Space Siege Review

Because Metal Corridor Siege isn't as catchy.

Version tested: PC

I removed my brain because I was bored. I replaced my entire head with lump of glowing metal because there was nothing else to do. My legs are now pistons because it was the only decision I felt I had to make. My chest is a mass of steel and circuitry because surgically removing my torso seemed like more fun than walking down another corridor.

Much has been made of the moral dilemma at the heart of Space Siege, a sorta-sequel to the Dungeon Siege action-RPGs. It's a similar concept to BioShock's ethical quandary, but instead of murdering little girls in order to gain more instant power, here you're swapping parts of your body for cybernetic upgrades, and losing your humanity whenever you do so.

Or not: you can refuse the upgrades and thus stay in touch with your sensitive side. Trouble is that, as an extension of Gas Powered Game's ongoing philosophy of streamlining RPG memes, there are almost no other decisions to make in the game. Levelling up happens at pre-ordained plot points, new powers and weapons are similarly handed out at prescribed locations and all loot is composited into generic 'upgrade components'. You do get to distribute skill points across an array of stat boosts, but it's rare that you'll notice any significant variance from doing so.

So, when you're presented with a new cybernetic upgrade, of course you're going to install it, as it's the only thing that'll change your character's appearance, the only thing that feels like you're actually deciding something for yourself. My humanity be damned: big robot legs are the only thing still holding my interest. As it is, the effects of my cyber-decisions are relatively minimal, its meaningful effects topping out at denying me access to two skills and altering the voice-over in the ending cinematic. Oh, the sleep I'll lose wondering what the other voice-over is (clue - none). The one really significant choice in the game is unrelated to whether or not I've stuck a computer into my head, and is hilariously presented as a giant YES/NO box. Without spoiling the ahahahah plot, the question is essentially "are you evil, yes/no?" As easy to change the nature of a man as that, huh?

'Space Siege' Screenshot 1

Don't get hung up on the more explosive secrets: this is the game's most common sight

I'm loathe to stumble into the old 'what is an RPG?' quicksand here, but Space Siege is very much part of a recent trend wherein RPGs try very hard to pretend they're not RPGs. Like Mass Effect, Too Human and Fallout 3, a lot of the mechanics and statistics are deprioritised in favour of real-time combat. There's nothing necessarily wrong with that, but, as with Mass Effect's combat system, this struggles to find a comfortable middle-ground between RPG and action game, and I find myself wishing it had stuck to just one or the other.

It's toppish-down, Alien Breed-like shooting (with a spot of melee), but forgoes the conventional WASD-and-mouse controls in favour of click-to-move. WASD instead rotates the camera, and it takes a long time to adapt to this. It's an infuriating, counter-intuitive system - combat that feels made for strafing and running, but instead you end up stood stock still during most fights, because using the mouse to both move and shoot at the same time is cumbersome and fiddly. If Space Siege gave up its pretence of being an RPG and fully embraced action controls, it'd likely be a fun old time along the lines of Shadowgrounds (an excellent, Aliens-inspired indie top-down shooter). Instead, its central activity - the shooting of aliens, robots and cyborgs in droves - is a chore. Thank god it's easy, and thank another god it's short.

There's a bewildering lack of polish throughout, to the point that it's impossible to see any of Chris Taylor's usual hallmarks here. It feels like a low-budget, first-time developer game, not the latest from a respected old-hand of PC gaming. From the total lack of environmental variety, to all the pointless backtracking to previously-visited, empty locations you then immediately have to leave again, to the way there's not enough interface space/hotkeys to access all your skills, it's a cheerless, characterless mess.

It's like a hobo convincing himself he's a businessman purely because he found a knackered briefcase in a skip and stole a suit from a charity shop. It's certainly got all the appropriate trappings of a decent Diablolike, but apparently very little idea of how to implement them properly. To put it another way, it's certainly got all the appropriate trappings of a decent Robotronlike, but apparently very little idea of how to implement them properly.

