The core gameplay of Drox Operative is that of a stats-infused, free-roaming 2D space shooter. A substantial amount of time will be spent blasting enemies, increasing various attributes, and buying better equipment in randomly-generated galaxies. This aspect of the gameplay is entertaining. While not exactly standing out as being expertly executed or amazingly enjoyable, the mechanics work fine and they provide an above-average experience (bar for a few quirks which will be discussed). However, it is easily arguable that the core gameplay is only half of the sum of Drox Operative.
Let us talk about the players role for a bit; the player is a titular Drox operative. The history of the Drox operatives is fairly unimportant but does set up the dynamic for the player. A long time ago, a legion known as the Drox ruled over the entire galaxy. They achieved this feat by employing operatives who were highly skilled in espionage, warfare, or silent assassinations. A few eons go past until the Drox realize that their operatives could become real threats to their core group of decision-makers, at which point the Drox attempted to eliminate all of their operatives. The short story is that the Drox failed and were completely wiped out, leaving the Drox operatives to create their own secret society to train future guns-for-hire.
However, on the subject of that one escort mission, I should mention something; I had no idea what I was really doing. I will admit to part of this being that I had not read the entirety of the helping tips. At the same time, I cannot justify myself being the only reason as to not fully understanding the game when the game throws about two dozen walls of text within the first two minutes of playing. Right off the bat about three to four help tips popped up the second after my first galaxy was done being created. Despite what the games of the NES-era did, games like this should not be taught through the equivalent of in-game manuals. I’m annoyed about this because this game could appeal to more than just hardcore RPG fans that really like reactive worlds; the heart of the gameplay is that of a free-roam 2D space shooter, and by using that promise people could be reeled into a new experience that they may actually enjoy. But when your explanations are hard to sit through and almost frightening in a way, you cannot expect somebody to be reeled into the other aspects of the game before deciding to leave. As for a suggestion on how to fix this, I do recommend the developers of Drox Operative, Soldak Entertainment, to implement some sort of tutorial area that shows the player a short description of the most necessary action of gameplay (how to move), lets the player experiment with how to perform the action in the game, and then moves onto giving the player a short description of the second most necessary action to perform during gameplay
In all I particularly enjoyed my time with Drox Operative. Although its core mechanics have been done better, they serve as an adequate platter for the main course of the evolving world the game exhibits. While there are a few issues I find in the game, the developer Soldak Entertainment have stated on the game’s official webpage that they will release the game when it is finished and not any sooner (an approach not unlike Valve Software’s). While I would be pleased as punch if the developer fixed the problems I had with the current beta, the least I can ask of them is to stick to their original vision and take my concerns into consideration.