Freelancer – Part 1

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It’s been an age since I did one of these, but if there was ever a time for a playthrough of Freelancer it has to be now. It’s a Chris Roberts space combat/trading game and was published back in 2003 by Microsoft after many delays. Unknown to me until recently, it appears to still have a sizable following due to a strong modding community and its multiplayer aspects. I’ll just be looking at the single player campaign though which is my primary interest in this sort of game and I’ll save the multiplayer until Star Citizen arrives.

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The FMV intro sets the scene with 5 huge motherships fleeing the war on Earth between the coalition and the alliance (as portrayed in Starlancer) to find a new home in a distant system. This story is set 800 years after these events.

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On starting a game, the cutscenes swap to using the game engine which is just as well since this game came on a single CD. In a scene slightly reminiscent of the start of WC4, Freeport 7 is destroyed by a mysterious group of fighters.

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We then cut to a planet where my character (Edison Trent) is just landing in a rescue shuttle having survived the attack but lost his ship in the process. He establishes his hardened freelancer credentials by not showing any concern for the injured co-passenger other than the money he owes him. The camera then pans away to a guy smoking a cigarette for no apparent reason whatsoever. Expect to see him again later whoever he is.

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I finally get control and have a choice of locations to switch between in more or less Privateer style. My primary mission objective, as so often the case in real life, is to find the bar. Once there, I have a quick word with the bartender who suggests I have a chat with Juni on the other side of the room.

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Before that I have a look around the bar. I can read news articles which give some plot details as well as suggesting possible lines of trade. The interface here is nowhere near as appealing as Privateer 2 but does the job. There are numerous characters sat around the bar who will give me gossip if I talk to them. The way this is handled is a bit clunky as there is a cutscene with full speech but the actual rumour is done with text afterwards. The reasons are obvious but I think it would be better without the cutscene.

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I talk to Juni who works for the local security forces. As luck would have it she is looking for a Freelancer and offers me an easy escort mission which I’m hardly in a position to turn down.

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We head over to the ship dealer and she even throws in a free ship. It does look pathetically small when I’m launching into space but it’s free and I’m sure I’ll be flying something more impressive in no time.

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The moment I arrive in space, it’s another cutscene as an Admiral arrives for a summit with the planet’s President. Before he makes it, more mystery ships arrive and blow him up. I’ve not even figured out what I’m doing yet but still get to join in the dogfighting.

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This is where it all starts to get a little odd, at least for a space sim vet like myself, as Freelancer has mouse control and is third person. The way I remember it, the idea of having to buy a joystick to play a game at this time was not something most gamers would be prepared to do so this was perhaps the smart option to appeal the majority of potential customers but it does alienate people like myself to a large degree.

There are two flight modes, one where I have mouse steering and just move my mouse around to steer – this is what I’ve been using most of the time. The other uses the keyboard to turn. Since I’m using the mouse to both steer and aim, combat is basically just trying to move a mouse pointer onto a moving target. I’m not really aware of consciously steering the ship, as just following the target always steers me toward it anyway. It works well enough but it does seem like a big compromise on first impressions. However, I’ve only played a couple of missions so it may grow on me as I learn more and things get trickier.

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Once space is clear, we have to jump to a new nav point to meet up with the transport we are supposed to be escorting. Jumps in this game work through a series of connected gates which I have to dock with. There is a really cool effect where you speed up and can see distant planets and stations coming rapidly nearer when in these tunnels.

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I meet up with the cargo ship, head into the jump lanes again and we are of course intercepted by more pirates and have to fight our way out. I have to say that for a 10 year old game, Freelancer is still looking half decent and hasn’t aged badly at all in the graphics department. There is loads of debris floating around and a lot of colour and detail on all the ships and backgrounds.

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With more ships dispatched, we run away in the nick of time and arrive at our destination planet safely. The planets use a similar ring gate system to the jump gates where I have to dock with them to land. The mouse control system here makes all this incredibly easy. I can literally select the gate, click dock and it will fly me all the way there on autopilot. About the only steering I’ve had to do in this game so far is during combat.

When I land I get to meet one of my wingmen (King) who wants me to carry on working for the security forces to hunt down the base the pirates are using which must be nearby. If I learned anything in Privateer, it was never turn down a plot mission so I accept.

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I take the chance to upgrade my ship a little first. My options are limited but I buy another gun and a slightly bigger shield. I also tractored in some cargo during the last mission (dropped by some of my opponents while blowing up) which I sell off.

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Mission two starts with a detour to protect a transport from another pirate raid. I just about manage this but it’s looking worse for wear by the time we see off the last of them. There is a nice (if unrealistic considering this is space) smoke effect to show the damage on the larger ship.

