Freedom Force Review
A Visitor's Perspective
EverythingXen,
2002-04-17
(This review has been written
by a frequent visitor and forum member of RPGDot)
Freedom Force grabs the spirit of 60s
comics and integrates it nearly perfectly with todays graphical
superiority. It seizes the spirit and doesn't let go, doesn't
slow down, or break genre for the entire rollercoaster pace
of the game.
In some ways, especially in magazine ads, Freedom Force is
like the old live action Batman. The voice acting is over
the top, there are comic book 'thuds' 'kraks' and 'pows' when
you attack, and it's set in the 60s.
HOWEVER... it is MUCH better written and acted than the old
Batman show. Sorry Mr West... but George Ledoux does it much
better in this game. It's a 3D comic book from start to finish.
A 60s comic. The Silver Age as it came to be known. Heroes
were over the top because, with the cold war in place, kids
needed them to be. Heroes were heroes. There were no Spawns,
Punishers, or Wolverines.
A Living Comic
The voice acting is superb. I don't want to know how many
times they had to read their lines to get the inflections
right (and keep a straight face!). You can tell they were
having fun doing it and since over the top is what the 60s
comic scene was all about, they were more than happy to oblige.
The story is fantastic. Some complain that it's too linear.
Of course it's linear... it's a comic book! But it's so well
written that you won't CARE that you have no choices. The
story captures the spirit of the 60s comics PERFECTLY. It
covers the usual... bank robbers, alien invaders, giant robots,
dinosaurs, evil clones... and it does it FLAWLESSLY.
My only (minor) complaint is that since it's written around
the pregenerated characters (Freedom Force), your own character
has no speaking parts in the cut scenes (duh).
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The sound is perfect. Absolutely perfect. Aside from a few stutters
(most likely system related, covered later), the voices are
PERFECT for their role as 60s over the top superheros. Sound
effects are excellent... be it the 'sping' of a bullet bouncing
off a wall, the ripping metal sound as you pull a street-lamp
out of the ground (batter up!), the wall shaking explosion sounds
of something detonating, or the rising rumble of a collapsing
building... the sounds fit perfectly. The music is subtle, and
really, really good. It sets the mood without fail in every
mission.
The graphics are impressive. They are fully 3D. Most of the
time you'll want to be zoomed right out so you can see what's
going on on the map (it's a tactical game, after all, and
if you're zoomed in looking at your feet someone a block away
is going to shoot you)... but when you go to cinegraphic view
(the 3rd person camera following view used in Gothic) and
watch your hero rip a lamp-post down or unleash an energy
blast... it's like being in a comic. Add to this the ability
using a graphical editor to customize the appearance of your
character (or to surf the internet and grab other people's
heroic endeavors for those of us less artistically inclined.)
and everything is nearly perfect. Yes, it uses a polygonal
engine and sometimes the character animations aren't perfectly
smooth and buildings tend to collapse in blocks... but everything
is so smooth and crystal clear (even at 640x480) it won't
distract you at all.
The physics engine is the most robust I've ever seen in a
game. Online I've played in car bank shot contests... bouncing
a car off the top edge of a building and seeing if you can
get it to spin. Throw a garbage can with superheroic force
into a car, and it will swerve and take out a lampost, which
in turn may crush a hapless civilian. Miss with a full powered
energy beam or a car or something and rest assured... the
building behind the guy WILL fall. At least the front wall,
if not the entire building. Accidently took out a block like
that with one full powered blast... cost me a lot of points
on the mission
Came a Hero
Creating your own customized hero is where Freedom Force truly
shines. Character creation is easy and there are BILLIONS of
combinations you can make. You can recreate any superhero with
a little work, or make your own. The more powerful your character,
the longer it will take to be able to use him or her in the
game, unfortunately. The game is based around the pregenerated
characters. They're Freedom Force. Your character gets recruited
if you so desire when you've earned enough points to 'buy' him.
Recruiting Batman or Wolverine can be done quickly. Recruiting
Superman takes longer. This is for game balance. If you made
Superman and dropped him in fighting thugs in mission three
you'd have no challenge. Sort of like using an atom bomb to
get rid of a mosquito nest.
Each pregenerated character has a list of powers and attributes
that you can level up when they get experience. Each has two
'tiers' of powers to work with and you can buy your way through
them however you want.
Your own characters are much more freeform. Can't afford
regeneration if you want to put him in the game at a certain
point? Fine. Buy it when he levels up. The only drawback to
the custom character level up as far as I can tell is that
you can't modify existing powers (though you can 'level them'
to increase their base abilities... damage, accuracy, etc).
For example: If you buy a 20 point damage attack with no area
of effect and want to put an area of effect on it you have
to buy a second power. I'd like to have seen the option of
modifying the power and paying the cost difference with your
level up character points.
Still, I see why they did it. If you could modify it like
that you could have a fire beam if you know you're going to
fight ice warriors, then after that's done modify it to an
electric beam if you know you're going to be fighting robots.
It would disuade you from using the other members of your
team (who each have their own strengths and weaknesses).
