60 Second Preview of…
Freedom Force at E3 2001
The Specs
Freedom Force is being created at the new Australian branch of
Irrational Games, the fellows who gave us System Shock II. It's
a real time, pausible tactical combat engine with destructable environments.
The game is set in the "silver age" of comic books, when
only bad guys used guns, superheroes were idealistic, and the dialogue
was cheesy. This means when a character is "killed", he's
only knocked out for the rest of the mission. Although the game
is real time, you can pause at any time and give orders. The game
automatically pauses when you bring up a menu, which is how you'll
give most orders. A status bar along the bottom of the screen gives
the details of your chosen action, such as how much damage an attack
will do or how far you can throw a car you've picked up. During
combat, "biff" and "pow" balloons spring up
with the damage amount of damage you've inflicted. Freedom Force
comes with a team of pre-made superheroes, but you can also build
your own. Superhero powers develop along a skill tree as you earn
prestige, the game's currency. The engine crisply renders a city
in the 1960s, divided into small chunks and strung together in a
linear campaign. Your superheroes will also go underground to fight
ants, fly up to a floating island over the city, and travel through
time.
The Speculation
Tom's Comments: Can a tactical combat game like this
succeed with a canned set of missions? Can you have X-Com's compelling
gameplay without X-Com's strategic shell? I personally don't think
so. But nevertheless, it looks like a hearty tactical combat engine.
It's about time someone did fully destructable environments (although
the point seems to be to avoid collateral damage, at least while
you're in the city). And Freedom Force gets points for going somewhere
we haven't already been a million times: the goofy world of cheesy
comic books.
Mark's Comments: This was the game I most enjoyed
seeing at E3. It met all of my expectations. It really is a comic
book transformed into a computer game. You can tell that Irrational
has a love and understanding of this genre. All the little touches
are there, from the dialog that reads, sounds, and looks like it
was ripped from a comic book to the origins of the heroes themselves.
Perhaps the most pleasant surprise was the slick interface. When
you click on a hero to use a power, the game automatically pauses
and you can choose the power and the target all with the mouse in
one smooth motion. Believe me, it makes picking up a car and then
throwing it at the evil robot a snap. Great concept, great looking
art, and Irrational's history of great execution puts this game
at the top of my personal most wanted list. If you're a current
or one-time fan of superhero comics, you have to give this game
a try when it's released.
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Publisher:
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Electronic Arts/Crave Entertainment
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Developer:
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Irrational Games
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Genre:
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Action and Tactics
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Release Date:
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Q4 2001
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May 22, 2001
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