Ludography
Escape Velocity Nova cover

2002 · Ambrosia Software · Role-playing · Space opera

Escape Velocity Nova

Escape Velocity Nova (a.k.a. EV Nova or EVN) is a video game by Ambrosia Software, in collaboration with ATMOS. It is the third game in the Escape Velocity series of space trading & combat games.

Released
18 March 2002
Platforms
WindowsmacOS
Genres
Role-playingSpace operaSpace trading and combatStrategy
Developers
Ambrosia Software
Publishers
Ambrosia Software
Modes
Single-player
Themes
ActionScience fictionOpen world
Country
United StatesAustralia

About

Escape Velocity Nova (a.k.a. EV Nova or EVN) is a video game developed by Ambrosia Software in collaboration with ATMOS. It is the third game in the Escape Velocity series of space trading and combat games. It was released on March 19, 2002 for Mac OS X and Mac OS 9, and later ported to Windows and released on July 11, 2003. The game's premise, set in a time period after mankind has discovered hyperspace technology, grants the player freedom to take missions, trade goods, steal from other ships, and enter one of six storylines.

Originally a plug-in for Escape Velocity Override created by ATMOS, Nova development began with Ambrosia contracting ATMOS to make the plug-in the scenario for a new game. ATMOS developed the scenario and graphics, while Matt Burch developed the game engine. The game features six different mutually exclusive plot lines, but players have control to act as they will from the start of the game. Reception to the game praised the gameplay, plot, and ability to be replayed, but was critical of the lack of a soundtrack, repetitiveness, and pace and difficulty of the storylines.

Keywords

  • 2.5d
  • spaceship
  • psychic abilities
  • terraforming
  • explosion
  • branching storyline
  • questing
  • planet

Media

Escape Velocity Nova screenshot 1

The articlegameplay, story, development, reception

Gameplay

In Escape Velocity Nova, the player is placed in command of a shuttlecraft in space. The game is played from a top-down perspective in 2D. A tutorial is offered, but players are granted freedom to act as they will at the start. Players can earn money by purchasing and trading goods, taking missions transporting people or goods to various locations, or by stealing from other ships.

The player's ship moves between systems of planets by using a hyperspace jump. At various planets, the player can take on missions and trade goods, buy new ships, or outfit their current ship with new weapons and accessories. Ship classes vary from shuttlecraft to large frigates. There are six different storylines within the game that can be played; each one is mutually exclusive and a new game must be begun to play a different story.

Development

Nova began as a plug-in for Ambrosia Software's Escape Velocity Override in July 1998. A group of students from Tasmania: Dafydd Williams, Jason Cook, and Scott Vardy were fans of Override and began working on a modding project called Override Nova. Their updates on the project were shared on Ambrosia Software's website forums, which caught the attention of Ambrosia employee Andrew Welch. Shortly afterward, the student group took the name ATMOS Software and signed a contract with Ambrosia to work on a new game.

Ambrosia Software's Matt Burch developed the game engine, while Welch managed the project and ATMOS developed the graphics and scenario. Burch, who had programmed Escape Velocity and Override, programmed Nova while also working a second job as an engineer. In July 2000, Ambrosia contracted ATMOS to convert the plug-in into the scenario for Nova. Development of the game from Override took approximately 12 months, with an additional 8 months of beta testing.

Reception

Escape Velocity Nova received praise for its gameplay and game design, especially in light of it being a shareware game. MacAddict gave Escape Velocity Nova its Editor's Choice Award. Reviewer Chris Barylick stated that the gameplay is essentially the same as its predecessors, Escape Velocity and Override. He called the game "more beautifully designed than you could expect a shareware game to be".

Two years after the game's release, Barylick said the game was still worth the download. In a review for Inside Mac Games, Richard Porcher expressed that Nova's graphics were superior for a shareware game. Macworld's Peter Cohen lauded the combination of action-based space battles with adventure-style gaming. He noted the game made improvements over Nova's predecessors while stating that Ambrosia Software "has wisely left alone what ain't broken."

Releases by platformdates and regions as published

PlatformReleasedRegions
macOS18 March 2002Worldwide

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Platform libraries

Description adapted from its source, CC BY-SA 4.0.