Elite: Dangerous is a game about graft. It's about taking the long way round, clawing your way towards an ever-changing definition of success by any means necessary. The long-awaited fourth entry in the space trading simulation series, arriving exactly 30 years after the original, it's no surprise that Elite's roots lie in the Britain of the 1980s. This is Thatcherism on a cosmic scale, Norman Tebbit's advice to "get on your bike" filtered through the Star Wars generation.
As you'd expect, much like the social systems it allegorically echoes, Elite: Dangerous is at its best once you've broken through the glass ceiling and are comfortably off.
To begin with, it's pure toil. You enter the game with a feeble ship and just 1000 credits to your name. The Sidewinder is a craft that is useful for practically nothing. It has weapons that will barely scratch a better-equipped foe and a tiny cargo hold that might net you a few hundred credits in profit if you're lucky. From these meagre beginnings, you start to eke out a living in the hope of buying a better craft and shifting from sheep to wolf.
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As you'd expect, much like the social systems it allegorically echoes, Elite: Dangerous is at its best once you've broken through the glass ceiling and are comfortably off.
To begin with, it's pure toil. You enter the game with a feeble ship and just 1000 credits to your name. The Sidewinder is a craft that is useful for practically nothing. It has weapons that will barely scratch a better-equipped foe and a tiny cargo hold that might net you a few hundred credits in profit if you're lucky. From these meagre beginnings, you start to eke out a living in the hope of buying a better craft and shifting from sheep to wolf.
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