Progression is a straight A-B run, with almost every significant pick-up highlighted on the map and placed en route anyway, so there's nothing in terms of side-quests or secrets. You can improve your various weapons' damage, speed and crit chance individually, but it's fairly academic as you'll switch to and stick with the next new one you find anyway.

Similarly, your robot companion HR-V is a fixed constant. You can choose whether to spend your looted gold (let's drop all pretence of 'upgrade components') on improving your own or his abilities, but there's such a surfeit of currency that you'll inevitably do both anyway. Control over him is minimal, and his AI all but brain-dead, so all he really needs do is follow and shoot. He's not even a fun robot. Doesn't make cute electro-burbles, doesn't threaten to exterminate all the meat-bags, doesn't transform into anything. He's just a boring, silent orange oblong who follows you around.

'Space Siege' Screenshot 3

Nothing makes a player feel better than cut-scenes demonstrating their character performing actions they can't activate themselves.

Yet it's one of those games I didn't find myself hating as such. There's a fundamental compulsion to keep going, keep upgrading, keep killing, and it's difficult to ascertain whether I'm actually enjoying that journey or if I'm simply obsessed with the destination. There's very little strategy to the combat - it really is an easy play - but on the other hand it's a reasonable path of mindless destruction, and that can muster two days of not unpleasant time-killing. One of the more exaggerated but common criticisms of the Dungeon Siege games is that they become glorified screensavers after a while, and that's not the case here - you're very much hands-on at all times, even if the game is making 90 per cent of the decisions for you.

It is, however, a genuine failure, perhaps even a spectacular one. It could do serious damage to Taylor and Gas Powered Game's once-golden reputation, and I pray it's just a one-off blip. With the Supreme Commander games apparently alienating as many players as they charmed, I suspect much hinges on the upcoming, self-published Demigod.

Space Siege's timing is fascinating, however - releasing just prior to Too Human on Xbox 360, it's hard not to draw comparisons, not least because TH's original plot dealt with very similar subject matter (its title is pretty meaningless since the story switched to Thor-in-space). And also because anyone who thinks TH is a disaster really should play this (and, if it isn't too impolitic to do so, I'd include Eurogamer's TH reviewer amongst those people). While riddled with design disasters, Too Human seems like an action-RPG holy grail by comparison to this startling mess. Better yet, play Shadowgrounds: Survivor instead of the both of 'em.

5 / 10

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Comments (35) Latest comment 3 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Doctor_Hellsturm #1 4 years ago

  • paavopaavo #2 4 years ago

    Very, very good review. I especially liked the last paragraph: I think it's kinda stupid how most of the time it seems that EG's previews and reviews are put together by some strange committee with lines like "WE like X..." and "WE think Y...". Aren't these supposed to be subjective opinions? But again, very good review.

    (Not least because I was kinda excited by Space Siege before I tried the horrendously boring demo.)
  • TriggerHippie #3 4 years ago

    In Space no-one can hear you yawn.
  • nick_f Verified Senior Producer, Microsoft #4 4 years ago

    Ouch! This review and comment #2 has caused me to delete the demo I downloaded overnight without even installing it.
  • Flub #5 4 years ago

    I found the game to be almost as if they'd dumbed Dungeon Siege down to put on a console (Hence the rather basic upgrades and lack of inventory or objects to find) but then stuck it on a PC anyway.
  • Lachsgeruch #6 4 years ago

    Well, 2 points wrong:

    a) watch your character as you spend your points in armor - your appearance WILL change
    b) stand still during combat because using E to dodge to the side would be too hard?

