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Freelancer |
Windows PC |
Space Combat Simulation |
March 3, 2003
Freelancer Review
July 19, 2003 by Igor by Igor - July 19, 2003 After more than two years in development, and a large hype that accompanied it, Freelancer was finally released. It is a successor to a long forgotten genre, the space trading/combat, with games such as Elite or Privateer. The genre now strikes back � Freelancer is born. Become a Freelancer in space, and do whatever deeds your heart desires. Loot, pillage, assassinate trade; the list goes on and on. But is it the revamp of Elite we�ve been waiting all these years for? And where is the promised joystick support? You, John Trent, start the game on the planet Manhattan, in the system Liberty. No ship, no money � your only hope to get a job to sate those two bare necessities. A quick stop at the bar, and you wind up with a ship, and a job. The journey begins. For a game that was in such a long development, Freelancer has some appealing graphics to accompany it. Space is beautifully depicted, with stars (including the ones in your system), planets, nebulas, or asteroid fields all part of the daily sight. The real beauty, in my opinion, is when the fighting breaks out. The projectiles themselves resemble non-corporeal entities, with the missiles and mines just plain pretty 3d models that give off glows. There is also engine glow, and as you increase the speed of your ship, the engine glow increases with it. The world/environment on the other hand, is populated with numerous ships, space stations, and other tangible matter. The only drawbacks I could, in fact, spot in this otherwise fine-looking game, is the action that takes place on the planets� surfaces; they are filled with characters, buildings, ships, but are unfortunately quite low-polygon. The sound is hardly noticeable in Freelancer, but it�s not a bad thing. It�s very ambient and it drives the mood of the game. During battle music will be loud and intense, pumping your adrenaline; outside of it, during traveling, music will be calm and peaceful, soothing to the mind. ... or what happened to Earth? The action in the game takes place in our own galaxy, in a future a few hundred years away. It seems our ancestors have been driven away from Sol by a long war; all that remains now of the past are the solar systems named after the ships which brought the inhabitants to the new Sirius sector; Bretonia (from Great Britain), Liberty (from U.S.), Kusari (from Japan), and Rheinland (from Germany). There was also another ship, the Hispania, but it is a �mystery� as to what happened to it. Personally, I don�t suppose the developers know what happened to the ship from Russia; but then again it was merely the first country in space (unless of course they were on the other side of the war, which is doubtful). The scheme of Freelancer is quite enticing; do whatever it is you want, whenever you want. That whole prospect just sounds so darn intriguing. In all actuality, you can do exactly what the developers promised, but not much more. Then again, with the level of linearity in most of today�s space games, even a little freedom should be cherished, yes? Just this makes me think that Digital Anvil has caught the other space game makers with their hands caught behind their back. You can literally travel anywhere in the sector (provided you have access to the jump gate/hole) at any point in the game, even during the campaign!
In a nutshell I�ve said it before, and I�ll say it again: A game of great expectations does not always meet it. Freelancer has spent years in development, and it came out a fine game. But not the game we were all waiting for. It�s definitely not the next Elite. The lack of joystick support, the linearity of the campaign, and the mundane multiplayer even makes me wonder.. did they mean to release it for the Xbox and accidentally wind up releasing it for the PC? Don�t buy this game, not at least until you feel the price is low enough to not swear at the game at being a waste of money. |
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