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| GAME INFO publisher: Microsoft developer: Digital Anvil genre: Simulation MINIMUM REQUIREMENTS PIII 600, 128MB RAM, 500MB HDD, 16MB video card |
ESRB rating: T homepage: www.microsoft.com/games/freelancer release date: Mar 03, 03 (released) |
| » All About FreeLancer on ActionTrip | |
Why is it that the normal day to day tasks suck so much in real life? Things like driving to the office, keying code for 8 hours and then at the end of two weeks, using your pay to provide for what you need to get by; In FreeLancer, I'm doing the exact same thing but it's much more fun. Maybe the reason I like it more is because in FreeLancer I "drive" to the office in a sleek star fighter that is loaded with energy weapons, missile launchers, mine deployment devices and anti-missile counter measures. And the "office" is the vast expanse of space, not some dreary little cubicle, in a sea of cubicles, where I'm wedged in between a 45 year old white guy that thinks he's a gang banger straight out of Compton because he has a 30 gig MP3 collection of rap and on the other side I have some woman who keeps telling me Amway will change my life. Perhaps it already has, but I digress.
![]() So where can I get a good burger around here? |
![]() Docking with the mothership... |
FreeLancer is the unofficial sequel to the Wing Commander: Privateer series which was the brainchild of Chris Roberts. Roberts left Origin/EA to found Digital Anvil and soon afterwards announced two Space Combat titles in the works: Starlancer and Freelancer. Starlancer was greeted with glowing reviews when it was released a few years ago (it was developed by Chris' brother, Erin Roberts - Ed). Freelancer remained in development because there was so much more behind the game and the freedom it gives the player, was so much more work than the usual mission tree in other Space Combat games. The concept behind Privateer (and Freelancer) was giving the player a ship, a star map and leaving the rest up to you to decide on how you are to make money. Sure there is a main story line but if you would rather become the consummate goods trader, you can ferry items from system to system and watch as your profits increase after each sale. Or you can choose to work for any of the fifty different factions performing missions for them. Factions include the Police, Bounty Hunters, several different Corporations and a myriad of other groups who are willing to pay you in cold hard credits to do their dirty work. As you would expect, not all of these groups get along or like each other. If you take too many jobs for one single group, you can literally get on the hit list of the other groups.
Booting up the preview copy of Freelancer that Microsoft was nice enough to send us, you are rewarded with a fine intro video that gives you the back story for the game: humanity has been split into two factions and warring with each other for hundreds of years. After a time, one of the factions has finally gotten an edge over the other and the losing side creates 8 colony "sleeper" ships to flee to parts unknown and start over, vowing never to forget why they were driven away. 800 years later (yes, you did read that right: eight hundred years) the new colonies are flourishing. Enter our Hero, Edison Trent. Trent is one of a handful of survivors from Freeport Seven, a space station that is destroyed at the beginning of the game by cloaked ships. This not only leaves Trent unemployed but puts him squarely into a mystery as well, starting the player down the main story line. The player takes over control of Trent in the bar on Liberty (a planet named after one of the sleeper ships) and your first task is to find work. The person you find work with is Jun'ko Zane who represents Liberty's Security Force. The first two missions serve as a tutorial while providing you with a bit more background on the main story and the politics involved. After completing the two missions you are cut loose on your own for a time and are encouraged to do some free lance work after promising you that they will be in back in touch soon.
The first thing that I noticed after launching to space was that the default view is from behind your ship. It struck me as view that most console gamers will be familiar with but it did not seem right to me. So I switched to a more familiar cockpit view and began checking out the features on my little rust bucket I was provided with. One thing was for sure: there was only one way to go from my current position in life: up. Your new ship is bottom of the line and is pretty fragile. Poly count on the ships themselves are relatively low but there is a reason for that, and besides, as they go screaming past you firing all guns at once, you really don't concentrate on the detail that much. The publisher has mentioned that later in the game there will be huge multi-ship combats with fighters and capital ship the likes of which have only been seen Star Wars movies. From the amount of debris floating around in space in the first mission, the engine will be able to pull it off and I can't wait to mix it up in a huge dogfight. As you fly around to different objectives, there is a large amount of background noise from your radio. You will hear stations chattering with pilots and groups of fighters confirming orders with each other. It's done in such a way that adds to the game without becoming annoying. Navigation is easily accomplished from the star map that can be accessed at any time. It provides you with details about any system you highlight and you can zoom in to view places you can dock and a single click will allow you to plot your course. In keeping with the premise of Trent having to start fresh in a new galaxy, the star map you begin with is nowhere near complete. The idea is to encourage you to explore and find new areas.
