Intro Space combat simulator fans have it tough. Roughly once every six
months, they are rewarded with a new title in their most favorite of genres. It
could be good, or it could be bad, but they are fans so dedicated that they will
play it and try to love it regardless. And so comes X2: The Threat from
German studio EgoSoft in an attempt to satiate gamers' appetites for more space
combat and economic maneuvering. Will it fill the void left by the long departed
Wing Commander or FreeSpace franchises, or will it merely suffice
until the next big thing in these rabid gamers' lives? Gameplay:
7/10 Despite the title, X2 isn't
really much of a sequel. In a continuing quest to develop their vision of an ideal
space combat sim, developer EgoSoft released X2 as the next step in the
evolution of their original title X: Beyond the Frontier. After releasing
various patches and modules up to the X-Tension pack for the original,
they then decided to update everything one more time and wrap it up into a nice
little package with an accompanying X2 moniker. As
the story goes, there once were a couple of space pirates foolishly attempting
to liberate a ship from a space dock. Well as these things commonly do, the plan
hastily fell apart and soon gave way to an inter-stellar spaceship chase. Finally,
the culprits are apprehended, but not before giving the space police an asteroid-weaving,
cop-killing chase scene that would leave a tear in Lando Calrissian's eye. As
the story advances, we find out that the risky space pirate is actually (GASP)
you! And that the reigning ultra-mega-corporation, TerraCorp, not only bailed
you out of prison, but wants you to fly FedEx missions for them, eventually
building up to you, the pilot, being the sole savior of the known universe. X2's
universe is populated with several conflicting races and space pirates as far
as the eye can see. As far as game stories go, this one is down on the list -
it's boring, uninspired, and a sorry excuse for a cutscene. While the dialog is
interactive with several choices given at ever conversation point, the PC dialog
is recycled - choose one conversation option, let the NPC talk, then choose the
next and repeat until the mission is given. A bad story in an immersive environment
is always a sad thing to see. Fans of the genre will instantly think "Freelancer!"
and remember just how far a story can go in games of this type. Luckily, the story
is hardly X2's drawing point. The
open-ended gameplay is the real meat of the game, allowing the player to choose
between becoming a feared space pirate, an economic force, a police squad, a hunter,
or a corporate lapdog - or any combination thereof. And it is this gameplay that
fans of the genre will celebrate, raise up on their shoulders, and give a hero's
praise. For it is this gameplay that provides an incredibly deep, rich experience;
but then again, it requires nothing short of a life commitment to play. With
so many ways to play and with a universe that's so large, it is a bit overwhelming
to a new player. To combat this, the developers have included a tutorial and several
simple missions before thrusting the player into an unfamiliar world with nary
a credit to their name. Unfortunately, the tutorial is weak, simply walking the
player through a variety of tasks from flying straight to setting up a simply
economy over a short period of time. But with the game as large as it is, most
players won't even begin to use the economy on the scale of the tutorial till
many, many hours into the experience, making the lesson a bit moot and underdeveloped.
The remedial, beginning missions lay out the groundwork for the game a bit better,
giving the player simple instructions and simple missions that can still be applied
to later missions when the complexity is compounded upon. With such a rich system,
gamers can expect to invest days in the game before they can even expect to understand
the control scheme, not to mention the system at work behind the game. And because
everything is so damned expensive in X2, expect it to be days until enough
money is even earned to begin to purchase the equipment that unlocks the upper-tier
play. But one of the main reasons why
X2 is so appealing is its open-endedness. Even with a linear story/mission
progression, players can choose to give up on the story at any time and go seek
their riches in any manner of ways. Obviously, the most appealing of these to
most people is space piracy. With scores of available ships, upgrades, and weapons
plus the ability to own and control an entire fleet of ships, it's entirely possible
to own and operate a pirate band capable of terrorizing the known universe. Capital
ships, heavy transports, small scouts, and drone fighters are just some of the
ships available, each with their own set of upgrades and weapons. Combat
in X2 may be one of the game's worst flaws. Due to the odd physics in the
game, Newton's First Law of Motion, inertia, simply doesn't exist. So say you
have a pirate in your sights, start blasting away, stopping only to wipe the sweat
from your brow, and the next thing you know the enemy ship has turned completely
around and rammed your ship right in the damn hull, all in a second's breadth.