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We get a lead on the pirate base from another pilot and discover it’s in the middle of a dust cloud. This is another chance to show off the engine as the view smoothly transforms from open space to murky dust. We have to see off a couple of weapons platforms while bombers come in and take out the main pirate base. So far the combat has been easy and I manage this without taking too many hits.

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With the mission complete I head back to base and am rewarded by the game now being opened up for free play, meaning that I can take on some missions and earn a little money without following the plot. In fact I won’t even get the next mission until I earn enough money.

That’s all I had time for. I wish I could use a joystick but I still like what I’ve seen so far. I’m really curious to see the sorts of missions that will be available but it will have to wait until Thursday.

Privateer 2 – PC Format Review

It seems that Chris Roberts can’t go anywhere these days without breaking servers. I was going join in his reddit AMA but it crashed about 30 seconds after I joined. Maybe Star Citizen is just too popular for its own good but it’s still not a bad bit of publicity and puts the trouble with the RSI site in context.

While I give it a chance to come back online, here’s a scan of a Privateer 2 review from the January 1997 PC Format:-

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You may notice that while Wing Commander 4 got a rough ride for its copious use of FMV, massive budget and unoriginality, Privateer 2 gets universal praise despite being just as guilty in all departments. I’m sure the fact that it had a British cast has nothing to do with it…

I love both games of course although unlike the reviewer here, I’d regard the combat as one the weaker aspects. It definitely wasn’t the most expensive game ever made either, despite the line at the start, as Wing Commander 4 cost over twice as much. Privateer 2 was filmed before WC4 though (despite coming out later), so may have held the title at some point during production.

Through the Portalarium

It already seems a long time ago but just over a week back, I got the unlikely chance for a tour of Portalarium and questions with Richard Garriott. The offices are on the 7th floor of an unassuming office block in downtown Austin.

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They had just put the Halloween decorations up when we arrived. Letting LOAF lead the way, we were ushered into a small conference room barely big enough to get us all in. It was immediately apparent we were in the right place though as there was an entire wall of Ultimate RPG concept art on the near wall. I’m unfortunately not allowed to talk about this but I can mention some of the other adornments such as the original Ultima 9 tapestry artwork and a trio of cover art pictures for Chuckles’ 3 games including Caverns Of Callisto:-

Caverns Of Callisto - Origin Artwork

A brief wait later and we are getting the tour from Richard Garriott himself. The hub of the tour is a central corridor in which Garriott has placed some of the significant items from his gaming history. The plan is to bring more of this collection out of storage as Portalarium and the offices grow but even now it’s still the sort of display that any Ultima fan would have to remortgage their house for:-

Portalarium Akalabeth Display

This is the first section with the bottom left being some of Garriott’s pre Akalabeth games on paper tape + his written out code which never got punched in. The earliest Computerland Akalabeth case contains a version on cassette as Akalabeth actually predates the Apple II disk drive. He doesn’t think he sold any of these but wasn’t entirely certain so there may be one out there somewhere.

Going further down the corridor there is the original artwork for just about every Ultima game as well as some Destination Games displays but I don’t have photo’s to share unfortunately.

Wing Commander Artwork

For the Wing Commander fans, in the next room off to the side there is some more artwork including the original Wing Commander logo as well as a very familiar looking Wing Commander Prophecy movie style poster. Also in this room is Garriott’s pre Akalabeth D&D games map which was fairly massive and had some very familiar town names. He explained that it formed the basis for Ultima 1 although interestingly it was more or less all one large land mass. This fits in with an ancient RG interview I read elsewhere that Ultima 1 & 3 were in fact based on the same game map with the 4 continents of Ultima 1 being chopped up/rotated around versions of the same world as Ultima 3. This looked to fit with what I saw but I wish I grabbed a photo. Maybe next time…

We strolled through some of the developer’s offices after this. One of them was working on removing the Garage Sale text from the Ultimate Collector artwork so it looks like it’s going to have a name change. The name Ultimate Collector was apparently “borrowed” when a TV show of the same name contacted Garriott and he liked the name so much he thought he would use a variant on it.

Richard Garriott's Apple II

The Portalarium offices are quite a modest affair at the moment and we were soon back in the main corridor where at the far end there is the original Apple II used to write Akalabeth and the early Ultimas, permanently set up running Akalabeth these days. There is also a small but growing new collection of toys which has been inspired by all the cool items the team has come across making Ultimate Collector. Another recently acquired item is a teletype machine exactly the same as the one used to punch in the pre-Akalabeth D&D games.