    Non-the-less the review hits the point: boring game.
    But as already said, it's only purpose seems to be, to let Too Human look way better than before the space-siege-era.
    Edited by 2 at 22/08/08 @ 08:44
  • Chufty #7 4 years ago

    Why did this game deserve a 5 again?
  • UncleLou #8 4 years ago

    Good review, based on the demo, though the score seems almost generous.
  • thesombrerokid #9 4 years ago

    the score say's it's not broken, it's not unenjoyable but it's not fun either, a fives the middle with everything less than a five being harmful and everything more than a five being overall positive, space siege is neutral
  • Katsumoto #10 4 years ago

    I was one of the few uber-dungeon siege fanboys, that game really clicked with me. But it was all about the epic vistas, moving from snow covered mountains into vast desert valleys. This seemingly removes all of that excitement, replaces it with bla bla space ship, then puts in an awful control scheme just to kick you whilst you're down. Gutted.
  • Gurrah #11 4 years ago

    A shame really. I have a lot of respect for Chris Taylor because I liked every single of his games up until the demo of Space Siege. I have the faint idea he lost a bet or was bored or his best friends 7 year old son pitched the idea to him and he didn't want to upset his friend by rejecting the little guy... I don't know, I actually can't find any good reason AT ALL why a man like Chris Taylor bothered with a game like this.
  • Avaloner #12 4 years ago

    The demo did have a roll button. An effective strategy was targeting an enemy, keeping the shoot button pressed and using the roll button to roll around and avoid fire. That was a good way of shooting and moving about at the same time.
  • Ryuken #13 4 years ago

    Hopefully GPG pick themselves up after this, like they did after Broken World. Still, another PC disappointment from publisher Sega as well. It's nice to see how they try to sign all kinds of seemingly cool stuff from respected PC devs (next to releasing shoddy ports) but after UaW and this I am not so sure about Alpha Protocol or the Aliens games. Empire and Football Manager are the only titles I think I can be sure of that they won't be a miss, coincidence that the developers of those games are actually property of Sega Europe, unlike Petroglyph, GPG, Obsidian or Gearbox?
    Edited by 1 at 22/08/08 @ 10:11
  • radlord #14 4 years ago

    it really does feel like a shareware game or something. In fact, seeing as there was so little hype about this, I assumed it was a side project or something from GPG. Then I saw the price on Steam and I laughed.
    Edited by 1 at 22/08/08 @ 10:24
  • penhalion #15 4 years ago

    Oh dear. This game is already going for 15 quid!
  • hiddenranbir #16 4 years ago

    Woo, bet Too Human feels alot better now, huh!

    Obviously this was a side project.

    GPG and Stardock are busy making DEMIGOD!
    Edited by 2 at 22/08/08 @ 11:12
  • anomagnus #17 4 years ago

    wow, nice little kick to the EG review of Too Human at the end there!
  • gallow #18 4 years ago

    If the current trend of removing R from the PG continues we will be just left with G.
  • koji_m #19 4 years ago

    "And also because anyone who thinks TH is a disaster really should play this (and, if it isn't too impolitic to do so, I'd include Eurogamer's TH reviewer amongst those people). While riddled with design disasters, Too Human seems like an action-RPG holy grail by comparison to this startling mess."

    Haha, lovely!

    OT; dang, what a shame and this for a gas powered game... makes me kinda sad to read...



    kojiro 82 - Too Human Defense Force
  • butler` #20 4 years ago

    Another kick to the teeth of 'PC gamer 08'.
  • Pulsar_t #21 4 years ago

    It's a similar concept to BioShock's ethical quandary

    /insert facepalm ascii
  • Schiraman #22 4 years ago

    I really liked Dungeon Siege, but DS2 and Supreme Commander were both big disappointments. This looked crap from the start, so I'm not surprised to see it join their ranks - now the only question is: will Demigod be any good?
  • Bezzy #23 4 years ago

    "Nothing makes a player feel better than cut-scenes demonstrating their character performing actions they can't activate themselves."

