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Another day in bland collect-'em-up world

Space Siege

With the release of Diablo III still a long way off, many gamers are doing their best to find the Next Big Thing in the action RPG world to keep them entertained in the interim. A lot of people thought that might be Hellgate: London, designed by the creators of the first two Diablo games, but that turned out to be a disappointment for many. Others have looked to Titan Quest (which I can't say impressed me a great deal), which offered similar gameplay mechanics, this time in a world inspired by Greek Mythology.

Recently, a little game called Space Siege, developed by Gas Powered Games, came out for the PC. This is a game that sounds like great fun on paper: a slick, down-and-dirty ARPG pitting a solitary hero against hordes of aliens - a sort of heavily streamlined Diablo set in space. Its creative director - Gas Powered Games' CEO, Chris Taylor - also has an interesting pedigree, having masterminded a number of successful games, including Total Annihilation, Dungeon Siege and, most recently, Supreme Commander. Barring the latter, which I haven't played, his games have never done a great deal for me, with Total Annihilation's revolutionary use of terrain elevation and real-time 3D models (a rarity at the time in real-time strategy games) seeming to distract people from the overall blandness and homogeneity of the games design, and Dungeon Siege playing like a third-rate, dumbed-down version of Diablo with a few interesting tweaks in the form of party support and a dynamic character development system which automatically adjusted to the player's style of gameplay instead of going down the usual rigid class-based route. Still, despite not being particularly impressed by any of these games, I was more than willing to give Space Siege a go. After all, Diablo in space? Sounds like fun.

Space Siege

Then the reviews started coming in, basically summing up the game as bland, easy, dumbed-down beyond belief and completely, utterly generic. Undeterred, I downloaded the demo and had a go myself. Fifteen minutes later, having completed it, I promptly uninstalled it from my hard drive.

It's interesting, because one of the main criticisms levelled against Hellgate: London was that its developers were guilty of overreaching, setting their goals too high and over-hyping what was otherwise a pretty unremarkable game (which has always slightly confused me - were people expecting them to trumpet their game as "a middling game that doesn't aim too high" or something similar?). Space Siege's problem is the exact opposite: it's essentially a freeware casual game with lavish production values and an A-list price tag. Everything about it has been pared back to the barest minimum, resulting in a game that can't be accused of aiming too high because it doesn't seem to aim at all. There are no character classes, just a single generic hero with the mega-bland name of Seth Walker who gets access to a range of around ten guns over the course of the game. There are no stats or experience: instead, you level up at pre-determined moments and occasionally find a new weapon to replace your current one (you can't keep both). Effectively, the experience, loot and currency have all been homogenised into a single system of mechanical parts which are periodically dropped by fallen enemies, and in turn can be used at various stations to buy health, grenades etc. or upgrade your weapons and armour. It's all very flat and unimaginative, and the lack of a meaningful stats systems means that it's unclear what an upgrade of "+4 to armour" actually means in practice. It doesn't help that all of this is visualised in the form of graphics that are technically proficient but completely and utterly unimaginative, making Hellgate: London's oft-criticised monotonous environments look positively varied. In a sense, I suppose it looks the same as it plays, which is to some degree appropriate.

Space Siege

The one relatively original idea in the entire game is its system of cybernetics upgrades, in which Seth can choose to replace various body parts (e.g. eyes, arms, legs) with various robotic equivalents, which improve his abilities but in turn reduce his "humanity" rating. I'm told that the absolute ultimate is a cybernetic brain, but that in practice even this barely changes the gameplay one iota, beyond slightly altering other characters' reactions to him and resulting in a slightly different ending. As the inimitable Jeff Green (one of my favourite gaming journalists) said in his review at 1UP:

I went full robot, taking the ultimate final step: a cybernetic brain, which -- all told -- reduced my humanity to 5 percent. Fully expecting a dramatic or even traumatic change in my character (would I still be speaking the same heroic-yet-wooden dialogue?), I discovered that the game barely acknowledges it. In the final cut-scene, I saved the world...and apparently lived happily ever after as a robot.

If a bland, derivative, completely unimaginative and over-simplified point and click action game pitting a witless hero against hordes of witless space mutants sounds to you like a good use of your $50 and a fine way of passing the time before Diablo III's release, knock yourselves out. Myself, I think I'll just play Diablo II some more.

 
Posted: Thursday, August 28, 2008 at 4:54 PM | Comments: 0
Categories: Games | Reviews | Technology | Web

 
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