
Space Siege's roleplaying elements are remarkably light. There are only two skill trees here, one for combat and one for combat-related engineering abilities. Your progression through each of the trees is up to you, but since you only get advancement points as you move from one mission to the next, the pace of your progression is completely out of your hands. On the one hand, that gives the developers a great chance to balance the content and present battles that are just right for your abilities. On the other hand, it feels like the character's advancement has less to do with your own experience than it does with the scripted chapter breaks.
One of the more satisfying components of the original Dungeon Siege was its cool loot system. Enemies dropped a variety of items that could equip to make your character more uniquely powerful. All of that is gone in Space Siege. In this game enemies just drop generic components that function like cash, and you'll spend this cash at certain stations in the space ship to buy equally generic upgrades. This is where you actually do get a substantial say in who your character is and what he can do. You can also spend the upgrade points to improve HR-V or any of the weapons you pick up during the game.
The few items of actual loot that you do get are all scripted parts of a mission, so you'll only get the rocket launcher and the cybernetic spine at appropriate points in the story. As with the character skill advancement, the acquisition of weapons and cybernetic parts is entirely in the hands of the level designer. The only choice you have is whether to use a particular weapon or a particular cybernetic part for the considerable boost in combat abilities.
We liked that the game tried to explore the moral question of whether it was right to install cybernetic parts, particularly in light of the big surprise behind the cybernetic soldiers you've been battling, but we wish that the game had offered more incentives and reminders along the way for players who are contemplating trading in their humanity for obvious combat advantages. The doctor on the ship definitely has a bit to say about this issue and there are a few skills that are off limits if you've installed too many components but the game needs to make the payoffs a bit clearer.
The atmospheric score adds a bit of mood to the game and is well suited to the setting. We also found that the combat sounds, though undeniably repetitive, definitely add a bit of weight to the experience and keep it from seemingly too artificial. The voice acting is passable in most places but the characters are unfortunately forgettable.
Closing Comments
As an action game, Space Siege works, but just barely. The combat looks bright and colorful on the surface and there is no shortage of menacing enemies and massive explosions, but the AI doesn't provide any real tactical challenge, the layout of the levels and missions is remarkably linear, and the range of abilities and weapons is too limited. There are far too few choices in Space Siege for it to qualify for the role-playing half of its genre. Players have the chance to pick a number of generic upgrades and limited skills but the selection still feels a bit incidental to us, at least when compared to other games in this genre. The cybernetic choices are a bit more meaningful but the game's story needs to do more to put those choices up front early on.
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Posted: 12 Aug 2008