Freelancer Review
An epic game, with an epic period of development behind it
Version tested: PC
It takes a brave development studio to take on the legacy of Elite and Frontier - two of the videogames which defined the 8- and 16-bit eras of home computing and which are now viewed through spectacles so rose-tinted that it's extremely difficult for any game in even remotely the same genre to live up to the expectations they have created. Some noble attempts have been made, certainly - X: Beyond The Frontier is one which has a lot of fans, for a start - but in general, the sheer amount of content and the incredible reputation you have to live up to seems to dissuade developers from working on this kind of game.
Unless, of course, you're Chris and Erin Roberts - the men behind the Wing Commander series, who set out to create a sprawling, hugely ambitious free-roaming space trading and combat sim way back in 1997. The development team at Digital Anvil has seen plenty of changes since then, including a change of leadership when Microsoft took charge of the project in 2000, but now Freelancer is finally here - an epic in terms of development time, if nothing else.
Space Ninjas!
Writing about Freelancer, the first word that springs to mind is "polished", because the game is certainly that. It's refreshing and enjoyable to encounter a PC title with the same kind of production values and attention to detail that goes into the best console games, and Freelancer has been buffed to a shine from start to finish. The intro video to the game is a perfect example, featuring a gravely voiceover which explains the history of the universe you're about to enter while stunningly rendered (and very Babylon 5-esque) footage of space battles runs in the background. Then it's off into in-game cut scenes which deal with slightly more current affairs, including the destruction of a space station by agents unknown, and introduce your initially very hard to like character, Trent, who is left with nothing but the clothes on his back following the destruction of the station.
No flying around for you yet, though - first you have to acquire a ship. You begin the game on Planet Manhattan, in the New York system - and like most stations and planets in the game, it has a grand total of five locations, namely the launch pad, the bar, the equipment dealer, the commodities dealer and the spaceship dealer. You access each individual location by clicking a tab at the top of the screen, and can then speak to people there by clicking on them - an icon appears over each one to give you some idea of the sort of conversation they may have on offer.
A little bit of poking around will locate you a ship and an early mission to fly, which effectively counts as a tutorial by introducing you to a variety of aspects of the Freelancer universe - such as some of the different factions, the trade lanes which speed up interplanetary travel, and the basics of combat. From here on, you'll alternate playing the "freeform" game, in which you can take on whatever missions you like at the bars on various planets and stations, or act as a commodity trader, or even become a pirate or asteroid miner, whilst also tackling "plot" missions which move the story of the game forwards and gradually open up more and more of the universe for you to explore.
Grand Theft Spacecraft
If that all sounds a little familiar, that's probably because you've been playing Grand Theft Auto recently - and indeed, comparisons between Freelancer and GTA, however unlikely that may sound, are actually quite solid. Digital Anvil has spent ages creating a living, breathing universe for you to explore, in which plenty of stuff happens without your intervention (you'll often see pirates attacking convoys as you fly past, or the military laying into a group of rogue ships - and of course you can pile in and help either side as you see fit) and in which you have quite a bit of freedom to do as you like and to play the game in whatever way you see fit. The sensation of a living universe is interesting on a superficial level - such as listening in to radio transmissions between space stations and nearby ships - but it's also important to the game itself. You'll gradually develop friends and enemies among the factions, for example, which can restrict what parts of the universe it's safe to travel to, or who will give you jobs and information.
In other ways, however, Freelancer is far more rigidly linear that Grand Theft Auto. At preset points in the game - determined by your character's growth in terms of net worth - you'll be contacted by someone who drags you into a plot mission, and you don't really have a choice about whether you take part in this or not. Although the plot missions are quite entertaining (especially in comparison to normal missions picked up at bars, which generally boil down to "go here and kill everyone you see"), once you commence one you're locked into it for quite a while, which can be annoying as it often feels like you're being dragged by the nose through areas which you'd far prefer to hang around and do other things in.
To make matters worse, if you fail an objective in a plot mission, it's game over - you don't get to retry the mission without loading a save game (although thankfully Freelancer does save the game for you at sensible times). All of this is annoying when compared to GTA; for someone expecting the pure freeform gameplay of Elite, however, it'll be infuriating. That said, taken on its own merits rather than compared to other games, the plot structure of Freelancer has a lot going for it; it's interesting, doesn't have too many long cut scenes, presents you with some really spectacular space battles and, pleasantly, has excellent voice acting all round.