Whenever you dock at a station or planet, you can visit several different areas, the commodity market, the ship dealer, and usually a bar when you can talk to people to get the latest rumors or pick up jobs. Jobs have a difficulty rating. The more difficult the job, the more credits you will receive. Too ensure that you will not get a job that is out of your league, Freelancer also has a level system for your character. You start with a certain "money point". As you earn credits for successfully completing missions, you get closer to achieving the next level. You can check how much money you have to accrue before you hit the next level by going to pilot information screen. This gives you a whole list of stats from how many kills you have, to how long you have been playing and even what your current rating is with the different in game factions.
![]() This reminds me of a movie... |
![]() Ah, purty lights in space; you just can't beat it! |
The money you earn can be put to good use immediately when you get back to port. You can customize your ship by striping off parts and buying new more powerful components or more powerful weapons that do different types of damage. Some guns are better at deleting shields, others are better at doing damage directly to the hull. You can purchase missile launchers that can then be loaded with a wide variety of ordinance. Some missiles seek targets on their own, a true fire and forget weapon, and others forgo tracking electronics to deliver a bigger payload. If you ship has the correct type of hard point, you can also add mine deplorers, larger shield generators and nanites that can repair damage to your ship while in combat. Also you can buy extra batteries for your shields so you can recharge them when they are drained by enemy fire.
After you have reached the limit of upgradeability with your current ship and you have enough cash, you can sell your ship and get a new one. What is nice is that you can buy the type of ship that suits your style of play. Every ship has cargo space but it stands to reason that a fighter would not have as much cargo space a transport. So if you have decided to pursuer the life of a humble merchant, you can forgo the sleek fighter craft that bristle with deadly weapons and opt for a freighter that looks like an 18 wheeler in space. However, just because it looks like a whale does not mean it cannot defend itself. You can arm your lumber hulk with turrets that can turn to fire at in coming bad guys. Lots of customization makes for good replay value.
Freelancer has broken with the norm in space combat games by forgoing the joystick as controller. Instead they have opted for a system that uses the mouse and keyboard. You use the mouse to aim and fire. The keyboard is used to select weapons, control thrust and slide left and right in combat. I was a little put off at first but after playing with it for a short while, it is quite natural and I like it. A tap of the space bar allows you to go from "free flight mode" where you can maneuver your ship around, to a mode where you can use your mouse pointer to select any of the icons located around the screen. The buttons allow you to target items, dock with stations, join ship formations, recharge your shields and contact others. Of course you can use keyboard shortcuts to accomplish these same tasks but the setup the developers have come up with is very well done. Plus, this new flight model will finally give me an excuse to go buy a Belkin Nostromo controller.
Bearing in mind that game is still a beta there are a few points that I hope will be addressed before it ships. While the characters in game have been voiced by professional talent, some of the minor players sound as though they grabbed some programmer out of his office and forced him to read lines from the script. Also, some of the lip syncing was off in the first in game cut scene. The models are good with emotions showing clearly but the voices were 3 seconds behind the lip syncing. I am hoping it is something on my system.
On the positive side of things, the game looks good and plays very well. One thing can be said for the delays on shipping Freelancer and that is that it is a very stable game. I played for 4 and half hours last night without a hitch. I died about 12 times and I was able to save and load without a hitch. Oh and did I mention multiplayer? Yes they included a multiplayer option in the game as well, but I cannot do anything with it yet. We will have more on that feature when we get more than one copy of the game.