Due to the game's AI and (lack of) physics, this is possible and will, I repeat,
WILL happen a lot, making every fight annoying and unrealistic (as unrealistic
as something that takes place in populated deep space can be). Once this flaw
is accounted for, it is possible to maneuver around, but damn, it sure does suck
and inhibits space combat to a very large degree. So
if the combat is unreliable and annoying in a space combat sim, what else is there
to do? Well a player can always dominate the universe by economic means, and there
are certainly ways to do just that. Because everything in X2 is so expensive
(players start at around 20,000 credits, capital ships cost about 85,000,000 -
unequipped), players must have a control on their finances and economics. The
fiscal system in X2 is based around a supply and demand dynamic resource
pyramid scheme, where the simplest item, energy crystals, is required for every
more advanced process. The next tier of goods requires only energy crystals to
make, and the next tier requires goods from the preceding tier and energy crystals,
etc. For example, my Solar Power Plant produces energy crystals and requires nothing
(it produces its own energy). My plankton plant (next step up) requires energy
crystals in order to operate, and my Stott Spice factory (the third step up) requires
energy crystals and plankton. In theory, it is a system that should work admirably,
creating a complex web of buying simple goods at low prices and selling complex
good at high prices, but instead the economy is flawed. Because energy crystals
are required for every process, it is much easier and quicker to just buy multiple
Solar Power Plants (again, the producers of energy crystals), place them in a
high-demand area, and just watch the money roll in. Advanced players can form
more complex and profitable factory chains to make the money roll in faster, but
when using only Solar Power Plants is so easy and profitable, most players will
just opt with that option. My final complaint
is the time requirement. Between the steep learning curve, the exorbitant amount
of money required to progress, the complex control scheme (to be mentioned later),
the universe's size, and the fact that the game takes place in real time (there
is a fast forward feature, like Sim-City), X2 is very time consuming, requiring
upwards of 60-80 hours to finish, depending on how you progress and what you do
in the course of play. But a good majority of this time will be spent just feeling
like a (for lack of a better word) n00b, or doing trite tasks. For example, docking
in X2 is taken very seriously. First, the player must request docking,
then either rely on their docking computer (if installed) to maneuver the ship
into the dock, or they must do it manually. Then once they are in the ship, they
must find an open ship bay and park. But what the manual doesn't tell you is that
by simply hitting the "Esc" key, the player can simply avoid the whole
docking process. I'm still not sure if this is an undocumented feature or a bug.
At any rate, the story-assigned missions do a good job of giving the player some
direction, but eventually the player must leave the story for a while and "level
up" on their own with little to no instructions on exactly how to do that.
Die-hard fans will embrace the game's complexity, while casual players will undoubtedly
throw up their hands in frustration and give up within hours.
Graphics: 9/10 One
thing that space combat sim fans have gotten used to throughout the years is awesome
graphics. Perhaps it's because a black background with white dots grows tiresome
after a few hours, or perhaps it's because spaceships are so cool. But
whatever the case, there's no doubt that X2 is gorgeous. As there are several
distinct races in the game, X2 utilizes according designs for each race,
creating very distinct designs from race to race. The lovely bump-mapping and
shadows further add to this detail to create a vibrant, colorful world full of
nebulas, gas planets, space stations, and ships of all sizes and shapes. Sure,
it may require some horsepower to churn out the graphics with all the details,
but those with the machine enough to do so will hardly notice the $400 missing
from their wallet for the graphics card required to perform such feats.
Sound: 6/10 If there's one
key to appreciating the sound in X2, it's ignoring the voice acting. Both
uninspired and boring, it can quickly kill the mood of the game and lull you into
sleep. Oh well, it's nothing the good old "Esc" key can't maneuver out
of. Aside from the voices, the music is appropriate - quiet, subtle, and in the
background. Weapons sound predictably futuristic, and while the sound work doesn't
break any new ground, it's definitely suffices to accompany the rigors of space
pirating. Control: 3/10
If there's one hurdle to be overcome before enjoying X2 to its fullest,
it is most definitely the controls. First, the mouse support is horrible; I recommend
only playing with a joystick. Second, joystick or not, there are so many keyboard
controls required to play that after 10 hours into the game, I was still referencing
the manual with just about every transaction I did. Third, the joystick support
is sloppy, allowing only a set number of commands to be bound to the device (I
have a 12 button Logitech, I was only allowed to bind 10 keys to it, and only
the 10 that X2 thought I should have). Fourth, the combat is so floaty
and spotty that even with a properly configured joystick the frustration from
being consistently rammed will be overwhelming. Like everything else there is
nothing simple about the controls, and they will require hours to master and grow
comfortable with. Combine the steep learning curve with the awkward joystick implementation
and the actual in-game controls, and EgoSoft makes a very convincing case for
people to avoid their product. For crying out loud, they didn't even include macros
Overall:
7.5/10 I'm very torn and confused about how to score X2. As much as
I enjoyed the game, as much fun as I had setting up my inter-galactic empire and
crushing my enemies, and as much as I giggled gleefully as I blew up space pirates
with my overpowered weapons on my M2-class destroyer, I knew the game was painfully
flawed. The steep learning curve, awkward controls, and time required to do anything
are more than enough to put off casual gamers and even some dedicated to the genre;
and to these gamers I say stay away, far away. But for those dedicated few, for
those who dream in space credits and laser turrets, for those with posters of
Han Solo, for those with a full Star Trek uniform (preferably 'engineering
yellow') in the closet, those few will find something in X2 to love. So
for those fans I introduce you to X2 - you may now kiss the bride.
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