Then I can't wait to buy a dozen for $1.99 to blow up at DragonCon 2006! I do think the multiplayer aspects are innovative. I don't think there's any multiplayer implemented in the demo, but the way it works is that people are free to set servers up that host anywhere from a few to a few dozen (or more, depending on dedication and bandwidth) people who create a new semi-persistent character. You can't transfer these people between servers or offline as far as I can tell, but you can get a mini-community going there. I know half a dozen people or so in the game and we've just sorta hung out, done missions together, etc. The interface for doing group missions, formations and communication and so on are decent, and they really did solve the "autopilot problem" we all imagined for Privateer Online. You have regular combat and afterburner speeds.. You also have (closed scoop) cruise speed that is marginally faster than you can travel at afterburner speed, but you have your weapons off. There are also vast series of "booster rings" throughout known space. If you line up with the rings, you have access to quick travel between major planets and bases. If there are pirates lurking along the route, the booster rings will be disrupted, and you'll have to kill or outrun the pirates or try to get back to another ring (spaced the equivalent of ever several thousand klicks in space). And then there are system jump gates/points which function like in WC. The system seems to really gel and work for all the travel needs we'd want in a Priv game. You've got combat taken care of, two nice ways to traverse "autopilot" interplanetary distance, plus standard WC instellar travel. And then couple this with the free nature of independent semi-persistent servers and you've got something to keep at least a cult following going indefinitely. I do not see this fading away like Starlancer has. I also notice Freelancer has broken GameSpot.com's top ten for most searched for games today, so it may even sell a decent number. If it sells better and ends up with a better following than Starlancer, I do think it will help pull a few people from the "lost generation" back into the space sim fold.Originally posted by cff
What I don't see in any way is that FL will revive the genre. Tell me one innovation? I mean the game probably is fun, but it is more or less privateer 2 and that's it. In no way do I expect this game to cause enough hype as to drag non space-sim players to it. It most likely won't sell more then SL did.
2 words:Originally posted by ChrisReid
Did they really make the right decision on no joystick support? Sure, it's not as terrible as I thought it might be. The game's fun and all, but as far as I can tell, the entire game could have been played like a WC game if they decided to implement it that way.