Freelancer (video game)
Freelancer | |
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multiplayer |
Freelancer is a
In the game, players take on the roles of
Gameplay
Players take up the roles of pilots who fly single-seat spacecraft, trading with merchants on space stations and planets, and engaging in combat against other vessels. Starting with a small spacecraft in a star system, the player's character explores the region, opening up new systems for further adventures. Each system provides opportunities to increase the pilot's wealth; aside from taking on jobs to ferry goods and hunting for bounties, the player character can engage in trade.[1] The player character's primary goal in the game is to accumulate money, so as to buy more advanced weaponry and equipment to upgrade his ship.[2]

The game is played primarily through "
After the pilot docks with a space station or lands on a planet, the screen and its interface change to a rendition of the area he is visiting. The player moves the pilot to different locations and interacts with certain objects, such as reading a bulletin board and talking to other characters, by clicking on their graphical representations.
Freelancer features a multiplayer mode, allowing up to 128 players to play together in a game.[9] Multiplayer games are hosted on game servers; personal computers that meet the requirements for the game can act as a server. Gameplay is similar to the single-player mode, but is absent of story-driven quests. The server keeps individual records of the players' progress, and they can resume their game on their next log on to this server. A persistent virtual galaxy is thus maintained for them.[10]
Plot and setting
The events in Freelancer take place 800 years after those in the video game
Freelancer's planetary bodies and space stations lie close to a single plane in each system, although some are above or below this plane and ships can travel out of the plane.[12] There are 48 known star systems,[14] and spacecraft can travel from one system to another by passing through jump gates.[15] Within a system, spacecraft can travel in the trade lanes—a series of gates that connect to form a "space highway"—to quickly reach places of interest, such as planets, space stations, and mining operations. Asteroid and debris fields populate some of the systems,[3] and secret hideouts and derelicts with valuable items exist in deep space.[16] Merchant ships ply the trade lanes, carrying cargo from system to system and occasionally coming under attack by pirates. Police and Militaries generally patrol the areas, while larger warships can be found near some hubs.[17]
Characters
The player takes on the role of Edison Trent, a "mercenary freebooter",[18] in single-player mode. Regardless of Trent's background, the player can play him in different roles, such as being a trader, pirate, or bounty hunter.[11] Throughout the story, Trent meets several NPCs, such as Liberty Security Force (LSF) commander Jun'ko Zane, xenoarchaeologist Professor Roland Quintaine, and head of a secret organization, Casper Orillion. Trent's relationships with these NPCs are pre-determined and illustrated by cutscenes; the player has no choice of import in Trent's interactions with these NPCs.[6]
Most NPCs are aligned with a certain faction, such as the police, pirates, a company, or government.
Story
The plot of Freelancer's single-player campaign is illustrated with two hours worth of in-game cutscenes.[19] The story is linear in structure—the player is unable to effect a different storyline—and broken down into stages. Cutscenes inform players of background events and the goals in a stage. Most stages have no time limits for their completion, and players can put the main story on hold while taking on missions (jobs) not crucial to it.[5][12] However, players can only proceed to other regions of the Sirius sector, where more advanced ships, weaponry, and equipment are obtained, after completing missions that advance the story. Some stages are not introduced until the character has achieved a certain level (based on total worth accumulated), and it is not possible to gain sufficient levels just through the story itself, so players must spend at least some time on side missions to gain money to advance to the level required for the next stage of the story. This is also necessary as some stages would be too tough with only the money and items collected in the story.[10]
On starting single-player mode, a cutscene shows the destruction of space station Freeport 7 by unknown forces, leaving Trent without money or ship on the planet Manhattan. While waiting for his debtor, Lonnigan, to regain consciousness, Trent takes up employment with the LSF under Jun'ko Zane, who provides him with a small ship. Lonnigan refuses to pay Trent when he awakes
Trent joins the Order, a secret organization formed to combat the Nomads, and helps to rescue the Liberty president from the aliens.
