigger to make shots more accurate or, if you're very close, just go crazy and pray the shots land. This means that fighting is about pulling up alongside your foe and unleashing a huge volley with your broadside cannons. You steer around your enemies in long arcs using the A and B buttons to throttle up and down and the analog sticks to pull your hulking beast into line (it recommends you to play on a gamepad).

And as such they control more like naval vessels than space shuttles. The ships are massive capital class frigates, destroyers and the like.

The first thing you'll notice is that everything is on a single plane. Getting into fights and scrapes is the meat and spuds here and the combat itself is likely where you'll spend most of your time.

The story of Rebel Galaxy spools out from there, involving treacherous aliens, strange artifacts and a mysterious AI lady with the obligatory amnesia. The ship is called the "Rasputin", but I quickly fixed that in the hangar by renaming it the "Wobblenaut". You start out in a rustbucket on a mission to find your Aunt, who has gifted you the aforementioned ship and gone AWOL. We told Brendan to get on board, or else. Rebel Galaxy came storming out of warp recently and has been threatening people with its giant starboard cannons, telling them to come and join the space cowboy adventure.
