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We might have the game available for more than one platform. Freelancer is currently available on these platforms:. Freelancer Windows Manual English. Freelancer Windows ReadMe English. Freelancer Windows Manual Traditional Chinese. Freelancer Windows Manual Swedish. Freelancer Windows Manual Portugese. Freelancer Windows Manual Norweigan. Freelancer Windows Manual Korean. Freelancer Windows Manual French.
Freelancer Windows Manual Finnish. Freelancer Windows Manual German. Freelancer Windows Manual Dansk. Necessary cookies are absolutely essential for the website to function properly. This category only includes cookies that ensures basic functionalities and security features of the website. Смотреть видео из игры. Версия: Полная Последняя Размер: 1. Скачать БЕЗ торрента через uFiler.
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I asked him at the end of the demonstration when would the game be out? Perversely, we can take some solace in the fact that Freelancer will only be a year late. Eighteen months ago it looked like the game might never see the light of day. The first thing that hits you is how incredibly diverse it is graphically.
No more do we have to endure in our space games a black backdrop, pocked with white pixels and the occasional purple swirl. In Freelancer, space is as beautiful as you imagine it to be. Some people love that kind of thing. Sequel to the enjoyable if somewhat formulaic Starlancer, the game picks up from its predecessor with the Alliance now divided between four main houses, each based loosely on old Earth civilisations: the morally upstanding Kusari Japan , the technically advanced Rheinland Germany , the capitalist House Liberty USA and industrial beer-swilling House of Bretonia Blighty.
The dynamics of the Freelancer universe has perhaps been one of the biggest hurdles Digital Anvil has had to contend with. Each ship has a character flying it, and each character has their own aims and allegiances with each of the 48 factions in the game. You can be friends with certain factions and make enemies of others, or try and stay neutral to everyone. You can do whatever you want. You and everyone else in the game are basically on a mission.
The visual interface appears sleek, simple and modern, the ship and station designs are suitably varied and the sense of scale light years ahead of any current games. Most importantly, to move the adventure along, rather than boring text messages or grainy video, Digital Anvil has created a stunning character animation system featuring around four hours of actual story footage, plus all the other real-time cinematics that are generated on the fly whenever you land or go to talk to people in bars or stations to ask for information or missions.
Less obvious but just as important are the small innovations Digital Anvil has forged. In a sense it all comes back to variety and focus. As is usual in space combat games, you can jump from system to system via gates, but within each system there is a network of trade lanes; high-speed ringed superhighways where ships can quickly jump between stations and planets. I can then take out the transports and hide back into the debris field.
As you progress, building up fortunes and knocking down reputations, you will of course begin to upgrade your ship: adding weapons, restocking missiles, patching on-board tactical software -whatever you need to increase the functionality of your craft. As for the equipment and the ships themselves, not much has been revealed. Each of the four major houses will have its own trio of pilotable ships, each offering varying characteristics over their rivals.
There will be around 15 playable craft in the game, none larger than a freighter. As for the flight model, Digital Anvil is keep ng to the tried and trusted arcade dynamic rather than going down the Newtonian route. What is radical however is the control system. Five years is a long time to be making a game, and there have been a few shaky bumps along the way.
Admittedly, that was three E3s ago, but seeing it again now just shows how ahead of its time it was all those years ago. We managed to catch up with program manager Jorg Neumann for a hands-on demonstration of the latest code. The basic principle of using the mouse in combat is that wherever you can click, you can shoot. The true beauty of Freelancer, though, is its ability to appeal to fans of both freeform and linear story-driven space combat sims. A massive ever-evolving universe, rammed to bursting point with pirates, traders, police and numerous factions provide all the exploration opportunities you could wish for, and plenty of chances of loot credits and cargo in order to upgrade your ship.
It was quite clear that action is never far away even if you simply decide to set course for the nearest star in search of adventure. In fact in terms of an overall package, there were few other titles which impressed us more, so just keep your fingers crossed that Digital Anvil can actually stick to this, the latest in a line of 4, scheduled release dates. Freelancer, eh? Assuming, obviously, that you replaced the filthy, commuter-stuffed tube trips into London with hurtling through hypnotically beautiful wormholes in space.
Replaced sprinkling instant coffee into my eyeballs in a forlorn attempt to stay awake all night to write a two-page preview of some godforsaken Tycoon game from Belgium with dogfighting a dozen angry pirate ships in the middle of an asteroid field, swooping in and out of the rocks with the cool demeanour of Han Solo, dispatching foes with the panache of a master pilot.
Apart from all that, identical. Duke Nukem Forever is a good example of the term. Been in development for years, unlikely ever to see the light of day, likely to be a steaming pile of Moyles if it ever does. Freelancer was first whorishly paraded around sniffing journalists some five years ago by the man behind the legendary Wing Commander series, Chris Roberts. It was going to put his newly formed development company Digital Anvil on the map.
Unfortunately, someone must have been holding the map upside down, as it then all went quiet and nothing more was heard about the project for several years. Along the way we got a sort of interim thing called Starlancer - effectively Wing Commander all over again. Not bad, but not what we were waiting for. Then Digital Anvil seemed to implode, Chris Roberts went to Hollywood to turn Wing Commander into the really awful film it was always trying to be, Microsoft stepped in, threw a load of cash about and told the remaining team to carry on regardless.
Then there was silence again. Oh, hang on, maybe not. Sequel to Starlancer, 4 this time telling the story of the defeated enemy of that game, the Coalition, years after they blasted off into distant, unknown space to start a new life. Quite stunning piece of FMV actually. Must be hiding something. The known universe is split into about five sectors, each controlled by one set of the fleeing Coalition colonists. Essentially, they break down as American, British.
Japanese, German and Maybe Welsh then? Of course these factions are not called America or Japan. Britain is called Bretonia, for instance, and has systems called New London. Dublin and. What Freelancer does really well is create a believable background universe for you to explore. The beauty is that they all have dynamic relationships with each other that mean you have to take a bit of care when choosing what jobs to do and for whom.
Your reputation is almost as important as your ability behind the joystick. But what do you do? Luckily, you make it to the Liberty American home planet and are offered a one-off job by the local police force who also give you a clapped-out old banger of a ship. The idea is that you plunge into this dynamic universe as you see fit.
Plenty of goods are available to trade as part of a complete though slightly confusing economic system. The bars on the planets and space stations are full of characters offering commissions. Freelancer really comes alive in the detail. Radio chatter between traffic controllers and passing cargo ships fills your cockpit while you wait for docking clearance. You can contact other ships and ask about their business. Get into a fight with pirates along a trade route and you might find yourself supported by passing bounty hunters looking for a score.
Destroy an enemy, salvage one of his weapons and you can take it back to base, patch it up and have it fitted to your own ship. Some of the larger, more expensive ships are quite a sight to behold, and each sector has its own visual style and lists of hardware to choose from, again making the need to watch your reputation with different people an important aspect in the way you approach whole game.
Talking of visuals, Freelancer is quite the technological piece of work.