Development

In 1997,
Two years later, the project was displayed at GameStock, an annual showcase to the mass media of
In June 2000, Microsoft started talks to buy Digital Anvil. Roberts admitted that his team required large sums of money, which only a huge company could provide, to continue developing Freelancer with its "wildly ambitious" features and unpredictable schedule; the project had overshot its original development projection of three years by 18 months. Roberts hoped that Microsoft would not compromise his vision for Freelancer, and was convinced the software giant would not attempt the takeover if it did not believe Freelancer could sell at least 500,000 copies when released.[39] Roberts left the company on completion of the deal, but assumed a creative consultant role on Freelancer until its release.[40] Microsoft instructed Digital Anvil to scale down the ambitions of the project and focus on finishing the game based on what was possible and the team's strengths.[13][19] Features such as the automated flight control, conversations that had different choices of responses, and sub-quests were abandoned.[12] Despite the reductions, several reviewers believed the resultant product was still true to Roberts' vision.[5][13]
The Freelancer team kept a low profile throughout 2001 before displaying a demo of their latest work at International Games Festival 2002, drawing large crowds. Microsoft announced the project was on schedule,
Freelancer's soundtrack was released by
Reception
Sales
In the United Kingdom, Freelancer sold roughly 20,000 units during the first half of 2003. Kristan Reed of
Reviews and awards
Aggregator | Score |
---|---|
AllGame | ![]() ![]() ![]() ![]() ![]() |
Eurogamer | 8 / 10[7] |
GameSpot | 8.3 / 10[10] |
GameSpy | 83 / 100[18] |
IGN | 9.2 / 10[6] |
PC Zone | 8.4 / 10[33] |
FiringSquad | 83%[3] |
GameCritics.com | 6.0 / 10[55] |
Publication | Award |
---|---|
Game Critics Awards | Best of Show, Best PC Game, Best Simulation, and Outstanding Achievement in Graphics—1999[56] |
IGN | Game of the Month—March 2003[57] |
Chris Roberts is highly regarded in the field of spaceflight combat simulators due to his successful Wing Commander franchise.[17][55] When the industry learned that he was creating a new spaceflight combat simulator, they paid close attention to it.[10] In its first public showing at E3 1999, Roberts' Freelancer won four Game Critics Awards, including Best Game of the Show.[56] Journalists at one of the game's later showings queued up to 90 minutes to catch a glimpse of a half-hour demonstration. Computer Gaming World, trusting Roberts' vision, named Freelancer as a game that would revolutionize the gaming industry. Shortly after the game was released, IGN called it the Game of the Month.[57] Early in the game's development, the industry was enthusiastic about the prospect of playing in a world that changes without player interaction (a dynamic world), although there was caution over the possibility of such implementation with contemporary technology.[38][58] Delays in the schedule and Microsoft's take over of Digital Anvil gave rise to speculation that Roberts' most promised feature—the dynamic world—would be cut.[59]
The concerns were partially realized; the features, although not cut, were reduced, leaving Freelancer with a virtual world that did not live up to the industry's expectations. It presented a static galaxy, where territories of various factions never change despite the groups' frequent raids and attacks on each other,[10] and commodity prices remain fixed.[7][14] Nonetheless, reviewers from video game sites, such as Eurogamer and GameSpy, accepted the limitations and focused on other areas of the game. They found the lack of variety a greater detraction from the game than the compromised dynamic world.[7][10][18] Excluding the single-player campaign, players never meet any memorable NPC[6] because almost everyone sounds American.[55] According to Game Nation TV, after playing for a while, every character and place looked similar to the extent that the game makes "Star Trek look like a xenomorphic zoo".[60] Furthermore, instead of serving as entertainment, the missions, which entail the pilot to fly to a particular location and destroy the enemies there,[17][61] are so repetitive that they become chores to the reviewers instead.[6][33]

Freelancer's graphics software was of older technology, but it did not detract from FiringSquad's praise of the game's artistic quality.
On the story side, reviewers agreed the professional actors, such as Ian Ziering, did a good job in bringing their respective characters to life.[6][15][18] However, criticism was placed on the lone voice who voiced all the generic male encounters for his monotonous delivery and making all his characters sound alike.[7][10][18] The long cutscenes, which cannot be skipped, frustrated game journalist Tom Chick; he wanted to skip the scenes and continue playing instead of being forced to watch a clichéd story.[3] Other reviewers expressed their own frustrations with the story, such as being forced to move to another star system at undesired times,[7] or leaving them without an objective after the campaign abruptly ended.[33]
FiringSquad said Freelancer's multiplayer mode encapsulated the "best and worst of [the game] in a nutshell": although players can move their characters anywhere, group with others for missions, and trade ships and equipment, they have very little else to do in the unchanging virtual galaxy.[3] Despite these limitations, Stratos Group said the joy of playing with real-life counterparts is a positive factor; the NPC pilots are so inept that human-controlled pilots outperform them most of the time.[61] However, as the missions are practically the same, IGN and GameCritics.com questioned the point of playing them repeatedly with friends.[6][55] Furthermore, IGN thought it was meaningless to amass wealth and higher-grade equipment when they cannot be transferred to other servers. The lack of substance and repetitiveness led the gaming site to wonder how long Freelancer can be viable as a commercial multiplayer product.[6] Whereas massively multiplayer online games such as EverQuest have thousands of players in a vast playing area, Freelancer can accommodate only up to 128; the loneliness of playing in such a sparsely populated virtual world gave UGO concern as well over the longevity of Freelancer's multiplayer mode.[17]
Overall, reviewers acknowledged Freelancer fell short of the promises initially made by Roberts; however, it demonstrated a high quality of work in its implemented features. The various concepts were well meshed together to form an entertaining product.[10][17] It never broke or raised the bar of its genre, but boasted a high production value, and has been said to be well worth the money.[6] The game, however, was an anti-climax for those who were hooked by the touted and promised initial concepts, many of which were never realized.[18][62] Freelancer was a "hugely ambitious game", as admitted by Chris Roberts, for a company to develop without the necessary capital and resources.[63]
The editors of Computer Gaming World nominated Freelancer for their 2003 "Shooter of the Year" award, which ultimately went to Call of Duty. They wrote, "Freelancer dazzled us with its immersive interstellar world, wild combat, and ambitiously open-ended design, but it can't compete with the cinematic spectacle of Europe at war."[64]
Sequel
There were reports that Digital Anvil and
References
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Trent: We had a deal. / Lonnigan: A deal that died with the station.
