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| | | Posted by Tom Chick on Wednesday March 26, 2003 - 07:30 PM |
(Post a comment) » Freelancer ReviewSomewhere along half a decade of development, Freelancer has lost half its intended features, its vision in the form of lead designer Chris Roberts, and the developer was bought out by Microsoft. So we gave our review copy to Tom Chick - perhaps the most vicious critic ever to step foot on human lands. It's like loosing a hungry wolf among a flock of sheep... or is it? | Previous news article | Back to main news | Next news article  |

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#38
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Author:
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Anonymous at 01:36pm 01/10/2004
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Response to #28:
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No joystick = No thought put into it....
ATLEAST give those of us developing carpel tunnel,
the option to Configure commands & flight for the
joystick??!?!!!
Then when we CAN"T use a mouse without pain.. we can still
FLY..
These game devs' give so little thought into ERGONOMICS it's
rediculious..
Buildign a nation of cripples...
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#36
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Author:
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Anonymous at 03:42pm 03/31/2003
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Don't know if this had been mentioned but I-WAR2 Edge of Chaos is a
GREAT alternative to Freelancer. It beats Freelancer in almost
every category. Better graphics, more realistic Space Battles and
very cheap to buy now as it is a year or two old. The only real
strength of Freelancer I have noticed is that it behaves very nicely
as an application under windows. They also included all the UI
interface sounds as simple wave files so you can use them for your
windows sounds with no effort.
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#35
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Anonymous at 09:32am 03/31/2003
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IMO the review is right on spot: plenty of things that could have
been great, but end up simplistic.
The lacks of depth of combats is appalling, it's always the same, no
variation: guns get bigger, but the shields too.
The flight model is bland: everything feels just as fast, just as
maneuverable.
On the lack of Joystick: yes, it shows. There is no real 3D feeling,
but rather that of a point and shoot interface. You cannot really
roll, and there is no difference between pitch and yaw.
You also have zero control over your wingmen, and the universe feels
empty once the story mode is finished (which is very short).
This is far, far from what X-Tension achieved.
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#34
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robfdb at 05:10am 03/31/2003
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Yoshi it does tie into Starlancer. The back story to Freelancer is
Starlancers story. True its a week link but its there. So far ive
put about 30 hours into the game.. i finished the main game after
20. I know have the best ship/weapons etc. What i really wish they
had provided u with was the ability to buy ships and store them in a
garage, like GTA 3. I would like to give trade a proper go, but i
cant in the Titan. And i'll be damned if im gonna sell it and buy a
freighter... i dont think the corsairs like me anymore ^_^ Otherwise
there isnt alot to do afterwards. Just alot of "go here, kill
this" random missions. Why couldnt they have some protect the
convoy, or transport this cargo missions. Nevermind maybe in the
expansion.
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#33
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eksfeel at 04:56am 03/28/2003
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I have not a heck of idea about Elite or whatever u gaming dads are
talking about - I started gaming life with Doom but anyways, I love
this game. In fact I had to beat the singleplay part twice to
clearly check out the game storywise and I want to talk about it.
The story isn't that bad, rather pretty dull but nicely produced one
that u can find in gaming scene. The problem is, our hero Trent
doesn't actually play 'hero' but Junko takes the role of heroine
while she kicks him out of the story(You go get some job!) and
forces the player to do mandatory freelancing. That, absolutely,
sucks. In the end Trent insists on doing something memorable on his
own but that's just a small part.
Another gripe of mine with the game is, it treats fighters/warriors
too poorly. There's simply little motivation to fight and destory
other ships unless you're going through the singleplay campaing. No
experience point. No extra money. Not worth the hassle at all.
Influences on reputation doesn't count for me cause I don't trade in
Freelancer. With the incredibly simple, effective and FUN control
scheme it's a great shame that players can't find reasons to make
more use of it.
But whatever, just thinking about the potential that the sequeal can
show makes me smile and want to go back to Sirius sector. It's like
enjoying the ultra super heavy addictiveness of Diablo in space, and
I like it.
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#32
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Anonymous at 11:16pm 03/27/2003
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Anyone else looking forward to X2: The Threat?
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#31
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Author:
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cordas at 10:22pm 03/27/2003
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All i would say is DL the demo, have a go and see if you like it....
I have had friends who are exactly the same about the whole joystick
thing, but given a copy of the demo a pack of pro plus and they are
now as hooked as me, even without a joystick.
Also as for "realism" I agree with Warsprite, who says
joysticks will have anything to do with how space fights will be
conducted, I would imagine that any gun control will probably be
done by watching how the eyeball reacts (like the latest millatry
gear) that way the response times will be cut to a minimum. (Well
that or thought control but that might be to scifi *LOL*)
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#30
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Author:
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GX-WarSpite at 04:54am 03/28/2003
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Realism? Joystick?
How do you know that a joystick is going to be realistic in space in
2000 years? Heck, Freelancer's controls are FAR superior to any
joystick combat game I've ever played. Independently aimed guns
absolutely rock.
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#29
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Author:
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^LoneWolf at 05:18pm 03/27/2003
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I am sure there are many people who like the game so far, but one
thing has stopped me and will stop me from buying this game, much as
I love space combat sims (Wing Commander, FreeSpace, Tachyon, etc.)
One doesn't fly an airplane with a mouse. Knowing that, in my mind
this game made the cardinal sin of not using a joystick. A joystick
is a measure of realism for dogfighting and maneuvering in any
air/space combat sim. Without it, you're just flying the starship
Enterprise, not a combat aircraft/spacecraft. Thumbs down guys, I
bought all the WC/FS games, and I'd have paid money for this one.
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