Microsoft looks like it is poised to deliver yet another top notch space combat game. I for one am looking forward to carving out my niche in the galaxy and I am not looking forward to finding something else to occupy my time until March when the game is supposed to be released.
| Smapdey | [mail] Jan 11 2003, 09:18 am EDT | |
| You mean I can't use a joystick for this? WHAT THE FUCK WERE THEY THINKING!? | ||
| Nite | [mail] Jan 11 2003, 09:52 am EDT | |
| i still think it looks pretty..... | ||
| Smapdey | [mail] Jan 11 2003, 11:34 am EDT | |
| I just watched the gameplay video and it looks easy to use the mouse... | ||
| fatBastard(); | [mail] Jan 11 2003, 06:41 pm EDT | |
| Holy crap, that sucks :-( I've anxiously been awaiting Freelancer for several years now and what a piece of crap it has turned out to be. Intead of being the pinnacle of Chris Roberts career AND one of the best space simulation games ever made, it has been beaten, tied up and gang raped until it has been turned into an arcade game. To remove the joystick support is the same as proclaiming in a loud voice that we are no longer talking about a space simalation game and when I look at the ingame movie I can see that Freelancer has indeed been turned into something akin to a Lucas Arts StarWars Episode 1 shooter (and in case you are wondering, that is not good thing ;-) I was afraid something like this would happen when M$ bought Digital Anvil and Chris Roberts left the company but I must admit that not even in my worst nightmares did I imagine the horror that Freelancer has turned into under the new management. Talk about Frankensteins Monster. This is indeed bad news but at least I can delete Freelancer from my list of games to look for because there is no way in hell I'm going to spend a single penny on that piece of garbage. Shame on you Digital Anvil and M$ !!! [ This comment was last edited by fatBastard(); on Jan 11 2003, 23:44 GMT ] |
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| Smapdey | [mail] Jan 11 2003, 07:48 pm EDT | |
| Can you send me that list of games to buy? Smapdey%actiontrip.com just replace the % with an @ and you got it. Lousy Spambots... | ||
fatBastard();: Well, to be honest it is more like a metaphorical list than ... | ||
| comlink | [mail] Jan 11 2003, 09:55 pm EDT | |
| smapdey@actiontrip.com ? Like that? Haha. | ||
Smapdey: Exactly like that, comlink@geocities.com. comlink: Cool. BTW I don't use that email anymore, over 100 spam mess... | ||
| fatBastard(); | [mail] Jan 12 2003, 05:24 am EDT | |
| I admit that my choice of words may sound a bit harsh but I assure you that I'm not trying to judge Freelancer as it IS but rather as it SHOULD have been. Think of Unreal2. Now try to picture Unreal2 as a clone of The Sims. Sounds bad? Maybe not, it could be that the new Unreal2 is a game that will finally kick The Sims and all the expansion packs away from the Top 10 lists ... but that won't change the fact that the Sims-like clone Unreal2 became is about as far from what you expected from Unreal2 that you could possibly imagine. How about Doom3 as a chess game? Or Deus Ex 2 as a Commandos clone? I'm not saying that Freelancer is utter crap as a game but that it has changed so much from what it was supposed to be that the end result is the same (seen from my point of view). I don't own a console because I don't fancy console games and judging by the ingame movie provided by Action Trip Plus, Freelancer has been turned into a VERY console like arcade game. 1) No joystick = no simulation aspect. 2) 3rd person DEFAULT view = 3rd person perspective is how the developers MEANT the game to be played. (Yes, you can apparently change to 1st person perspective but that does in no way assure that the developers have provided the necessary engine/control schemes adjustments for that play mode to be viable. Many simulation games have different kinds of chase cameras but they are only provided to show off the engine as you can't judge neither height nor velocity properly with no instrumentation panels etc.) 3) Guns following the mouse pointer instead of the direction the ship is pointing = Arcade game play. It may very well be that when Freelancer is released it is going to be a great game but it sure as hell isn't the game Chris Roberts designed and that was the game I was looking forward to. Another arcade styled space shooter akin to the afore mentioned StarWars Episode 1 games is NOT my cup of tea. NB! In case you're wondering about the similarities in the names of FreeLancer and StarLancer then, as Moesha already said in the preview, StarLancer was done by Chris Roberts' brother. What Moesha didn't tell you was that StarLancer was supposed to be the linear combat driven baby brother equivalant of FreeLancer. Where StarLancer was purely mission based space combat FreeLancer should provide the trading aspects, the between space flight intermissions, the choice of what to try out next (be it to follow the plot line or do some trading or bounty hunting etc.) When M$ took over Digital Anvil there was a very long time with no news what so ever about FreeLancer and many of us feared that M$ has canned the game. It turns out that, artistically, that is exactly what they have done. No wonder there was such a long blackout of news as they have basically tossed everything aside and started all over. If you have ever played or seen StarLancer then try now to compare the two and tell if FreeLancer looks anything like StarLancer. Again I say: Shame on you Digital Anvil and M$ for anal raping what could have been the greatest game in several years and all in the name of "Mass Appeal" :-( |
