Game Over Online ~ Preview - Freelancer (c) Microsoft Game Studios



Preview - Freelancer (c) Microsoft Game Studios

Published: Tuesday, February 11th, 2003 at 07:48 PM
Written By: Fwiffo


Game Over - PC Preview - Freelancer (c) Microsoft Game Studios


Back in the day, there used to be a mighty subset of the high flying flight simulation genre called the space flight simulator. The majority of these focused on individual fighter craft, and it would appear they were churned out with reckless abandon in the earlier years, beginning with the epic Origin title called Wing Commander. Freelancer, developed by Digital Anvil under the aegis of Microsoft was originally envisioned as a multiplayer title that worked on the Privateer model. Space is divided into little forts, space stations and planetary orbital platforms. Each station wielded arms, ship and commodity dealers. A player could conduct commerce, sign up for mercenary missions or simply cruise around in space looking for action. The free, in Freelancer, meant something.

Somewhere along the lines of its development, Freelancer got bad press coverage. Development time was dragging on for years. The progeny behind the whole idea, Chris Roberts, had left to focus on other endeavors. A sister product called Starlancer, which became the complete opposite of what Freelancer would represent, fared poorly amongst critics and fans alike. It’s a testament to the development crew and their faith in the Freelancer model, which has changed wildly through the years, that allows Freelancer to become the product it is today.







Freelancer basically takes all that was pioneered by Digital Anvil in Starlancer, and moreover, all of the ideas presented in Wing Commander, combining them all in one product. At its core, it is still a game where you pilot one ship, where you trade and do jobs for monetary gain. The destruction of capital ships and heavy installations still rely on torpedoes. Action, consisting of pitched dogfights, continues to be set inside your own cockpit. You can’t, for example, dock to a ship and start a first person shooter game.

So many stories have been written about Freelancer that it’s difficult to know what the product actually is. I had come to mistakenly think it’s the MMORPG version of something like Privateer. Apparently, it’s not.

You come to assume the role of Trent in the single player game. Through a series of set missions, complete with cinematic sequences, you are forced from the very beginning into campaign-style play. If you remember the transition scenes of Wing Commander and Starlancer, you’ll find those familiar devices here. Trademark to titles by Digital Anvil developers, Trent still moves to a place, say a bar, scans around for awhile before the game lets you do anything. Communiqué during missions also help flesh out the story, and while many of the missions are straightforward to begin with, not a single story mission I’ve played yet has gone by the book.







By completing missions, Trent earns reputation points that put him in line or at odds with various factions in the world. You begin by being recruited with Liberty (American) forces. As you begin to hunt down pirates and organized crime, you’ll find you won’t be respected as much when you head to the dingier side of the galaxy. Trent is also born into a universe that is divided culturally. In the Sirius system, the humans are the remnants of an old war gone badly. Defeated around Sol space, only a select few nationalities left in “sleeper” colony vessels but each has carved its own fiefdom, similar to the design decision made in Starlancer. So aside from couriering favor between corporations, you’ll also meet German (Rheinland) and British forces, each with their own military and police arms. Throw in corporations aligned with certain factions and a series of underground and pirate syndicates and you have a brilliant amount of diversity in Freelancer.

The important thing about the factions is the fact that they are all dynamic. Being aligned with one will give you perks. Arms specific to military factions will be more powerful than if you aligned yourself with some civilian outfit. Your reputation will also influence which areas you operate. Destroying a trade lane, for example, might promote crime. And it’s this living universe motif that drives much of Freelancer.

Besides that, the single player campaign will drive you to service others. But what if you don’t want to? That’s also an option too. Instead of forcing you on a linear campaign like Starlancer, Freelancer pays homage to its namesake by letting you forego the main story line (provided you finish the first tutorial segment) altogether. Instead of contacting significant plotline characters for jobs, you can scroll through the job boards located at each bar. You can also make your own job by becoming a trader or a public menace. These too will tap into the reputation system used earlier. Cash and experience earned in these missions will also contribute to the development of Trent’s character as well as his ship.