    I'm always saying this :D. I like Alec.
  • BadMonkey #24 4 years ago

    I can't really see why anybody would be surprised by this, Chris Taylor as a designer seems hell-bent on fundamentally misunderstanding why genres are popular. The reason people like RPGs isn't in spite of all the fiddling and customisation and stuff, it's BECAUSE of those factors. Take them out and you're left with, well Dungeon Siege. Or this. I'd like to pick on the pointlessness of RTSs without resource collecting and base building, but apparently people like those...
  • Martin #25 4 years ago

    My brother and I played Dungeon Siege relentlessly for a very long time and enjoyed it very much although he now, looking back, laments the fact that he choose an archer that, compared to my axe-wielding dwarf, did very little harm to the opponents as he was a lot slower and weaker.

    Still, very fun co-op was had.

    This I shall steer clear of.
  • Tehren #26 4 years ago

    Shame on thee GPG. Rediaried to check out Demigod.
  • gnarl #27 4 years ago

    Nice Torment reference. And subtle recommendation to better game, I assume.
  • Silvervein #28 4 years ago

    *BadMonkey
    If it was just him misunderstanding what makes specific game types fun, things wouldn't be that bad. But it seems that literally *every* developer team is, as you said 'hell-bent on fundamentally misunderstanding' basics. Look at fallout 3.

    PS.
    As for strategies, ones where you don't build a base or gather resources can be fun sometimes. Check Faces of War (if you like second world war games: it's pretty good, and from small eastern dev)
  • hiddenranbir #29 4 years ago

    will Demigod be any good?

    Yes, because Stardock are there to stop GPG fucking up.
  • dryden555 #30 4 years ago

    "It could do serious damage to Taylor and Gas Powered Game's once-golden reputation"

    Huh? his previous dungeon siege games were utterly mediocre and many major reviews complained that these games basically "played themselves" with the human player just clicking on everything to progress in the game. No skill needed and wayyyy too easy. Sorry but the reviewer is all wet here. Space Siege was doomed simply because it is a Chris Taylor game.
  • Frosty840 #31 4 years ago

    I forget, why do people get excited about this man's games again?

    Dungeon Siege was boring. Dungeon Siege 2 was boring. Supreme Commander was an RTS and so the multiplayer was less boring, because of the human element, but the main game was at least as boring as Dungeon Siege. And now, shockingly enough, Space Siege is... ::Drumroll::... Just as boring as his previous games.

    Why is his name being put on the box? As an advertisement to people with heart conditions?
  • Maximilian #32 4 years ago

    I'm glad I read that review because I went and bought Shadowgrounds from Steam - what a great game. Spent the whole weekend playing it. The sequel is even better (good package deal for both games).
  • Sorbicol #33 4 years ago

    Good review there - wasted good money on this. Disappointed really, I quite liked Dungeon Siege I & II but this was nothing like as good. Left with the overwhelming sense that they had a great idea for this game (and lets face it, running around a giant spaceship blasting aliens is a great idea) and then just couldn't be bothered to execute it properly. The game feels very rushed at the end like they realised it was rubbish and just wanted to get it out.

    Gonna have to track down shadowgrounsd now and give that a go.

    Oh. and the "E" button to evade incoming fire? Only works in the direction you are facing. Therefore, 9 times out of 10, you'll roll directly into the incoming fire. Most of the time this doesn't matter but it s real pain in the arse in the final boss battle.
    Edited by 1 at 25/08/08 @ 11:25
  • jimr9999us #34 4 years ago

    I spent exactly 1/27 of the time it took downloading the demo playing it, and I'm honestly considering hiring an attorney to sue for those 42 seconds of my life back.

    If this is Gas Powered Games answer to piracy, Mission Accomplished!

    Note to Chris Taylor: Fail.

    Edit for a thank you to Alec Meer for a great review. The writers for Eurogamer are the most talented and objective working, and the only ones I trust. *raises a glass*

    Edited by 1 at 25/08/08 @ 20:00
  • gmjapan #35 3 years ago

    Seems like a high score considering the review / comments here but the content of the review tells me what i need to avoid this garbage. All the things that dragged other Siege games down - he needs new focus groups.

    If only that "E to roll" was actually an "E to Shatner Roll" button; thats a +4 to score right there.