Be aware, however, that if you build a custom hero with only
one or two powers and super-heroic attributes (as opposed
to the heroic attributes and 10 powers the pregenerated characters
come with) he will be 'tougher' than the pregenerated characters
and possibly even able to beat the game alone. This isn't
a bad thing if you want to see your Hulk level cities... but
it has led to some criticism from other fans that the game
is too 'easy' if you make a min-maxed number crunched perfect
hero (Or anyone with a speed of 10). Imagine that.
Holy Simple Interface Batman
The user interface is really, really good. It's so simple.
Select a character. Right click on the character's sprite
for personal effects (shields, invisibility, fly). Right click
on another sprite to get a list of powers you can use on them
(punches, kicks, city quelling beams, vorpal rabbit assault).
From the right click menu you can also choose power intensity
(overcharge or undercharge) by clicking on the arrows beside
it. Ta da. That's it. Right clicking pauses the game. So does
hitting the space bar. Issue orders, hit space again (or select
something from the right click menu) and watch the fireworks
ensue.
There are a number of built in hotkeys as well. Hold down
control to attack things you normally wouldn't (buildings,
civilians, other team-mates). Pressing 'c' while selecting
a power and target has the character continuously target that
opponent (or building, or whatever) with that power until
it is gone. Pressing X will maximum power your attack, possibly
knocking you out but definately making whatever you're aiming
at have a bad day.
The Real Enemy, The duo of Bugs
and Multiplayer
However, the game is, sadly, anything but bug free. In particular,
it seems to detest GeForce cards. I had to go back 3 levels
of detonator driver (to the last windows hardware qualified
ones) in order to stop recurring blue screens of death. As
well as update my sound card drivers. Once I did all that,
crashes to desktop became rare (but still present). Irrational
says they're doing what they can to address this in a patch.
I hope so, as there are people who can't even play it. (I
was pretty much one of them until I fixed it).
Some people can't figure out how to rotate the camera for
whatever reason. There's a setting in options called 'camera
rotation'. If you select it, holding 'alt' and moving your
mouse rotates the camera. It's not too hard, and its explained
in the manual. Though I can't figure out why it's not 'checked'
in the first place and explained during the excellent tutorial
mission.
The manual, amazingly enough, is especially useful, as it
describes what certain power effects do (fire, energy, disrupt
object are pretty self explanitory, sure... but what the heck
does mercy or balance do?).
Multiplayer is the last thing I'm going to cover. And boy
is it a doozy. Right now, it's Freedom Forces least tapped
potential. The game was released with only one style of play:
Deathmatch! And why it is INCREDIBLY fun to have Hulk vs Superman
city leveling brawls, a lot of people (myself included) want
a co-operative mode. You know, four humans teaming together
to fight a computer controlled bad guy force. Sounds like
a comic to me.
(Or team deathmatch at the least... as it stands, you can
call yourself a team... but after the other 'team' is defeated...
well... as a certain immortal trenchcoat wearing guy with
a sword points out "There may be only one!!")
Irrational says EA was pressuring them for a release so they
had to admittedly rush multiplayer. They had time to get one
form working properly, and they thought that pitting custom
heroes against each other would pass the time until they address
multiplayer concerns in a features patch.
They're right, and it is fun (aside from all the l33t guys
min/max building the exact same character who cannot be beaten..
but people are people.). 10,000 point characters are best
for multiplayer... the matches tend to be fair. Unfortunately,
30,000 is the default and people don't get the fact that the
30,000 is for a 'squad' of heros. 3 or 4 characters at 7500-10,000
each. One 30,000 point character is exponentially stronger
than a 10,000 point. In fact, he'll probably demolish your
three 10,000 without batting an eye. Fortunately, the host
sets the point limit.
Of course, I can see why people want to use just one hero.
Controlling a squad against AI is one thing. Against another
human opponent it's entirely another. The characters have
NO AI scripting. They will NOT defend theselves at any cost.
Playing one character solves the possibility of having your
squad decimated if you take your attention off them for a
millisecond (all it takes a flying opponent with a decent
fireball power).
In addition, right clicking pauses multiplayer as well. Most
games are probably spent 80% paused while people give orders
or react to what just happened or will happen. There's an
option for a slow motion pause instead, which tends to get
used multiplayer. It still gives you time to react to that
car flying at you from a block away without making everyone
else stop dead in their tracks (though a good player takes
the opportunity of another persons pause to issue their own
orders). It's also kind of cool to watch your character dodge
Matrix-style in slow mo.
Making the game have a turn based multiplayer option would
help there, some claim. But it's real time with pause(or slow).
Also, certain powers (such as the expensive 'flight') would
count for a lot less in turn based. Right now you can dodge
incoming cars by flying out the way if you see it coming and
right click then move. Turn based would have you move up,them
throw the car, you get knocked out. Faster than a speeding
bullet doesn't do Superman any good if he mysteriously finds
himself unable to step out of the way of an incoming bus.
I think it's fine as is.
The Verdict
Graphics (15%) |
90% |
Sound (15%) |
100% |
Control (25%) |
95% |
Fun (45%) |
95% |
Overall |
95% |
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Reviewer's
System
Version |
Freedom Force (No Patch available)
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CPU |
Intel Pentium 3 1 GHz |
RAM |
256 MB SDRAM |
Graphics |
Asus V7100 GeForce 2 MMX |
Sound |
Creative Sound Blaster Live! Value
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OS |
Windows ME, DX 8.1 |
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