Fly me to the Mooooooon
When it comes to the actual flight and combat system in the game, Freelancer takes an unusual approach which pays huge dividends - namely, it eschews the use of the joystick entirely, and is designed from the ground up to be controlled with a keyboard and mouse. We can hear the space flight sim enthusiasts howling from here, but don't worry - although the flight system takes a while to get used to, it's actually very precise and a lot of fun, feeling a little bit like a first-person shooter but with full rotation on every axis. In fact, the default key setup uses the standard FPS keys - namely WSAD for throttle up, throttle down, slide left and slide right - with the mouse for looking about and shooting. Your weapons follow the mouse cursor exactly and right clicking fires bound weapons, while other keys unleash missiles, torpedoes and countermeasures, and yet more keys refresh your shield batteries or release canisters of nanobots to repair your ship hull.
It only takes a very short while to get used to the controls of the game, and once you do, they feel very precise. The physics used are distinctly in the realms of science fiction, so you won't have any trouble getting your head around the control of your ship, and there are plenty of handy automated commands so that you don't have to manually handle tedious things like keeping on course throughout long journeys or docking with space stations - very handy if you're returning from a mission to a planetary docking ring twenty clicks away and dying for a potty break...
As you progress through the game, you'll gradually upgrade to new ships and attach better weapons to your hardpoints - which is initially a lot of fun, as your hard-earned credits go into new and more evil beam weapons and missiles to knock your targets out of the sky. However, this gradually begins to feel like a levelling treadmill - not least because the degree to which you can upgrade your ship at any given point is fairly limited, and the enemies you face become harder at almost exactly the same rate as your ship becomes more powerful. Although it can be fun to go back and slap around some of the people who gave you trouble previously, ultimately it's a bit of a shame that later battles in the game don't play out in a particularly different way to early ones, and the tactics which work two hours into the game will work just as well ten hours later.
Free as a bird
The parts of the game where you're free to fly around and do as you please are quite interesting, but again there's a question mark over the level of variety offered by the game. On each space station or planet, you'll go through the same ritual - repair your ship, replenish your ammunition, and sell any goodies you collected in battle. Then it's off to the bar to chat to the locals and see if you can find out any useful information - the answer to which is generally no, you can't. Many people in the bars will talk to you and tell you "rumours", which generally turn out to be of little real value to you. The game constructs the speech of NPCs like these from snippets of recorded dialogue, which doesn't work all that well - the library of phrases available to them is very limited, and the conversations you'll have in the bar are almost laughably stilted, not to mention very monotonous. The other option here is looking at the jobs board, where you can find work for a gun for hire such as yourself.
As mentioned previously, this work all generally boils down to the same thing - going to a location in space, usually in an asteroid field or something along those lines, and killing all the bad guys that show up. We'd have liked to see a lot more variation in these missions - a few more convoy escort missions, or what have you, would have spiced this section of the game up nicely. That said, the combat model in the game is certainly enjoyable enough that killing bad guys doesn't really ever get boring, so this isn't too much of a black mark against the game.
The other options open to you are trading and mining. Trading is a relatively simple affair - perhaps a little too simple in fact, since you'll find that prices for goods are static throughout the universe. Freelancer operates no economy simulation, making it extremely simple to profit through trading - but without any element of risk involved, it's quite a tedious business. Mining comes under the same heading, as you can make decent money mining the asteroid fields but again, it's something you need to be very patient to profit from.
Invading your Personal Space
The multiplayer options offered by Freelancer are intriguing, but we can't help but feel that this is another game you won't particularly want to play on online public servers. You have the ability to create your own server, and in a manner not dissimilar to last summer's RPG title Neverwinter Nights. Characters are stored on the server - giving you a persistent world that you can log into and play with your friends. Not quite massively multiplayer, but fairly bloody big multiplayer nonetheless.
The potential for flying missions and levelling up as a group within a persistent world such as that offered by Freelancer online is immense; however, we suspect that a lot of online servers may opt for the more short-term fun of giving everyone enough cash to buy a top-notch ship as soon as they log in, thus removing the levelling up element of the game. If you have a group of friends to play Freelancer with, it'll be great fun multiplayer - but don't rely on public online servers for the same kind of experience at all.
The Final Frontier
We can't help but feel that Freelancer falls somewhat short of the expectations set by Chris and Erin Roberts when they talked about the epic scale of the project, and it's obvious that many of the original ambitions for the game have fallen by the wayside since it was conceived - mostly, we suspect, for technical reasons. The universe the game has created is certainly interesting and dynamic, but the range of things you can do within it is limited - albeit that, like GTA, it offers the potential for finding new and amusing things to do, such as getting yourself chased by a squadron of bandits and leading them right into the guns of a military battlecruiser...
Despite not quite living up to expectations, however, Freelancer is an enormous amount of fun to play. The game does suffer from a lack of innovation as it progresses, but the basics of the gameplay are solid and the sheer polish of the title - not to mention the interesting plotline - are enough to keep you going for many, many hours. Although somewhat flawed, Freelancer has enough charm and enjoyable gameplay to rank it as one of the best PC games in a long time, and one of the best PC space sims ever. If the online multiplayer element really takes off and is done properly, then add an extra mark on top of this verdict as well.
