CES 08: Space Siege Hands-on
by Nick Breckon, Jan 08, 2008 10:33am PSTDeveloper Gas Powered Games is billing its PC RPG Space Siege as a spiritual sequel to Dungeon Siege, but that may be a deceptive label in many respects. Before I went hands-on with the game, I spoke with lead designer Daniel Achterman at length, drawing every detail and relevant piece of information out of the tired booth dweller.
And as he went on, I grew a little worried about the project.
Space Siege will be an accessible game, he said. It's kinda like watching a movie, he said. It will be a simple game. It will be a scripted game. Comparisons were made to Hellgate.This isn't going to fly with my readership, I thought. Not in a million light years.
But then, maybe it will. Achtherman explained that the idea with Space Siege is to create a very focused 12-hour action RPG. As we talked, games like Portal and Half-Life and BioShock kept coming up, great games that largely offer a very specific, scripted experience, and do so within a budget of less than 20 hours. And though it sounds atypical for an RPG, you can't really argue against shooting for that pedigree.
For the most part, Space Siege is a top-down, point-and-click, shoot-em-up affair, with various skills and talents and armor to collect as you progress through the game's dungeons. That's where the Hellgate part comes in. That, and the implementation of the same Metroid-like, item-sucking hotkey as the Bill Roper MMO, which allows all loot to be collected in a rapid manner.
The game's pacing will be steady and relentless, which is where the movie part makes sense. One central town is featured, but players will not be returning there very often, instead moving through the game's challenges in a fairly straightforward fashion.But here's the rub: unlike its Dungeon forebears, the player only commands a single hero in Space Siege. And unlike Diablo, its dungeons are not randomized in design. And unlike KOTOR, your decisions in the game will not lead you down a radically different good vs. evil path. There are multiple endings, but for the most part, the main story arc is the same. Rather than telling a sweeping story through elaborate cutscenes or dialogue, most of the story will be told through textual blurbs, presented at the top of the screen and adorned with a portrait of the appropriate NPC.
That doesn't mean that story and context have been pushed to the side. Space Siege is set in a world where cybernetics are beginning to take hold. You play as a typical hero fighting for humanity, but during your quest, you will be faced with the choice of adding permanent cybernetic attachments to your body, a sort of Deus Exian quandry.
These attachments--which do not function as a method of upgrading, but rather are always the same--will decrease your "humanity" meter as you begin to pile them onto, and in place of, various body parts. NPCs will react differently to you, and though you may gain immediate benefits over those who stay pure, you may also miss out on others. And as Achterman put it, once you cut off your arm, that's it. There's no going back. You are the Borg.While you won't have a party of characters to order around during combat, this means you'll have more time to devote towards directing your own attacks. The talent tree seemed to be fully stocked with various options, and there were plenty of beefy weapons and skills to make use of. These range from area effect spells to simple grenades, which can blow up boxes or trigger exploding gas tanks thanks to the game's physics engine.
Playing Space Siege was a simple, familiar exercise. It's Diablo, in space. You move from room to room, shooting crab creatures and other beasts. Often these crabs were seen picking off other NPCs in advance of my attacks. Picture Half-Life's scripted headcrab sequences. They were fun enough to blow up, but it's not a revolution in RPG combat, or even a revolution in click-based attacking. Your player does a somersault on command, though, which is pretty entertaining.
The game looks nice enough, running on an unrecognizable-modified version of the Dungeon Siege engine. However, though the technical side seemed competent, the design of the space station environment--a bland series of airlocks and gray grating--did nothing for me. What I played amounted to the introductory level, so I would hope the scenery is mixed up considerably later on.A multiplayer component is planned, but rather than running through the entire singleplayer campaign, it will instead be comprised of separate multiplayer quests, selected from a list. Space Siege will make use of Gas Powered Games' proprietary lobby system, GPG.net, to enable up to four players to cooperatively complete the challenges.
While GPG's RPG isn't looking like the most ambitious game in the genre, it's not looking too bad, either--especially if the story elements work out. Though Achterman was mum on the possibility of a beta or demo, you can look for Space Siege to hit shelves this Summer either way.
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Comments
Or maybe it needs to require a DX10 card, have a platinum tin and a figurine to be worth a shit. What do I know.
It makes me wonder though, will we ever see another epic party-based RPG like Baldur's Gate? Seems like RPGs nowadays are slimmed down, even Mass Effect didn't have much as far as character stats development, it was just "put some points in gun and shoot shit".
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Why play any RPG if it's going to last 12 hours?
The whole point of leveling is to deepen the illusion that you are growing, developing, becoming better. Who wants to do that for 12 frickin hours?
OK, if the point of the RPG is to lay siege to Jenna Jameson for 12 hours, sure. But space? It's bigger, and not as squishy.
Another essential problem: heavy scripting. Nope. Build a world that can change on its own, for organic variety and replayability. If the problem is approached more creatively, you won't have to build scene after scene and encounter after encounter by hand.
Wow, whats with all the negativity! No wonder pc gaming gets a bad rap when it's own "supposedly" fans rake every game over the coals before they even hit beta. I look at a preview like this and think "ok, could be interesting" and then I wait and see. I don't decide if the game sucks for my taste based on screenshots and a few comments.
A bunch of you were tearing apart Crysis and labeling it a turd and I did the right thing and ignored you. It turns out I love it and the reviewers like it also. http://www.gamerankings.com/htmlpages2/931665.asp
Im beginning to wonder how many of you are legitimate pc gamers and not ex pc gamers or console fanboys dropping negative comments to justify your current gaming platform.
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A "focused" 12-hour experience? How the hell do you do that when the majority of your plot is expressed in "text blurbs at the top of the screen?" And a town you don't visit very often? Just what kind of focused experience are they hoping for?
I'm reserved.
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I'm waiting for the next game to come marketed as 'This is ABSOLUTELY NOTHING like Hellgate. Total opposite.' :(
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WTF? This may have been acceptable 10 years ago, but come on, is this a joke?
Starcraft Action RPG would be nice.
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I'm all for the focused experiance, but this honestly looks like a mod or community project more then a proffessional endevor.
I'd like to see how it plays, but makign comparisions with a movie doesn't win me over....
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"it's a bit like diablo, except it only takes 8 hours to beat and lacks the randomization!"
"yeah there will be multiplayer, we will add some 30 minute missions to choose from! that's perfect diablo like coop feeling!"
"did I mention you can play this game using only one key and no mouse? That's an improvement, you needed two keys for dungeon siege!"
That's what I seem to have read. I want this game to be good dammit... an addicting sci fi Diablo would rock, but it really seems they took all the wrong decisions along the way ... :( Still, I'll check out the demo once it's released, you never know :/
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Now, I respect and enjoy most of Chris Taylor's RTS games, Total Annhilation, Supreme Commander, he does well at, but hack and slash RPG's seem to be a mixed bag, when he does them, now, I own Dungeon Siege II, and while I enjoy it, and its expansion broken world, there are more then a few things that annoy me about it, bugs, sometimes uninteresting quests and dialog, now I dont exepct much from Space Siege other then a enjoyable "Diablo in space" type RPG.
and it looks like Chris Taylor and GPG seemed to recognize this at least.
but yeah, I agree with Murdoc, the art direction seems a bit all over the place.
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