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I'm Lohan, an Argon merchant trying to become the next millionaire
station owner in Argon Prime, a goal made difficult by the constant
Khaak attacks destroying my trade fleet and thousands of dollars
of my money with each ship. The Argon Navy are always too slow to
retaliate and are completely incapable of preventing the attacks,
even in their attempt to find the Khaak homeworld they turned up
nothing other than more wasted lives and now there are rumours of
another threat, that when mixed with the Split and Paranid races,
means we're almost constantly on the verge of being attacked.
Of
course, my trade life would be much simpler if my docking procedure
didn't involve trying to fit a freighter into the fighter hold and
subsequently blowing up. Apparently the docking methods have changed
somewhat since X2: The Threat, so I now let the computer get on
with this job. In fact, everything in X3: Reunion has changed from
X2. The universe is darker, much like X: Beyond The Frontier, but
this time everything is set against giant almost photo-real planets.
As you fly between stations you can watch the clouds sweep across
the surface of a planet, a simply mind blowing sight.
The style of the game is very similar to the previous games, which
in turn are the nearest thing to Elite since, well, Elite. You can
trade with stations, be a pirate or vigilante, explore, or build
up either an economic or military empire. The best thing in the
game is that it's incredibly open ended, but once you find your
footing it isn't boring like most open ended games tend to be, as
in a weird twist of human nature, you're driven to succeed by whatever
means you choose. For me personally, this generally means building
up a mega trade centre in a heavily defended sector, such as Argon
Prime, to make a massive profit.
The
stations span for several kilometres and are filled with negative
space, but now they actually look like they do what's on the label.
Solar power plants are giant assemblies of parabolic mirrors and
the shipyards span tens of kilometres and actually look like they're
capable of producing the largest of the ships and stations. That
said, everything is extremely destructible and although I haven't
got to the point of destroying any power stations, or stations whatsoever
for that matter, from the explosions on the smaller craft they'll
be amazing. How amazing you ask? Well, the explosions in X: Beyond
The Frontier were extremely, well, lame to put it frankly and in
X2: The Threat they were a bit over the top and extremely bright.
This time the explosions actually look realistic. But then there's
also no sound in space, so I'm not sure if realistic actually matters
or not.
Music
in the game is typically X, that being X-tremely grandiose and for
the distances involved this is possibly the only game in which the
phrase 'over the top' loses all meaning. Some music tracks appear
to be the same as the ones in X2; but if it ain't broke, don't fix
it. The sound similarly has been improved where it was lacking in
the previous versions, and with the addition of new weapons, there's
a lot of great new effects still to be heard. The voice acting isn't
lip-synced but isn't meant to be, because if you read the back story
you will realise they're supposed to be talking Japanese, or whatever
alien languages the non-Argon races speak. However, there is good
voice acting for almost everything from station announcements to
the main characters, but strangely most main story characters do
seem to be lip-synced!
Before
I can get into gameplay two things need to be covered. Firstly,
the controls have changed and now the mouse is an incredibly efficient
tool; it can control your flight but most importantly a right click
allows you to manipulate the HUD (Heads Up Display). You can click
a target and get a selection of what you'd like to do, everything
from dock to communicate. Or you can open up the in-game menu system
and work everything without having to even touch the keyboard. The
mouse is so useful to a trader now that my joystick has been collecting
dust; the mouse flight isn't as ergonomic as in Freelancer but if
you're a trader then you tend to run away from fights or buy a heavily
armed escort.
The
second point I need to cover is the story. Unlike X2: The Threat,
the story in X3 is as deep as the scale of the game, as well as
the stories you can create yourself, like conquering the universe.
You reprise the role of Julian Gardna to uncover the truth of a
new enemy emerging and a mysterious machine left behind by an ancient
species, but this is only a drop in a very, very huge ocean.
The
gameplay is split into the story and non-story games, which can
put you deep into the story of a type of character or jump start
you in the main story, depending on the choices you make. There's
also an option to make the single player story difficult, to entertain
the more advanced combatants from X2, or just for the people who
actually think the easy mode won't own them by the end of the game.