Speaking of ships, Freelancer has made significant refinements to the space fighter flight model. Firstly, it expands on the Starlancer concept of space flight without a joystick. The mouse and keyboard are used with great versatility to give the feel of space travel. Hold down the left mouse button to change directions. Use the WSAD combo to adjust the craft’s speed. Because the mouse is also responsible for controlling where your guns are pointing, you now have the ability to shoot without lining up dead-on with enemy craft. Engaging the enemy doesn’t require you to play a space-version of chicken with your ship anymore.

Many of the commands used in Freelancer are now displayed on screen and can be accessed with the mouse. Things like choosing the closest target are now intuitive. One particular innovation I liked was the ability to automatically fly in formation and a docking computer that attaches to everything from trade lanes, jumpgates to space installations.

Suffice to say, Freelancer plays and feels like a premier space simulation, rivalling even modern titles like the recent Earth & Beyond and the impending EVE Online. It’s utterly baseless to think that the long development time has left the Freelancer engine in the dust. On the contrary, this is a beautiful looking product.







One measuring stick leveled (unfairly) on space titles is the use of lens flare, coronae, nebulae, particle effects and colored lighting. The more color we see, the more we think space is populated, rather than a black empty space. Freelancer, on the other hand, uses two tricks to increase population density. On the one hand, it reduces the scope of the universe. You travel from point A to point B in a relatively short time (there is no more zoom in and zoom out autopilot now). Unlike some recent titles, the distances aren’t anywhere close to being to scale, so they have the added benefit where you don’t have to bring out an 800-page volume of Fielding’s Tom Jones to travel from one space station to another. In turn, these short distances and smaller areas of space grants the developers an opportunity to heavily populate the universe with debris and all sorts of natural space phenomena to make it lively. If you think your ship can magically maneuver past debris while you digest a chapter, you’re sadly mistaken. Freelancer is very hands-on.

Online titles often leave the impression of vapidity simply because there’s a lot of space (excuse my pun) and not a lot of material to fill in. Characters in Freelancer make the utmost to react to you. If they haven’t seen you, they’ll say so. If you’ve done good work for them, they’ll reward you. It’s that level of customization that helps Freelancer feel livelier than your average online space game. Voiceovers help immensely with this, and it’s something I wonder why online titles don’t employ more often. The voice talent in this game is simply superb, not only for the main campaign, where every word of speech is done by professional voice actors, but also for the people you see with great frequency; shop vendors, space police, etc. Even during dynamic missions or content from minor characters, they at least make the attempt to voice their content, similar to Privateer, Strike Commander, so on and so forth before the text dialogue appears. Film and cinema has clearly influenced the development of Freelancer. It’s a little thing to script ten, fifteen lines for a guy moping around in a bar selling “kill everyone” missions, but it goes a long way to making an immersive universe. And as far as the written content goes, especially in the news terminals in the bars, it’s all picture perfect prose.

With so many references to online titles, you’re most likely to ask what online play will be like with Freelancer. Rather than going with a centralized server, it will give the ability for players to set up their own servers. Trent’s single player campaign will be disabled, but you will still be able to play in a virtual universe, create unique characters and play competitively or co-operatively with others. I hadn’t had a chance to test this personally, but it sounds eerily like Microsoft’s first (and most underrated) foray into this genre: Allegiance. If it executes in any way shape or form better than the flawed ones in Starfleet Command, I can foresee a great many Freelancer universes starting.







Still, I’ve only scratched the surface of the single player content in Freelancer. In many ways, Freelancer is the culmination of everything in Wing Commander, Strike Commander, Privateer and Starlancer. It’s not a game driven by war like Interplay’s epic Freespace 2, although there’s plenty of action here. Freelancer works on a more personal level, probably because of the strong protagonist presence. I’m reminded by Origin’s old motto, chaired by a conductor and introduced with a symphonic crescendo: We Create Worlds.

Thus, with that in mind, there’s bound to be a lot more to the game than what I’ve seen, and what keeps me going now is not necessarily the character advancement, ship improvements or even the opportunity to fly under everyone’s flag. It’s the story, which makes a hefty imprint via the introductory cinematic. I want to know more about some of the characters. I want to know why organized crime is so menacing. I want to know if the Liberty patrons I’m freelancing under are really up to something or not. In short, I want to be in this world - and Digital Anvil has proven that a constant Internet connection isn't needed to create that.


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