Freelancer meets the Warp from 40K and has a fling with Mass Effect If you're a fan of Freelancer, and a faithful recreation of its arcade mechanics married with a much weirder setting sounds good to you, then you will most likely have a fun time with Underspace. Be aware, however, that purchasing the game at this early stage is more of a statement of support for the developer and their vision – don’t go in expecting a finished product straight away. If you saw a screenshot of Underspace, HUD and all, you’d be forgiven for thinking it was a weird Freelancer mod. In truth, even when playing it, you still get that feeling sometimes. For fans of the venerable 2003 title from Digital Anvil / Microsoft, the influences are clearly obvious, from the interface to the control scheme, from the world layout to the environmental chatter. Still, as you continue, these feelings are gradually replaced with an understanding that, while much of the DNA is unmistakably Freelancer, there are also changes and improvements. Equally true is the fact that, while much of the gameplay loop and mechanics are loans, the setting and story are quite different. Underspace certainly seems to cater to an audience more amenable to high-concept fiction, and it at least deserves credit for daring to abandon the comfort of retelling stories of great human empires right down to the nomenclature. Even so, Underspace doesn’t let these high-concept ideas get in the way of very “human” interactions, and it deftly avoids issues of essentialist treatment of its populations and moral absolutes through good writing and compelling characters. Even as we are bombarded by an alien culture and geography, we can’t help but admire the scenery. Space is as beautiful as ever, with painterly starscapes and nebulous backdrops punctuated by diverse planets and artificial installations, but this world treats the void much more like a landscape, or perhaps an ocean, and you will fly by strange monstrous wrecks, monuments to gods and heroes, and even structures like lighthouses and windmills – as mundane in purpose as they are titanic in stature. Although the graphical fidelity is not comparable to photorealistic UE5 masterpieces, it creates a certain aesthetic that feels natural – and one that is made all the more engrossing when you see the eldritch appendages and things beyond alien that lurk in the chaos of underspatial storms. Although I had seen trailers, and played the demos multiple times, after entering my first storm and seeing the outline of a tentacle that must have stretched for hundreds of miles – one that was moving, to boot – a sort of primal fear and trepidation took over me. It’s certainly not a horror game, and you do get a little more used to this “terror from beyond” aspect of the world, but so far, the nature of these interstellar cataclysms and the things they dredge up from beyond still makes you feel that anxiety of “what’s waiting for me this time”. Echoing the way the setting paints its alien races, the campaign – and the protagonist's personal story – is just as much about great cosmic calamities as it is about an individual going against expectations and the “destiny” he is apparently meant to fulfil. He is complex and imperfect, with his own shortcomings and prejudices, and he grows from a place where things happen to him to one where he takes charge of his destiny. The plot never feels too gratuitous in the turns it takes, and while some of them are not wholly unexpected, others leave you surprised without feeling like you were being asked to believe something too improbable or outlandish. It is definitely to Underspace’s credit that the most notable drawback is not even a drawback in itself – it is simply the fact that it is still a work in progress. There is little to no voice acting, some interiors are platforms floating in the void bereft of walls or collisions, every ship in each manufacturer’s line-up looks essentially the same, the “Records” area remains sadly static even as great revelations occur during the campaign, and some gameplay systems are merely foundations for future content (like ship customization, crafting, and bars). There are certainly other nitpicks. It’s unfortunate that the starter region’s soundtrack is so fantastically whimsical and in-your-face; the campaign is great fun to play through, but it becomes difficult to play through the rest of the content in a demigod ship; there is also a slight tonal disconnect – despite the generally serious tone of the storytelling and worldbuilding, some of its features fit better into a Douglas Adams sort of world. But I am heartened to see that this foundation can eventually give rise to a very impressive product. Unlike many Early Access titles, Underspace has had a lively community of early testers and a responsive (and responsible) developer keeping the player base apprised of changes and roadmaps. It is a personal highlight for me that modding is given a special place as a first-class feature in the game – after all, modding is what has given Freelancer its longevity. In summary, Underspace is a weird and wonderful game, created by an enthusiastic developer, that is for better or worse forever going to be compared to Freelancer, even as its own additions shine by themselves. It is every paying customer’s prerogative to judge the worth of Early Access titles for themselves, but this reviewer is glad to have given his support to the product and eager to see what it grows into in the future.
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