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| Silencer | [mail] Jan 13 2003, 09:44 am EDT | |
| I hear ya ppl...same opinion here...heh, I remember when I used to spend HOURS playing privateer dogfighting talons or the satisfaction to be able to weave your way up to an ISD shield generators a blow them up...and all that was done with a joystick...now I was a beta tester for E&B (which uses a keyboard/mouse control system) and it SUCKED!!! All I did was duke it out with a ship and whoever had the most powerful weapons won. Simple. No talent needed at all...I mean, whats the point of playing if u don't have ANY control other than choosing which weapons to use? Now I don't know what Freelancer is gonna be like, but I am sure of 1 thing: I have been waiting since Privateer (with the notable exeption of IW2EOC) for a successor and I when I heard about Freelancer (quite a few years ago...) I thought that it had been found...but now...sigh...I'll withhold judgement for now, but I don't have a good feeling 'bout it... | ||
| Hitman | [mail] Feb 08 2003, 11:22 am EDT | |
| Just like fucking Eve.. no joystick supports bites ass.. fuck it more space on my game rack. | ||
| BuckarooBanzai | [mail] Mar 01 2003, 01:52 pm EDT | |
| I think you miss the point sgt. cage. None of us who are dissapointed about no joystick support are angry because we feel using a mouse and keyboard is for some reason far too difficult. It misses the whole point of space/flight sims. Did you see Luke Skywalker moving a mouse around dogfighting with tie fighters? no. It may be a good control scheme but to not even let people have the option of choice is narrow minded. Freespace did it perfectly. You could use mouse, keyboard, joystick, gamepad, pretty much anything you want. This is just a stupid cowtow the the multitudes that are mostly computer illeterate who would have never touched a game like this, whereas us hardcore players who have been buying these games since Elite back on the commdore 64 have built the space sim industry only to now be told our wants for gameplay are now irrelevant when it would have probably been pretty damn easy to at least include optional joystick control. 90 percent of people out there wouldn't know what to do with a computer if they couldn't "point and click" to use it. So I shouldn't be suprised. | ||
| Deadly=uk= | [mail] Dec 11 2003, 04:21 pm EDT | |
| well wat can i say? Ive been w8ing 4 ageeeeesss 4 a "new" starlancer. I understand ppl think it works gr8 with mouse but wat ppl do not understand is its not the same as the gr8 dogfighting starlancer. Im guessing most of the ppl who like this mouse support never played starlancer becoz ud see how very different they r and would appreciate the utter freedom it felt pulling down on a joystick and doing loop the loops. Im so disapointed they changed it. There is no way u can compare the feeling of dogfighting on starlancer with the unemotional point and click on freelancer. To me they have taken everything that made starlancer a class game and altered it. I feel so rigid clicking where i where 2 do in freelancer. The problem is that starlancer got poor sales due 2 lack of publicity which they had obviously misunderstood 2 be crap playabiliy. The amount of ppl ive recommeneded starlancer 2 (who never heard of it) and turned out 2 luv the game is unreal. FFS m$ plz sort this out... i still have faith in an addition of joystick support but very little. Y didnt they at least give the option? |
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| Deadly=uk= | [mail] Dec 11 2003, 04:23 pm EDT | |
| lol bad grammer messir thinks ^^^^. Closing statement is that yes freelancer might be a gd game but..... its just sooo different from starlancer and in my opinion thats a very bad thing | ||
| Marionette_master | [mail] Feb 05 2004, 04:02 pm EDT | |
| i am really disappointed for not being able to use joystick. Microsoft tried to develop games of many different sorts lately but they have fully understood what gamers need. i uninstalled the game once i realised the game does not support joystick. i used to play a lot (wing commander1,2,3,4,5 and many other games) mouse controlling of a ship is a disgrace to the game |
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