/ interfaces in the game are probably my biggest beef with Freespace
2. The menus and interfaces seem far more complex than they
need to be; possibly in and effort to enhance the sci-fi-ness
of the game. I personally found them a bit intimidating at first;
and I didnt feel that it was made clear that much of the
options (such as HUD configuration) are already taken care of
for you in a fairly good manner. There also didnt feel like
there as an option to just jump in the game and fly. All of the
pilot management screens add a barrier to this, I think. Much
of the interface reminds me of the Im in a room on
a ship menu screens in Wing Commander 3 (although
without the needless tromping about your capital ship).
that background (30k).
was where I was really hoping that Freespace 2 would break
some new ground but alas, as of this writing I havent
found anything really innovative. The fact that missiles and guns
can be chained together is nothing new, and the flight mechanics
are fairly familiar as well (standard airplane-like control).
The ships do seem to carry a bit of momentum, but for me that
just translated into problems when trying to fine-tune my aim
in a dogfight. Ships seem fairly eager to begin a turn or roll;
but are not so happy or precise when trying to stop one of the
afore-mentioned maneuvers. One of the things that they seemed
to hype, was HUGE capital ships.
while it is fairly impressive to see a giant starship warp in
and start blasting the hell out of everything with big guns, I
personally dont see that it makes much of a difference in
the game. You can target individual components on these ships,
you have to fly through heavy defenses on their part, and blowing
them up is no easy task. But none of this is news all of
these things could be done with Wing Commander 3 (not to
beat a dead horse here). In fact, the only significant thing I
think that the huge ships add, is an opportunity for more scripted
sequences where one huge ship has to warp in to toast another
big ship; because you just plain cant handle the task of
taking down such a monstrosity in a fighter craft.
felt that the difficulty of the game ramped up sharply after the
first few missions. You go from a time when youre just jumping
on fighters and taking them out fairly easily, to a couple of
situations in which you must be VERY precise and VERY fast with
your kills to protect some objectives. Weapons-fire isnt
all that rapid, so accuracy counts for a lot in this game.
also the old trick of lets send the player on a completely
un-beatable mission so we can have some scripted dialog add to
the story. Ive seen this plot mechanism in space sims
WAY too much for it to interest or entertain me at all anymore.
Its true that they do fuel some intrigue with the dialog in the
beginning; but Id rather have seen some more original ways
of bringing the same information to light.
all, if you are new to Space Combat simulators, or want a run
of the mill space combat sim experience then this
is a good game to get. Otherwise, I suggest you try something
more challenging and more original; like one of the Battlecruiser
3000AD games. Or, save your money and wait for the upcoming
line of games like Allegiance or Starlancer.
Noel "HB" Wade is a regular contributor to loonygames.
Basically, he just wants attention.