With the tour concluded it was back to the conference room and a Q&A session. I can’t speak for everyone else there but this isn’t the sort of thing I’m used to and it’s hard not to get more than a little starstruck. It’s not like RG isn’t an easy-going sort of guy but I’ve thought of a lot of questions I should have asked afterwards. In no particular order, this is what I remember from a week later much of which I’ve already covered in a previous post.

One of the questions that came up was whether he would be able to help track down a copy of Wing Commander 2 on the SNES. This has been a holy grail for Wing Commander fans for a long time. The game was sent out to reviewers and full write-ups appeared in magazines back at the time but it never went on general sale. It even had some enhancements to the original version such as colour communications screens. The good news here is that RG was extremely positive that he may have a copy. He said that he made sure to get a copy of every Origin game and 10 copies if it was Ultima and thinks that with WC2 getting that far he will almost definitely have it in storage. The downside is that he wouldn’t just let us rummage around for it so we will have to wait some time.

I took the chance to ask if that could also mean he had a copy of The Lost Vale. He didn’t think it had ever got finished but I’d take the word of Sheri Graner Ray here and assume that he just didn’t follow it too closely at the time. Going on what he said previously, there must be at least be a slight chance that he may just have a copy but we’ll have to wait for that alongside WC2 SNES.

There was some talk about Ultimate RPG although it’s clearly in an early stage. He discussed how Portalarium’s Poker and Ultimate Collector games are necessary building blocks towards the technology needed to make Ultimate RPG within a small company like Portalarium. He confirmed that he would be appearing in Ultimate RPG and it would always be him playing his own character just like in Ultima Online.

Inevitably there was some talk of space travel (which he thinks will be as affordable as a first class airplane ticket within 20 years). Although he is now an employee of NASA, it turns out they were less than helpful with his journey to the space station despite the fact that he was doing experiments on their behalf. I gather that NASA didn’t want to be seen as spending USA tax payer’s money on “some rich yahoo’s” jaunt into space.

For instance, Garriott had to sign a fairly standard disclaimer before travelling to the Space Station. NASA never got around to countersigning this and 3 days before the flight tried to change the terms so that RG wasn’t allowed to take photo’s through the windows owned by NASA, take photos of the NASA owned portions of the station or actually go on the NASA side of the station in the first place (more or less negating the first two). The rest of the astronauts thought this was as ridiculous as he did and advised him not to sign it since they could hardly stop him flying at this point. After being further pushed to sign it however, he had the bright idea of getting NASA to agree to add a final clause that all terms were under the guidance of the mission commander on the space station (this was actually already the case anyway and this would just reaffirm it). The moment he arrived the commander welcomed him on board, told him he could go wherever he wanted, take any photos he wanted and not to feel the need to ask again.

To get back to Earth and Ultima games, the topic of Mount Drash came up somehow. The story is that Keith Zabalaoui (a friend of Garriotts who was credited on Akalabeth) had already written the game but Sierra weren’t going to publish it unless they could use the Ultima branding to increase sales. The game was never intended to be an Ultima but Garriott gave this his blessing to help his friend out, hence Ultima – Escape From Mount Drash. This makes it a legitimate part of the Ultima series as far as I’m concerned and a whole lot more collectible (if that is possible). I might even be prepared to fork out the money myself now if the chance ever arose although I’m not so sure I wouldn’t rather buy another bookcase full of less extreme vintage software for the same price.

I asked about Ultima 4.5 which is something I’ve been curious about ever since I heard of it. According to an RG interview I read a long time back Ultima 4.5 and Ultima 5 were being developed side by side for a while and I wanted to learn more. Garriott didn’t think this was the case however and said that Savage Empire was the first time they had tried to reuse an engine.

He went into some detail about the thought process behind each of the Ultima spinoffs. The original idea was that reusing the same engine would mean that the game could be made for less than the original which is certainly what I would have expected. However with Savage Empire, it apparently was so much work to strip out the original assets that it ended up costing just as much as Ultima 6 to make. They thought could learn from this with Martian Dreams but that also cost just as much and both games sold less than the mainline Ultimas casting questions on the whole notion of engine reuse.

With the U6 spinoffs not entirely going to plan, a different approach was taken with Serpent Isle whereby the original game assets would still be used for the most part which was supposed to keep costs down but this plan failed once more. It occurs to me now that I should have asked about Crusader at this point, which I’m assuming was Plan C. If so this probably worked out better by using the engine for a completely different genre of game and thereby not just appealing to a subset of those that bought Ultima 8.

LOAF asked about the Ultima anime which was supposedly made in Japan in the 80’s. Garriott was adamant that there was never any such thing which would certainly explain why it hasn’t surfaced by now. I would assume that the screenshots that exist were simply created for a Famicom TV commercial which sounds like a far more likely explanation.

