Freelancer - A Space Opus All Should Experience
Pros:
Visuals, story, sound, gameplay, multiplayer mode.
Cons:
Creepy character models, random missions can get monotonous.
The Bottom Line:
Space as it should be.
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Overall Rating:
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Author's Review
I have always been an explorer at heart. Unfortunately, the world itself is very small and I am aware of pretty much of everything that is out there without actually having to leave. So, the strong desire to travel has never come to me, not travel around Earth anyhow. Space has always been the next big step of human exploration for me, and any game that can spur that interest usually catches my eye. Freelancer is one such game.
The story in Freelancer begins 800 years before the start of the game. Two human factions, The Coalition and the Alliance (wonder what think tank came up with these names), were at war, the reason lost to even those fighting it. As one side was showing signs of victory, the Coalition, the Alliance desperately fired off 5 colony ships to the Sirius system in hopes they could create a new society, devoid of war. Of course, they did make a mistake by sending 5 different cultures along for the ride.
Now, 800 years later, you are playing the role of Trent (first name withheld for those who manage to finish the game), a pilot for hire trying to make a few credits after the station he was on, Freeport 7, was mysteriously destroyed. You are dumped on planet Manhattan, the central planet of the Liberty System, and from there, the story is entirely up to you.
Graphics, how space should be.
Graphically, Freelancer is quite compelling. Space itself has never been so, well, alive. Unlike in other games, like, say, Earth and Beyond (yes, I know, different type of game, but bear with me) or Freespace, Digital Anvil made full effort to populate space with numerous things to see. From expansive ice fields of floating crystals you can fire at to open expanses of space with planets dotting the distance, everything is beautiful and immersive.
Ship designs are attractive and well designed, especially how your weapons rotate to follow your cursor, so cool. The only real flaw in ships is the Outcast fighter you purchase (for really damned cheap) later on in the game as its wings have a strange shimmer line in them at the seams, as if they werent attached properly. Effects are also nice. There are a variety of energy weapon effects ranging from the standard red beam to ringed pulses and a variety of countermeasure effects, explosion effects, and missile types. Stations and larger solars, like battleships, are also well designed, though their designs are copied and used over again in many locales.
When you land on a planet, each location is well designed on the dock location. Inner areas, though, like bars and shops, are very limited in scope, depending on what nationality planet you land on.
The only real visual flaw is in the character models. They look creepy to say the least. Those glassy, dead eyes, moaning for brains
ok, not THAT bad. Still, the characters do look lifeless, like mannequins. Also, they all have a strange twitch in their right hand that makes them want to stretch it every few seconds.
Sounds Are Wonderful
The sounds in Freelancer are as well done as the visuals. Missiles firing, lasers being shot, things bouncing off your shield, thruster sounds, all are quite well done. Also, the voice acting was surprisingly well done and chock full of quality. With actors like John Rhys-Davies and George Takei, you are going to have to expect quality voices. Even random enemies that come at you or just atmospheric radio chatter are also well done. The only exception is the Village People reject that seems to populate every police force in the galaxy. You will know who I am talking about when you visit a bar and talk to a cop. Also, some of the writing gets stale as people from every location start with the same thing, I am from *insert organization here*, we run this base.
Gameplay Fly Like the Movies
If someone were to tell me that this is a space sim without joystick support, I would have called them crazy. Of course, I was thinking that when I downloaded the demo before making a purchase of the game. This is how flight control works: first, you use the W and S buttons to regulate your speed, the A and D buttons strafe, much like you would see in a shooter. This is where it sounds strange. You use your mouse to control the ship, but to turn and control the ship, you hold down the left mouse button (or hit the spacebar to keep it on) and fire with the right. Q fires missiles, shift-Q fires torpedoes, E fires off mines, and C plops out countermeasures.
Honestly, that sounds confusing at first, but place your hands on the keyboard around those locations, and it will almost feel like second nature. Also, the way this thing is set up, you are capable of pulling off moves unseen in most other space simulators.
Now, lets say you get into a fight, it is a breeze to get into, but not so easy to win. All you have to do is aim your cursor at the red + on the screen leading the ship, and fire away. Of course, more saavy warriors will use missiles, turbo boosts, and engine cut-offs quite liberally to get in behind the enemy. Also, lets say you are taking a beating in your fight, what now? Another addition is the allowance of shield batteries and nanobots to recharge shields and repair hull damage.
OK, sounds all well and good, but what if you dont like hunting bandits? Well, you always have the option of becoming one. Just hang out around trade gates, fire a few pulses into one, knock it out, and pick off the next transport that gets pulled out.
What if combat is just not your thing? Well, there is a huge trading system in the game that will keep you busy shuttling loads from one planet to another, making massive profits to put toward getting that killer fighter later on.
Story: Also Well Thought Out
OK, so far, visuals, sound, and gameplay mechanics have been well done, how about the story mode
for those who actually choose to use it? Well, the actual story itself is yet another well done aspect of Freelancer. I wont get into it, but it encompasses murder, deceit, intrigue, and
I wont spoil the best part. Of course, the story is all up to you. This is sort of like Morrowind in space, everything is up to you. Also, if you run the story straight through, expect around 15 hours of gameplay. But who really runs the story straight though? The only downside is that the random missions get to be monotonous as they usually encompass nothing more than flying to a waypoint and blowing the enemy to dust.
Multiplayer Aspect, any good?
The final piece to completing a game is giving it multiplayer support that is worth the time. Instead of creating some junky free for all space battle, Freelancer online is just like it is offline, without the story mode attached. You can get together with friends, be pirates of other players, or do missions together. It is all good fun, though kind of annoying as you have to start all over again for each server you visit.
Bottom Line
Freelancer is one of those rare games that is complete in every aspect. The content and the technique is nearly perfect, and it molds flawlessly into a genuinely entertaining whole. While the characters are creepy to look at and missions get monotonous, Freelancer is worth every penny.