

On the other hand, there's the option for Sunday Captains, which puts most of the thinking in the hands of the AI and effectively leaves you to point, shoot and watch the gorgeous battles and cut-scenes that follow, all the while it teaches you how to get on with the more complex stuff so you don't die two or three missions later. On the one hand there's the full blown ship captain all-hands-on-every-pump approach, which lets you micromanage every element of your ship's control from the very first missions, hurling orders as fast as you can think of them, and trying to direct a multitude of battle-hardened flying breezeblocks (very pretty ones, mind) in some sort of concerted armada. Fortunately, Mithis has taken that into consideration and included a pair of control options. We gawp at the level of micromanagement on offer, and have to concede we're feeling a bit out of our depth. It's all about the tactics, we're told, as Nyul and Vincent take us through a battle, considering the best way to down an enemy ship and settling on, from what we can see on the wall the game's being projected onto, shooting the bejesus out of it while roaring past at speed. And there's no resource gathering, no building bases, just war.

In Nexus, the idea is to control a small fleet of ships, patrolling gorgeous galaxies spoiling for a fight with giant mega-corporations, aliens, whatever your motives dictate. "Actually, it's what we call a tactical fleet simulator," says Vincent van Diemen, presenting it to us. Nexus - The Jupiter Incident, due out on November 5th, is not what you might expect from a space strategy game. This is not what we wanted." Learn To Fly "In those games, if you are doing well then you don't need to be a military commander you just send your units with a tank rush against the enemy and you will win. He is not, we hastily confirm, trying to tell us that Age of Empires is a bad game. "If I was to make a comparison then we wouldn't like to create an Age of Empires, we would like to create a Combat Mission so your decisions are tactical decisions, not economical decisions that end up in a conflict." Mithis creative director Zsolt Nyulászi - or Nyul, as we're gratefully encouraged to abbreviate - is reflecting on the team's decision to make a space strategy game predicated entirely on combat.
