Citizen Sleeper 2: Starward Vector Review – it's about the trip

Geralt of Sanctuary

Citizen Sleeper 2: Starward Vector Review – it's about the trip

Citizen, it39s, Review, Sleeper, Starward, trip, Vector

Citizen Sleeper 2: Starward Vector uses an explosive that tears off the Amnesia Sleeper protagonist from any familiarity and forces them to endure a journey through the stars that were constantly enforced by stress, unrest and an enemy. But it is these feelings, these inevitable complaints that urge sleep into new friendships, communities and trust processes that ultimately prove that it is not about the goal – it is about the journey. Citizen Sleeper 2 is a worthy sequel, even if the user interface and the final do not match the heights of the rest of the package.

Citizen Sleeper 2: Starward Vector jump over the age traveler

Citizen Sleeper 2 begins with her sleeper, who is not aware of who you are because you have a failed restart that gives the players a clean table to work, apart from the initial decision, which class should be their sleeper. I went with the operator, which means that my sleep had a great advantage when it performed the interface campaigns. But the other classes – extractor and machine operator – have equally advantageous action specialties (and also disadvantages).

These disadvantages set the stage for one of the greatest additions to this sequel. They are no longer responsible for every campaign in the game because they can bring the crew members with them during the contracts that are like secondary quests, but are often integrated into the main count. You also have cube advantages and disadvantages so that you can build a team for your expected actions. Both contracts and crew members who also double -written NPCs to build relationships are welcome additions to a formula that I have already loved.

Citizen Sleeper 2: Starward Vector jump over the age traveler

The failed restart when the game starts is the catalyst who is responsible for everything that follows. They set off to repair themselves and escape a Yakuza-like character named Laine, who slowly takes over her body and constantly follows every movement. Since Laine is hot on your way, you can rarely feel comfortable with a location and have to quickly pass to the next. Unfortunately, the user interface connected to the card is unwieldy, which leads to frustration when choosing my next target. These frustrations also appeared during the selection of crew cubes in contracts that were not as seamless or smooth as the rest of the game.

Nevertheless, these trouble pouted away when I achieved a new place and did appealing tasks to do it to meet them and help them, and colonies to save. I was always excited to dive deeper into the plot of a character and never select the option to dismiss the need of a person. Without a tangible place where it was called at home, it really felt like it was to build nests in the entire star system, and sometimes they even became part of my crew and expanded my chances of success during the contracts.

Citizen Sleeper 2: Starward Vector jump over the age traveler

I had hoped that these connections and relationships would have a place in the operations of the final, but strangely, the climax came and felt isolated from the topics present in the rest of the game. And although an epilogog -like group of last missions offers part of the comfort built by the community, I hoped the final, but I still had the feeling that something was missing. When I look back on my 244 cycles as a sleeper, it is not the finale that I think about, but the journey to the people I have met on the way, and the safety net of friends that my sleeper now has in the system.

Citizen Sleeper 2: Starward Vector jump over the age traveler

However, this network was not based on pure success. Citizen Sleeper 2, like his predecessor, is an extremely stressful role -playing game in which I constantly felt pushed onto the edge of the complete failure, just to get a lifeline in which I needed it. New but not used mechanics such as a fault cubes with a 80 percent chance of errors and push ability, with which they can damage cubes at the expense of the profit of cubes, contribute to these operations. However, they never felt completely integrated into the experience and let them ignore them easily. Nevertheless, every mistake was a lesson, and every success was almost a failure … until it wasn't. Until stress became joy, complaints became consolation and races became at home.

How the game reminds the players, “[Mistakes] can become the most powerful and meaningful emblems so often. You can lead a being more than success. “The strength of the Citizen Sleeper series, especially in this second publication, is the realization of this message.


This review of 2025 reflects our thoughts on the current state of the game when publishing. Updates were taken into account as such after the start of the end result.

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