this post was submitted on 27 Jun 2023
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Hard to say, maybe it's that it came along at the right time. Its a Chris Roberts game and in many ways it is very much the pinnacle of his run from Wing Commander to Starlancer to Freelancer.
The combat feels better than most space sims, with very accessible but somewhat arcadey flight controls. But it's so intuitive that you'll rarely find yourself adjusting pitch and roll, you just mouse track targets, boost and slow to keep enemies in your sights and balance your shields and missiles.
The story starts as an almost down to earth conspiracy then escalates into a universe ending space opera. And the whole thing is drenched in this sort of SciFi art deco art style.
But maybe the biggest thing is the open world which is usually navigated via a highway gate system but you can jump out at pretty much any point in any system and just explore off the main roads. Unlike Everspace 2 it feels much more like a real open world. Obviously No Man's Sky does the transitions and immersion even better but Freelancer doesn't get bogged down in grinding and crafting. It's closer to a looter shooter but with a big focus on story.