FIGHT FOR FREE­DOM

Free­dom Wars

GAX (Malaysia) - - REVIEWS - by IanChee

There has never been a more unique and de­press­ing premise than that of Free­dom Wars. In the game, ev­ery­one is born with a mil­lion-year pri­son sen­tence just for be­ing alive and drain­ing re­sources in a post-apoc­a­lyp­tic, re­sourcescarce world. You con­trib­ute to your Panop­ti­con – the term used to re­fer to the city states – to re­duce your sen­tence. You start the game with your char­ac­ter suf­fer­ing from am­ne­sia (what else?), and be­cause you have forgotten ev­ery­thing save your name and how to speak, your Panop­ti­con has deemed you to have wasted all its re­sources, poured into shap­ing you into who you were, con­se­quently re­set­ting your pri­son sen­tence back to a mil­lion years.

FREE­DOM IN AC­TION If you en­joy games from the Phan­tasy Star or the Mon­ster Hunter se­ries, you will like this game as well. Like those ti­tles, Free­dom Wars has its strong point in its game­play, and while the premise is one-of-a-kind, the As great as the game can be, es­pe­cially on mul­ti­player modes, there are more things that drag the game down be­sides the de­press­ing premise and lack­lus­ter story. The com­bat con­trol scheme feels awk­ward at times, and since you only get to choose your key con­fig­u­ra­tion from a set of pre­sets in­stead of com­pletely cus­tomiz­ing it, you will have to get your­self ac­cus­tomed to one of the pre­sets. This is made more dif­fi­cult when some of the pre­sets are ranged-ori­ented, while oth­ers are melee­ori­ented, with­out a proper mid­dle ground. Also, while it’s nice of the pub­lisher to re­tain the Ja­panese voices, some things are left with­out sub­ti­tles, while cer­tain dialog sub­ti­tles have the usual is­sue of be­ing “over-Amer­i­can­ized”, which fur­ther de­taches you from the story. story el­e­ments seem to have failed to make the most out of it. Also like those games is the ex­po­nen­tial in­crease in fun with each ad­di­tional player. You could say that the post-story con­tent is where the game truly comes into its own, where the em­pha­sis al­most com­pletely shifts to the mul­ti­player side of things.

Cus­tomiz­abil­ity is not bad ei­ther. You don’t get the kind of free­dom dur­ing char­ac­ter cre­ation like you do in, say, The El­der Scrolls: Skyrim or Dragon Age: In­qui­si­tion, but there is still enough to work with so that by the end of the process, you feel a tad tired but sat­is­fied with your char­ac­ter. Then you get the ingame char­ac­ter cus­tomiza­tion like cloth­ing and ac­ces­sories. Th­ese are more limited, but in turn you get to change the color of nearly ev­ery sin­gle bit of your char­ac­ter’s clothes.

Com­bat cus­tomiza­tions come in the form of your load­out. You get a num­ber of weapon classes to choose from, each with its dis­tinct style of play. You also have aug­ments, which you can use to boost cer­tain as­pects of

THE CRIME OF LIVING your char­ac­ter’s per­for­mance, but you don’t gain ac­cess to th­ese right off the bat.

NOT FREE FROM IS­SUES

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