- ^ Digital Anvil (March 4, 2003). Freelancer. Microsoft. Level/area: Cut scene 4.
Thief: Freeport 7 survivors, Mr Trent. You and I are the last ones in Liberty. Every one else is either dead or missing. [...] They were looking for something. I'm a thief, Mr Trent. I came to Freeport 7 to deliver something that a certain party wanted badly. Apparently they weren't alone. [...] This is what they are after, and now they are after us.
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You are standing in the living history of the Dom'Kavash. A race that predates early man by over 10 million years. Up until recently, relatively speaking, they were the inhabitants of much of our new home here in Sirius.
- ^ Digital Anvil (March 4, 2003). Freelancer. Microsoft. Level/area: Cut scene 12.
It seems the Nomads or whatever they are really called, we can't pronounce the name yet. They were apparently created by the Dom'Kavosh to... well, look after things.
- ^ Digital Anvil (March 4, 2003). Freelancer. Microsoft. Level/area: Cut scene 8.
He was killed by a Nomad. We only know a few things about them. They are a species with the ability to possess humans, and have been slowly infiltrating the colonies. It appears that they are mostly targeting high-ranking government and military officials. Tekagi was one of these people. Up until today, no one had ever seen a Nomad and lived to talk about it.
- ^ Digital Anvil (March 4, 2003). Freelancer. Microsoft. Level/area: Cut scene 8.
The Order was founded to protect us from the Nomads. About two months ago, a Rheinland expedition to an uncharted planet found... something. Soon after that, key positions in the Rhenland government were replaced, and Rheinland policy became more and more aggressive. We believe the Nomads were trying to infiltrate the Liberty government when Admiral Schultze came to visit Manhattan.
- ^ Digital Anvil (March 4, 2003). Freelancer. Microsoft. Level/area: Cut scene 12.
From what we now know, with an empire as large as the Dom'Kavosh, they couldn't rely on simple jump gates like we have today. They had to develop something more sophisticated, a vast array of hyper gates, linking the far corners of their empire via one incredibly fast system of travel. This device... is not only the map. It's the trigger, a key to reawakening the system.
- ^ Digital Anvil (March 4, 2003). Freelancer. Microsoft. Level/area: Cut scene 13.
We'll enter the jump gate and fly to what we believe is the Nomad home world.
- ^ Digital Anvil (March 4, 2003). Freelancer. Microsoft. Level/area: Cut scene 12.
If we can reawaken the hyper gates, we'll break the hold of the Nomads on their power supply, and cut them down to a more manageable size. In theory.
- ^ Digital Anvil (March 4, 2003). Freelancer. Microsoft. Level/area: Endgame.
Orillon: And it's driving out the Nomads. They can't take the redistribution of power. We beat them. / Zane: No, they're gone but they're not beaten. / Orillon: The Order will watch this gate. We'll be ready for them next time.
- ^ Digital Anvil (March 4, 2003). Freelancer. Microsoft. Level/area: Epilogue.
It's been nearly two weeks since hostilities between Rheinland and the other houses came to an abrupt end. And peace has settled over the colonies. Despite many lingering questions, government officials remain tight-lipped about what has triggered this sudden change. In other news, LSF commander Junko Zane and Freelancer Edison Trent, both former enemies of the state have been granted full pardons, and received the Lonestar for Bravery, the highest decoration any individual in the colony can receive.
- ^ Digital Anvil (March 4, 2003). Freelancer. Microsoft. Level/area: Epilogue.
Trent: What proposition? / Orillon: To be the eyes and ears of the Order here in Liberty. Think about it.
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A sequel, Freelancer 2, was in development by Digital Anvil / Microsoft Game Studio in 2006 for the XBOX 360, and was internally known as "Project Lonestar". Sadly the game was cancelled for unknown reasons, even if it looked really good.
- ^ "The Lonesome Death of FreeLancer 2". WC News. December 5, 2007. Archived from the original on May 12, 2014. Retrieved 2014-05-09.
At the time of Digital Anvil's closing, the company was working on two Xbox 360 titles, one of which was dubbed with the codename Project Lonestar [...] but also known by the name of Freelancer 2.
External links
- Freelancer at MobyGames
- Freelancer at IMDb