Some things missing in the demo
Being a Privateer veteran like many on this forum, I was looking forward to this title for quite some time, but after the many changes in the production process, it didnt appeal to me anymore.
Now, I have to say Im rather surprised that it resembles Privateer so much, which is a good thing. The planets are there, the free travel, various space stations and a storyline that makes you believe something is actually going on in the background.
However, some features seem to be missing - and I just cant believe they forgot about these things in the final version. Maybe someone can tell.
1. Where is the Radar? Ever seen a space-sim without a radar? If there is no radar in the final version, this is just blasphemy.
2. Which button do I have to press for an exterior view of my ship? And I dont mean this silly Lara Croft 3rd person view, I mean a free rotating camera outside view, llike EVERY WC-game used to have one.
3. Why is there no v-comm? Dont tell me they simply decided to leave away ALL INTERCOMM NPC-interaction? The original Privateer let you talk to every ship and select from a bunch of lines what you wanted to say to the lone merchant you just met in the asteroid field. Now dont tell me they put all this work into the reputation system but there is no way to taunt one of those opposing tradeships...
4. Which button is to be pressed to bring up the damage screen? There is damage for sure, because you can repair it when you land, but how about a display during flight? I want to knwo what the nano-bot is repairing...again, downright lacking.
These are just the most obvious omissions - but Im still under the impression, thats only in the demo. Maybe someone can confirm that these ELEMENTARY features are included in the original version. Afterall, they did playtest this game, didnt they?
Then, I have another remark.
Interaction on the bases seems only half finished. Were they pressed to ship the game? After 7 years, they could have afforded another 6 months, right?
You walk over into the commodity exchange, but you cant talk to they guy there.
You walk over into the equipment room, and it looks exactly the same as the one you just visited on the other base. The "computer" tracks all sorts of things, but there is no way to store a ship or some equipment.
All these things very handled a hundred times better by "Tachyon:The fringe". This game is almost 2 years old - why didnt the developers have a look at this predecessor? Not to mention that the graphics of this old game are better when it comes to the massive space-stations, which were so much hyped by the freelancer team.
Now, to me this looks like they ran out of time, so they made the following decision:
1. Turn the flight model into an arcade shooter ala Aquanox instead of a space-sim (and I dont mean sim in the sense of I-war, but in the sense of having a radar, managing engine resources, having a damage-display screen) to save time
2. Cut out player interaction on bases - I am almost sure that when they planned this huge universe with shifting demands it was also planned to have your own hq with warehouse and everything. It would just be half-baked otherwise.
Now I wonde rif the market even is shifting, because it surely isnt in the demo.
Ok, his is only a brief resume of my present opinion on the game, but maybe someon can shed some light on the questions raised, because Im not sure if I should buy this.