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Backdrop
Freelancer faithfully carries on the storied tradition of such wonderful space combat simulation series as Wing Commander, Privateer, and the venerable Elite, plays much like those games, and even includes enjoyable RPG elements. What sets Freelancer apart is a radical change in the way space travel and combat is conducted by the player. Eliminating the classic joystick control, completely devoid of radar, no power transfer choices, and instant ship repair, Freelancer enters new, simpler territory, primarily relying on a very playable mouse and keyboard control system. In combat, this essentially means point and click, and joysticks need not apply.
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Evidently, Microsoft and Digital Anvil decided to assure that Freelancer appealed to a wider audience, many of whom might have been put off and frustrated by the rigors of space travel physics and incredibly difficult combat. I count myself as one of those pleased by the easier system of flight and combat, having been historically discouraged in prior games of this ilk by the mental and physical rigors of playing those great series.
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All this does not mean that Freelancer is not tough at certain game junctures, or an overall walk in the park. Even the very first battle contains so many different colored blips representing battle map combatants, you’ll think you were looking through a kaleidoscope. Despite these major changes, Freelancer provides a total space combat simulation experience. The player encounters a vast universe of major star systems, replete with civilized planets, space debris, asteroid fields, and more space flotsam than you can shake a stick at.
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Role-playing aspects inhabit the Freelancer world. Players and ships concurrently level based on accomplishments. A full-fledged trading empire exists if constant combat is not for you. Ship and player upgrades abound. The many star systems and resident factions play a large role in enhancing the player’s reputation that is tracked constantly. Befriend a faction, and others become your enemy. Fly into hostile space, and a simple commodity run turns into a nightmare.
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Gameplay
Freelancer makes use of a compelling storyline, which begins with a bang, thrusting the player into the action right away. Nice cut scenes and NPC reaction move the story along. However, the story missions can be completely ignored for those who wish to play with no constraints, and there‘s plenty to do. Explore to your heart‘s content, land at well over 100 ports of call, mine asteroid fields, accept missions that vary from guarding non-hostiles to carrying goods from here to there and back again, to the inevitable wipe out some space pirates, or just prey on passing, fat with goods, traders via the handy Tractor Beam.. (Though I did not test it out, online traffic indicates that the game’s multiplayer options let you level up indefinitely and explore the cosmos without constraint.)
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All this results in the requisite increases in money to upgrade your ship or even buy a new, stronger one. In a clever wrinkle, your character needs to level to a certain point before purchasing a bigger and better ship, the theory being, a character needs improved strengths to handle a more sophisticated ship. Another innovation is that, when you follow the storyline, then decide to freelance for awhile, the game brings you back to the plot by assigning the next story mission when it is determined your character and ship are ready. This avoids the tiresome, blind leveling up process that most gamers have unfortunately experienced.
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In prior games, especially Elite, it took what seemed forever to get from one place to another. Combine that with constant combat on the way made space travel downright tedious. Freelancer changes that with a cohesive system of gates, jumps, and trade lanes that readily whisk you around the huge galaxy. The game’s status and information screens are very detailed and easy to read, and you can fly first or third person perspective. Convenient action icons fill the game screen at tactically efficient positions that make complex maneuvers, like flying into a formation or locking onto the nearest target, or getting crucial information, merely a mouse click away.
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The new mouse and keyboard control systems works extremely well. A simple press of the Space Bar changes between keyboard and mouse controls. Click a named waypoint, ship, gate, or planet from a list, then a “GoTo” icon, and you’re headed straight for your intended target. In combat, hone in on a hostile this way, and right-click (fire) the enemy to oblivion.
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The Save Game system is superb. Every time you takeoff from a planet, the game autosaves. Finish one discrete element of a long mission, and the game autosaves. This is very similar to the autosaving breakpoints in Halo. The end result is that, if disaster befalls the player, you can restart your current mission from a save point to which you made progress, rather than restart the mission.
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Bottom Line
I had a rip-roaring time with Freelancer. There are so many things to do, the continual accomplishing of "just one more mission" constantly cut into my sleep time. For you joystick jockeys and simulation mavens perturbed by the absence of your favorite control and detailed tactical considerations, give this new scheme a chance. Anyone who enjoyed the above series should have a good time with Freelancer. Even for a passing fan of the genre, Freelancer should not be missed. The only reason I downgraded the game slightly is because there were points where I would have liked a little more of the challenge traditional space simulations offer.
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System
Requirements:
- Multimedia PC with a 600-Mhz or higher processor
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128 MB of RAM; 900 MB of available hard disk space
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8x CD-ROM Drive
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16 MB 3-D Video Card
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Windows 98/ME/2000/XP
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Sound Card and Speakers/headphones
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