8 / 10
You may also like...
-
Glorious Technicolor 49
-
GeForce GRID: Can Cloud Gaming Match Console Performance? 42
-
Day Z: The Best Zombie Game Ever Made? 132
-
Game of the Week: Ghost Recon Future Soldier 24
-
Ghost Recon: Future Soldier Review 132
-
App of the Day: Penny Time 9
-
Gravity Rush Review 69
-
Dragon's Dogma Review 140
-
New Star Wars franchise to be unveiled next week 122
-
Diablo 3 Review 245
-
Rockstar to push Max Payne 3 "to its limits" on high-end PCs 63
-
Sony patents method to interrupt your gaming with an ad 173
-
Wii U Aliens: Colonial Marines is best-looking version because of console's "more modern tech" 118
-
How The Elder Scrolls Online hopes to avoid repeating Skyrim bug fiasco 39
-
XCOM: Enemy Unknown Preview: First Contact 24
Comments (57) Latest comment 7 years ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Nice review, Still undecided though. I liked the demo, but don't really feel the urge to play the full game.
Comment below viewing threshold Show
/checks specs
Pff!
Comment below viewing threshold Show
Looks like it's an interesting evolution from Elite, but... I don't buy PC games anymore. Only console stuff (as I find the gaming experience a lot more intense on consoles).
Comment below viewing threshold Show
- Too arcade like. I don't mind the controls, they're sweet, but those nano-bots... its like drinking a health potion in Dibalo. Non, no, no.
- Limited ships. I so wanted be able to pilot a huge cruiser, but I hear you're limited to fighters and freighters. I actually thought the control system would be very user friendly if it came to large ships.
- Simple no-realtime market. I wanted to see supply and demand at the view least. It would make trading more interesting.
RE specs: The demo performance on my aging machine is very good. I had everything maxed and it ran like a dream.
Other than that it is a nice game, but just not for me.
Comment below viewing threshold Show
Let's check them out in turn:
PIII 600MHz or equivalent - too slow, weedy processor
128MB RAM - nope
16MB DirectX compatible video card - not even close
900MB hard drive space - well... my PC has over 900MB. Just not over 900MB free.
So in conclusion... my PC sucks.
Comment below viewing threshold Show
Freelancer then...I've missed the WC games, so I think, for me, this is a must buy.
Those wanting a more freeform game may well find it beneficial to wait for X2.
No joystick though. /wails/
Comment below viewing threshold Show
Nope, I hated it. Utter shite. Took everything that was good or fun about Elite and threw it away.
Comment below viewing threshold Show
Hopefully X2 will be as good as it looks though.
Comment below viewing threshold Show
The shield batteries / nanobots are arcade like in topping up shields and hull: but often you'll find yourself running out of them in battle, and to refill them to full after each battle will end up costing you a small fortune: money lost that could go into upgrading your ship.
Comment below viewing threshold Show
Good question. I rate that 8/10.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Nah, just 1/3 the time. Another 1/3 they get 80%.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
We explained this when we first started the shop (I think) - any stuff that's in there for pre-order, we don't know for SURE it's going to be good, but we have played early code of or whatever and formed the impression that it will be good. Usually, we're right. Sometimes we're wrong, and a game which looked great turns out to be woeful - DOAXBV springs to mind. In that case, we'll remove it from the shop, AND we'll email anyone who pre-ordered it with us to tell them that the game they have on order is a stinker and let them know how to cancel the order.
I don't think we can say any fairer than that.
(By the way, when I added Freelancer to the shop, I'd already played several hours of the final review code....
Comment below viewing threshold Show
Comment below viewing threshold Show
HELP ME
Comment below viewing threshold Show
Comment below viewing threshold Show
So this is better than Tachyon beyond the fridge then? - sorry a bit of a space noob. enjoyed Tachyon but thought it was a shallow experience. been looking for a decent space em up for a while tho
Comment below viewing threshold Show
For a freeform game, X:BTF is good if you have the time to invest in it. Storyline, well the Star Wars stuff is cheap now - X-Wing, TIE Fighter, Alliance.
Or just get Freelancer. I think I'm sold on this now.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Linkage
It's a little difficult to find, but it shouldn't cost you more than 10 quid or so.
Comment below viewing threshold Show
Heh. On to the microwave!
Comment below viewing threshold Show
John didn't like X:BTF but the X-Tension pack made up for the problems. Have a read, see what you think.
