When I had first heard about the original Freespace I was a little
skeptical. It was described to me as Descent without tunnels. The fact
remains even though the first Freespace was never
really linked to the original Descent series, other than simply
by name, people saw it as that. Freespace was simply a breath of fresh
air to a genre that was lacking.
Now the sequel has arrived packing the same excitement as the original,
except this is the installment that allows the name Freespace to stand
out on its own.
Thirty-two years have passed. The bulk of the Terran Fleet was cut off
from the Sol system with the violent destruction of the mighty Shivan
destroyer, The Lucifer. Most terrans that
have been locked away from their home, possibly forever, have kept on
with the alliance. With combined efforts with the Vasudans, the alliance
fleet has become quite powerful as well as
impressive. Not everyone is happy with the current situation. A terran
rebel faction, which is pretty much the equivalent of the Vasudan's
Hammer of Light, detests the alliance and fight
to break it apart. Most of the alliances' resources are focused into
putting this rebellion to rest before the tensions created threaten the
alliance that holds the two races together.
Although the unfolding story seems a little cliché, it still keeps the
player pushing forward to learn the truth behind what drives the
different sides in this ongoing battle.
The most important thing about this title seems to be the overall focus
on presentation, and creating an experience. Not only do the graphics
excel in current terms of 3D representation,
but the sound lends a hand to the thrill-ride as well.
Freespace 2 uses some rather nice effects to represent a more detailed
space environment. The most noticeable effect has to be the all
encompassing nebula. A volatile area of space that
screws with sensors, targeting, and visual confirmation, the player must
learn to adapt to this new environment or run into the chance of being
caught in the crossfire of a lurking Shivan
cruiser. Other enhancements include entirely new and well-detailed ship
models. Older models from the first game are still present, but also
benefit from the increase in detail.
If you thought the capital ships from the first game were large you
haven't seen anything yet. Huge ships jump in from hyperspace and pound
at the enemy's fleet. This of course
wouldn't be possible without the apparent increase in technology, which
was garnered from the first battle with the ancient Shivan enemy. Most
of the capital ships (including older
models) have been fitted with the latest in anti-fighter and
anti-cruiser weapons. Capital ships now have the ability to keep the
fighters and bombers at bay with flak guns. Although this
isn't fool proof, this new weapon makes bombing runs and surgical
strikes against larger ships much more dangerous. The beam weapon is now
the main weapon of the alliance. This
weapon provides the pure force necessary to stand toe to toe with the
new Shivan threat.
This doesn't spell doom for the Shivan force. This new force is much
larger and packs bigger ships than the first group of attackers. What
everyone experienced in the Great War was
simply the scouting party of a much larger force. The fighters, bombers,
and capital ships are much meaner, not to mention the great numbers they
appear in. This closes the gap between
the terran/vasudan alliance's apparent jump in technology in the past 32
years.
One thing that has stayed the same involves the gameplay. Although the
new environment and the new weapons of war present the potential for
completely new gameplay strategies, the
general rhythm of the game seems to remain true to that of the original
Freespace. Of course if it isn't broke, don't fix it. That old adage
remains mostly true in this game's case. The title
still seems to have an odd difficulty scale. Although the first missions
seem easy, later on in the game a couple missions take disturbing
missions into frustration. They are mainly
bomber missions, which require you to take out huge ships in a time that
doesn't even seem fair. The original Freespace seemed to have this
problem near the very end as well. Taking out
the smaller cruiser before the Lucifer was actually more difficult than
taking out the Lucifer while in hyperspace without shielding.
This aside the game doesn't suffer from much else. The control is almost
a carbon copy of the original layout, with a few new options. I felt the
control scheme didn't need to be fixed or
added on to anyway. Everything is laid out just as most of us Freespace
veterans remember it, and if you have the right joystick you can map
most of the most used keyboard controls
onto the stick.
The most thrilling part of this title still has to be riding my damaged
fighter through the many explosions in the battles that surrounded me.
The main reason this managed to tickle my
fancy was Volition's pure use of sound. This game packs a real punch if
you have a nice subwoofer setup. Just crank it all up and become part of
the action. This of course is not
recommended if you live in an apartment complex.
Freespace 2's performance online isn't too bad. PXO still has a pretty
good track record in my book. Space sims are just really hard to pull of
well on modem. With all the information that
has to be sent (far more than a first person shooter) a modem simply
isn't enough. Freespace by LAN, that is another story. It performs very
well and is a complete blast. Of course this
can be said for really any title with multiplayer capabilities.
Freespace 2 performs as well as it can over modem, but online gaming has
just reached the point where modems are barely
adequate.
So this was Freespace 2's big chance to stand out on its own. It
certainly has accomplished that, and even more than that Volition has
shown even with the passage of time they can
embrace the ability to create even bigger and more graphically
impressive titles, without sacrificing the single most important thing
that drives this series; gameplay.
-- Ryan Thompson