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...continued
As
Freespace 2 does not take place that much farther
along the story's timeline than Freespace, you can
expect to see a lot of similarities in the ships
and weapons available to you. Old standbys like the
heavy-hitting Zeus make return appearances, and
you'll be capable of equipping the standard array
of particle-based cannons and missiles. This does
not mean, however, that the team at Volition is
sitting on its laurels. There are a whole slew of
new ships to be seen in Freespace 2, from light
fighters to heavy bombers, some of which are much
more creative in design than their counterparts in
the original. Players will have the opportunity to
fly both Terran and Vasudan craft, but my
particular favorites were those vessels that were
obviously a product of joint human/alien research
and development. The shape and structure of these
hybrids clearly reflected a blending of
technologies, and some just look downright wicked.
There are also several new armaments with which you
can outfit your ships, including less conventional
projectiles such as the TAG missile that sends out
a strong sensor reading, making elusive enemies to
which it has attached itself much easier to
track.
And
then there are the capital ships. Freespace was
probably the first space combat sim on the U.S.
market to give us truly daunting cruisers,
carriers, and frigates, and Freespace 2 looks like
it's going to blow even that high standard out of
the water. The big bruisers on all three sides
(Terran, Vasudan, and Shivan) are enormous,
absolutely dwarfing everything else occupying the
same area of space. What's more, they actually do
something this time around. As is fitting their
considerable girth, Freespace 2's capital ships
pack a significant punch. I only encountered two
variations in my test-drive, but both look to have
a distinct impact on gameplay. The first was the
anti-fighter beam, a ray of blue light that will
instill fear in any player assigned to a bombing
run on a much larger ship. These puppies tear
through shields and armor like a hot knife through
butter, meaning one or two hits may be enough to
disable most middle-range craft. My advice for
prospective Terran pilots is to avoid these if at
all possible. The second piece of the capital ship
weaponry puzzle is the inclusion of massive beam
weapons that can be used against other capital
ships. If you remember the SDF-1's Grand Cannon
from the Super Dimension Fortress: Macross anime
series (Robotech to the uninitiated), you get the
idea of what I'm talking about. But, unlike their
animated counterpart, Freespace 2's leviathans are
not one-shot wonders. It will not be an uncommon
thing to see two capital ships ripping into one
another with their main guns; a conflagration in
which any fighter jock would be wise not to become
entangled. Even the early glimpse I got of this
kind of conflict was enough to impress me, and I've
no doubt that it will only get more intense as
Freespace 2 really hits its stride.
Another
new addition to the Freespace model is the
inclusion of nebulae -- gaseous clouds that dot the
inky void. Unlike those in most other space sims,
however, Freespace 2's nebulae are not mere
background eye candy. Instead, it will be possible
(and often necessary) to actually take the fight
into a nebula, and doing so has a significant
effect on the way in which combat is carried out.
Visual and sensor ranges will both be severely
limited, meaning that you could be only a few
clicks away from an enemy fleet without either
party being aware of the other. The game's
designers have likened encounters in the nebulae to
the kind of cat-and-mouse chase that usually
defines modern submarine warfare, and that means
that detection and the avoidance thereof will play
a key role in determining the difference between
victory and ending up as that much more space dust.
To aid in that cause, player will have the
available assistance of support craft whose sole
purpose is to detect other ships. Of course, this
means that these AWACS-type ships will be a
valuable commodity in the nebulae, and thus in need
of constant protection against enemy
attack.
One
area in which Freespace really stood out from its
competition was its relatively thorough multiplayer
suite. It took several patches to function
properly, but was much more than was to be found in
the grand majority of space combat sims. Freespace
2 will continue this tradition by adding two new
multiplayer modes: A one-on-one dogfight that was
conspicuously absent from Freespace, and a
perpetual battle system known as Squad Wars, in
which teams of players fight for control of
territory on a large galactic map. Look also for
the reemergence of FRED -- the Freespace Editor --
in a new and improved version known as FRED 2. FRED
2 will allow for the creation of custom missions,
even including new sound effects and scripted
events. Much like those created by the original
FRED, these user-built missions can then be traded
over the Internet and plugged in freely. It all
adds up to a great deal of extended play once the
single-player campaign has been fully
explored.
The
market into which Freespace 2 will arrive is
significantly different from that occupied by its
predecessor. Whereas Descent: Freespace appeared as
an upstart contender to the throne long dominated
by Wing Commander, its sequel will come into being
as one of the leaders in the space combat sim
category. What with the rash of new titles
currently in development, it's going to face some
stiff competition. But from the looks of things,
Freespace 2 has both its head and its heart in the
right place. It provides the same blistering,
fast-paced interstellar action as its predecessor,
but this time with a lot more backing it up in the
way of story. Even in the game's early stages, I'm
impressed at how well this is integrated, not only
in the structure of missions, but in the design and
functionality of ships and armaments as well. And,
of course, it doesn't hurt when there's a whole
heaping pile of eye candy on top of it. This
combination of thematic depth, intense combat, and
eye-catching graphics is what first allowed Wing
Commander to revitalize the space simulation genre,
and Freespace 2 appears prepared to take that model
to the next step when it ships this
fall.
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