Unlike EVE Online or the upcoming Jumpgate Evolution, Pirate Galaxy is not a free-roaming, open-space MMO. It’s instead a game that allows players to roam around on pre-designated areas of planets (or space segments) where it all takes place near ground level or on a single vertical plane. In that regards, Pirate Galaxy could be considered a pseudo-space simulator. Nevertheless, the fact that it has a small client and runs like a browser game with great graphics and fluent gameplay makes it stand out above many other hard drive-heavy MMOs.
One of the true highlights of the game relies in the item farming required in order to obtain new and more powerful weapons. The concept of players earning new equipment by defeating enemies and unlocking blueprints as opposed to just saving up money and buying the strongest weapon available makes the game more appealing, especially for the fact that players who invest time into the game will reap greater benefits as opposed to those who just lay down cash for the game.
My only complaint with Pirate Galaxy’s design concept is that player-partying isn’t handled particularly well and it’s a bit cumbersome to get into a party as it involves going into orbit and creating or joining a party as opposed to just clicking on a player when you see them and inviting them into a party.
Still, the fact that the game runs like a browser title and requires no initial, heavy-handed clients that take up ridiculous amounts of memory was a smart design choice by Splitscreen Studios.