The only other things I can recall were a mention of Ultima Forever as he had just been out for dinner with Paul Barnett the day before and agreed to appear in the game travelling around in the skies. He thinks their heart is in the right place for U4E but he hasn’t seen the game so couldn’t give an opinion on it.

We also got an impromptu illustrated guide to the iconic shapes of the Wing Commander 1 fighters (and other things), which Garriott considers to be far more memorable than those in later games. I also recall asking (more to fill an awkward silence than anything) whether Time Bandits really was the inspiration for the cloth maps which of course it was but we all knew that anyway.

Richard Garriott Space Suit Badge

Our hour was up almost as soon as it had begun. We got some final photo opportunities and there was one little bonus when we were gifted Richard Garriott space suit badges. I came out slightly shell shocked and I still can’t quite believe I got to do this in the first place. Many thanks to Lord British for taking the time to show us around and also to Loaf and Chris Reid for all but one of the photo’s on this post.

Return to the Savage Empire

One of my excursions during my time in Austin was a trip to the Wild Basin Wilderness Preserve. The name should be familiar to anyone who has read the Savage Empire manual and the Origin offices at that time were a couple of minutes away on Wild Basin road no less. The area is a 227 acre nature reserve that was founded in the 1970’s on the outskirts of Austin and is now part of St. Edwards University. I could hardly let the chance pass without mounting my own expedition to see if was as exciting as its virtual counterpart and I made it out alive to tell the tale:-

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The entrance has a giant map looking at best vaguely similarly shaped to the Eoden Valley. All the cloth maps must have been taken by all the Ultima fans that had ventured here before me so I foolishly pushed on without:-

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The only initial danger appeared to be mud and my complete lack of appropriate clothing/footwear but things soon dried out as I reached an escarpment with a sweeping view of the valley.

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With spirits high, I ventured deeper into the wilderness only to lose all bearings under the thick canopy. I wandered without direction and had no choice but to press on through treacherous river crossings…

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…facing the perils of the native wildlife…

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… and after an all too close encounter with an giant lumbering beast from ages past (aka an overweight jogger) found much needed sanctuary in an isolated tropical lagoon. Glad of the respite, I set up camp for a while and recuperated before venturing on.

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After many more minutes of arduous trekking through the wild landscape, I climbed to a vantage point to find my bearings. Frome here I could make out the primitive huts of the local tribespeople living on the far hill. I’d heard the bloodcurdling tales of these tribes and with supplies running low decided it was time I got back to civilisation. From the high ground, I signalled to anyone who was available and thankfully my message was received by a local native of the mostly civilised UT tribe called Mike.

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As I made my escape in Mike’s primitive rolling carriage, I saw a hoard of terrible dragons (of the fly variety) circling above where I had been but moments earlier. I thank my luck that I made it back from such a recklessly embarked on journey and I hope this tale serves as a warning to future unwary travellers.

Ultima Trade Show Advert

I thought I’d pull another random item from the collection today. This is a standing advert that was presumably used at a trade show around late 1991/early 1992. It’s about A3 sized and features a generic Ultima advert with all the games up to Ultima 7 including all the NES releases and Runes Of Virtue on the Gameboy but curiously no mention of Ultima Underworld. It might be from the 1991 Winter CES by when Ultima 7 should have been (but wasn’t) released but that is strictly a guess. It has something along the lines of Sega Hilton 4556 SPA written on the back which may mean something to someone:-

Ultima Trade Show AdvertUltima Trade Show Advert (Back)

I’ve been catching up on various mundane jobs since I got back last weekend and one piece of news that sneaked by unseen behind a pile of ironing yesterday was that another Origin classic Bioforge has been released on GOG for the usual price of $5.99. This was one of Origin’s best efforts without a doubt, a kind of updated sci-fi Alone In The Dark with strong movie-like story elements. It could have done with a sequel but is certainly recommended at the price if you’ve never played it.

Also yesterday, Star Citizen reached its first million in the fundraising campaign and immediately launched a Kickstarter. I’ll admit that I was unconvinced that a Kickstarter was a good idea as I thought splitting the funding would just cause confusion among backers. Since the Kickstarter is closing in on $200,000 after one day, I was clearly completely and utterly wrong. I guess you can never have enough sources of money or publicity. Here’s hoping RSI reaches the $2 million total by this time next week and they can start working on those stretch goals.

Finally, if you have some money left over, Lori & Corey Cole of Quest For Glory fame just launched a Kickstarter of their own. It clearly isn’t going to be on the scale of Star Citizen but I can’t be the only Sierra fan who has been waiting for this one.