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This game has serious potential but it'll be a long time before it reaches the goals set by the Dev and realizes what he probably envisions.
To me, the cornerstones of Freelancer are the warp lanes, the unique zones, and the slightly undersized scale of things (i.e. space isn't as vast as it would normally be between planets but I don't g.a.s. because real space is boring). Freelancer also had the radio chatter that made the game feel more alive as pilots chat with traffic control. Keep an eye on Everspace 2 which is entering full release soon. That's the closest to Freelancer I've felt a game get in a long time even if it has a "warp vast distances between points of interest" sort of design.
But this game... Not like it at all really.
X4 I also played, and have a copy of. Not like it either.
The best I could describe this game, is that it's more what Star Citizen was meant to be, but single player only. More 'Space Flight Sim/Ground Combat RPG' type of thing. I've seen quite a few bugs though.
- Missiles refusing to fire unless I reloaded the game after reloading the missile tubes.
- Shotguns refusing to reload, but going through the reload animation over and over while on foot.
- Enemy bosses/Bounty targets failing to spawn when their ship lands.
- Planet entry attempts forcing you under cities, making it nigh impossible to get back out without reloading.
But yeah... This is definitely not anything like Freelancer.
It doesn't have the space trading parts of freelancer, and the backstory is not as solid, but it does have plenty to do and its compelling. I've played over 100h so steam tells me, and I only just tried mining for the first time today. I've certainly got my money's worth.
And a side not on the main story:
It's not just 'not solid', I would have to say that it's 'corny' at best, and 'complete horse pucky' at worst. But it's not the main story that makes the game good, it's the gameplay, and that, while still buggy as all get out, has strong foundations.
but the itemization might put one off. no matter how good you aim and how well you dodge a lvl 5 ship will never kill a lvl 15 ship, its a little bit of diablo meets freelancer.
still more to do than freelancer, better graphics, huge universe with tons of walkable planets/stations, and sort of open world, do what you want.
What does SB2 have that Freelancer doesn't - the list got too long so I'll just say, 500% more gameplay options.
I've not encountered this issue, takes me an average of a minute to kill one ship, once you understand the pursuit system it's pretty easy-ish
And with my set up, it takes me all of 30 seconds to pop a fighter, that is 1 -2 levels higher than my pilot level. So you just gotta combine skill with addons via ship upgrades, turrets, missiles, perks, character stats, and so on.
Suffice to say, this game has one of the best 'character building RPG systems' that has come out in recent years. And this game isn't really even an RPG.
I agree with everything you said & also noticed the difference of effectiveness with 2 different types of weapons even if on the same level lol
Indeed it isn't a full fledged rpg type of game, but it does have lots of role playing elements.
Talking of mods, there was the Nightstalkers Universe Mod which combined lots of universes (ships): Star Wars, Star Trek, Firefly, B5, Stargate... you name it. Loved it. I think the scarab has been included too but i didn't tryout.