Comment below viewing threshold Show
I picked up Independence War 2 for a tenner after someone recommended on here. Now that is a space game. Feckin difficult but very good. They got the physics down well too. No 90% turns. Its freeform with a storyline and rather nice looking even by today's standards.
Or just get Freelancer. I think I'm sold on this now.
Freelancer, from the demo, is nothing like the ones you mention. It really is Diablo in space. A very good one though.
Comment below viewing threshold Show
I never played X: BTF, but I've been on the look out for it - does anyone know where it's available?
Comment below viewing threshold Show
it may play well with the mouse, but some of us love our joysticks, and spend a shit load of money getting shiney forcefeedback kit just for the joy of playing games like this, and then it is snatched away from us
/joins nem in wailing creating an unholy sounding harmony
Comment below viewing threshold Show
Comment below viewing threshold Show
(I presume you mean degree, not percent.)
You know, the discussion about space physics is a bit silly... Most people seem to be of the opinion that spacecraft should fly like fighter airplanes, which of course they don't. The fact is that although Freelancer simplifies its physics greatly, they're still no more right or wrong than those in IW2 really - there's no friction and no gravity, so inertia and thrust are all you have to consider, and if you assume science-fiction concepts like inertial dampeners... Or even less SF concepts like computer controlled thrust nozzles to wipe out your inertia when you need to turn... Well, realistically depending on the technology you depict, it's hard to do space physics that are genuinely "wrong".
Comment below viewing threshold Show
If you want something with a bit of depth (okay the static trading market is a Bad Thing, as is the level of variety on missions once you've finished the main storyline, but...) with a very good control scheme (balls to joystick control - the mouse control is the mutts nuts), tonnes of polish (nice that Shinji noted this) and is just great fun, then this is the one for you.
Comment below viewing threshold Show
/Blushes
Yep. I have a habit of not reading what I post since I do it while juggling a host of other items on my desktop.
there's no friction and no gravity,
Depends where you are. In/near any system you'd certainly be affected.
so inertia and thrust are all you have to consider, and if you assume science-fiction concepts like inertial dampeners... Or even less SF concepts like computer controlled thrust nozzles to wipe out your inertia when you need to turn...
Well the computer would have to know whether what you're planning to do is a 90 degree turn. Perhaps you wish to take a circular approach. On top of which, you'd need an acceleration time when reversing the engines.
I also seriously doubt the human body could take the sudden change from going 1000m/s north to 1000m/s south regardless of dampeners.
The big question in games is, "what is the fun"? I will admit that the physics in IW2 did become painful at times, but they also meant that you need to some sort of "skill" (if that's the right word) when in combat. The demo of Freelance hgave me the impression everything is rather like joust: run at each other, stop, turn and do it again.
Comment below viewing threshold Show
/runs for the hills/
Comment below viewing threshold Show
Comment below viewing threshold Show
I could tell you some stories about ol' Art, but I'm not going to!
Comment below viewing threshold Show
I could tell you some stories about ol' Art, but I'm not going to!
Oh go on daddy Nemesis. Please, I'll promise I'll be good.
Comment below viewing threshold Show
I don't know.
Comment below viewing threshold Show
Noooooooooooooooo. No. It'd get zapped!
Comment below viewing threshold Show
The story is line is pathetic, too, it literally combines all bad cliches into one horrible bunch, fittingly represented by totally cliched voice acting. What's worse, and perhabs my own fault, I frigging didn't want a story line owning the game, I was expecting meaningful free-form gameplay, which means interesting standard missions and lots of sidequests with small storylines.
The weapons are abysmal, with no variation at all, just the same three to five guns at various power levels, and the role playing, wait, there is no role playing.
The graphics are terrible, too, which is of course to be expected from a game with such a long development cycle and such low system requirements.
I could go on for hours, I was extremely disappointed because I looked forward to this game big time.
Comment below viewing threshold Show
Comment below viewing threshold Show
What really seems to be missing is the feeling that *you* are the one out there trading and fighting your through space. I may once have borne the name of Commander Jameson but it really was me. Then again perhaps ones imagination and ability to suspend disbelief dimishes with age.
Come to think of it - not sure which I want back more...the feeling I got 20 years ago playing Elite (which status, for the record, I never managed to attain), or to be 20 years younger!
Shit that sentence is horrid
Comment below viewing threshold Show
Comment below viewing threshold Show
Feels quite like frontier which i like
Comment below viewing threshold Show
Main problem with freelancer is that it's boring. The ship upgrades are pretty meaningless, the ships very similar, very little sense of progression apart from the plot. Shame.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
No news of a sequel/expansion.
Doubtful though. VERY doubtful.
Comment below viewing threshold Show
Comment below viewing threshold Show
Send me your credit card number and I'll get back to you with the save game.
johnlemonslemontastelikepee@hotmail.com