I have always been an explorer at
heart. Unfortunately, the world itself is very small and I am pretty
much aware of everything that is out there without actually having
to leave my home. So, I have never been hit by a strong desire to
travel, at least not around Earth, anyhow. Space has always been the
next big step of human exploration for me, and any game that can
spark 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 (I wonder which think tank came up with
these names), were at war for a reason no one remembers. As the
Coalition was showing signs of victory, the Alliance desperately
fired off 5 colony ships to the Sirius system in hopes of creating 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 a 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 with little details like the way in
which your weapons rotate to follow your cursor: this is so cool!
The only real flaw in ships is the Outcast fighter you purchase (for
really damned cheap) later on in the game has a strange shimmer line
on the seam of the wings, as if they weren’t attached properly. The
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 the nationality of
the 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 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 just that
when I downloaded the demo before purchasing the game. This is how
flight control works: you use the “W” and “S” keys to regulate your
speed and the “A” and “D” keys strafe, much like you would see in a
shooter. But then things begin to get 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 mouse button. “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 the controls are set up, you are
capable of pulling off moves unseen in most other space simulators.
Now, it is a breeze to get into fights, 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 savvy warriors will use
missiles, turbo boosts, and engine cut-offs quite liberally to get
in behind the enemy.
Also, let’s say you are taking a beating in
your fight: what can you do to save yourself ? Another addition is
the allowance of shield batteries and nanobots to recharge shields
and repair hull damage. This sounds all well and good, but what if
you don’t 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
So far, visuals, sound, and gameplay mechanics have
been well done, but what 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 won’t get into it, but it
encompasses murder, deceit, intrigue, and…I won’t 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: Is It 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, become a pirate and
steal booty from other players, or do missions together. It is all
good fun, though kind of annoying that 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 experience. While the characters are
creepy to look at and missions get monotonous, Freelancer is worth
every penny.