May 26, 2022

Tor Go Devil

No game no life

Starting from scratch after every mission in Icarus isn’t nearly the grind I expected

I had a couple of concerns going into Icarus, the new survival game from DayZ...

I had a couple of concerns going into Icarus, the new survival game from DayZ creator Dean Hall and founder of dev studio RocketWerkz. Most of my worries were due to the session-based nature of the game. Rather than just playing on a persistent map like in most survival games, where you build permanent bases and keep tools, weapons, and gear for as long as you want, players in Icarus land in a drop pod to complete missions (called prospects) and before the timer on those missions is up they have to blast off the planet and return to space. Anything they’ve built, crafted, or gathered (except for exotic minerals) is left behind on the planet and gone forever.

To me, that sounded like a repetitive drag. Every time I finish a mission I’ve lost everything I’ve been working on for hours, or even days? I build a sweet base and cram it full of crafting benches and resources, and then it’s all gone and I start over? It sounded like a Rust server wipe, but for every single mission.

But about 15 hours into Icarus, I’ve mostly changed my mind about the session-based system. It’s not nearly as repetitive as I expected, though it’s not as dramatic as I thought it would be, either.

(Image credit: RocketWerkz)

First of all, these prospect sessions are long. Really long. The shortest prospect I’ve seen lasts three days. That’s three real-world, realtime days. The longest is 29 days. That’s a literal month to complete the prospect.

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