The
first non-story role is of an explorer and in such a large universe,
gate jumping is one of the best ways to find a tidy profit or a
Xenon battle fleet. Your choice of gate can quite often be the decision
between space gold and space dust. The amount of systems to explore
is massive and in the hundreds, but if the expansion of the gate
networks is repeated again like between X: Beyond the Frontier to
X2: The Threat then it could well be over three hundred and being
a coward at heart, I praise anyone daring enough to risk exploring
every sector!
The
advantage of an explorer's life is the ability to find amazing trade
routes and great technology; once these are mapped it's an easy
move into the trading side of life and you'll no doubt be making
more than ten times the profit of everyone else. It also gives you
a keener insight into what stations would benefit most from being
put into a certain sector. For example, transporting a Boron Plankton
Farm halfway across the galaxy into Argon space will cost a lot
to start off with, but the profit you'll make from exporting to
the stations around you will easily make it back for buying cheap
energy.
One
certain way of making good money in this career is watching the
bulletin boards. Like X2: The Threat, there are missions for transporting
people or items from station A to station B in another sector. The
items generally come with time limits, which once you have enough
money to buy a jump system from the Goners means you'll easily be
making a hefty profit in no time, assuming you remember the energy
cells.
The
second role is as a merchant already established with a freighter
and a light fighter escort; however you'll have to run a profit
quickly to arm and shield your craft, or the next time a pirate
comes into range he might be shooting for your cargo. When you start
off you'll have barely enough credits to even quarter fill your
cargo bay with energy cells, so I'd recommend selling off your escort
(mine flew into a solar power plant and blew up) and buying a trading
system extension, as you're going to need it. This can make the
difference between getting a high profit or flying around every
station looking for someone to buy your wares.
Once
you amass enough credits, you've got the choice between extending
your cargo hold with space time compression or buying a bigger freighter.
You start off with the smallest Argon class freighter, the Mercury,
and depending on your willingness to explore you may have to cough
up a lot of credits to get the next ship upgrade. However, if you
are up for exploring (and this is when the speedy escort ship would
come in handy) you can find ships with better cargo bays. For example,
Boron ships are the fastest and most agile generally but at the
cost of weapons or armour, whereas the Teladi ships are always equipped
for trade and even their heavy fighters can still run a profit.
There's
also a new system of trade. The old method still works and you can
travel between stations, buying low and selling high, but there's
also a barter system built into the trade stations. This can only
be used at higher levels, but if you're high enough then you can
haggle the price that the buyer or seller wants.
The final role is as a bankrupt bounty hunter; you can't trade,
so you'll just have to warm up those laser cannons and fight your
way to fame and fortune. However, in the bounty game there are always
dogs with more bite than bark. The aim is to get the bigger, better
equipped ships, but there are advantages and disadvantages to making
the jump up in ship class, such as the fact that higher classes
are slower and less responsive, so the battles you fight could well
end up like the Spanish Armada; you might be heavily armed but if
the opponent is faster you're going to end up toasted.
Of
course, there is a point when the armada becomes a battle fleet
and you're pretty well protected. The combat ships range from light
fighters to corvettes and carriers to battleships; depending on
your place in the game and your money situation, it's always best
to have a small flotilla of lighter ships than one battleship. But
if you've got the money then a battle fleet is your best bet; taking
a joyride in a carrier with hundreds of fighters as your escort
is sure to stir up trouble and possibly one of the only ways to
deal with trouble fairly.
One
of my personal favourites of this type of play is the pirate; sometimes
if you fight down a freighter to a high enough hull damage then
the pilot surrenders their ship and the cargo, or you might have
to just blow them up and salvage what you can. This is where the
weapons come in - the standard are the pulse emitters that vary
in energy levels. If you want to get straight to business then there's
the mass driver, which while costing to buy ammo will end a battle
quickly, as they negate shields. There's also a new weapon that
is an area effect, meaning that it's excellent against fighters
and missiles, so when you're going up against the heavier class
ships watch out for this. Finally there are missiles that range
from the dumb-dumb (my name for them) rockets that don't pack much
in the way of anything to the heavy calibre nuclear missiles, which
are nice for making battleships or stations all toasty.
Although
these set roles don't have to be stuck to, anything that can run
a profit is a viable career in the game, be it smuggling or finding
a way to buy a station. But once you start amassing your empire,
you enter into a whole new game. Politics actually happen in this
game; the Argon and Boron races have always been good allies but
have always sat on the opposite side of the fence to the Split and
Paranid, leaving the Teladi on the border ready to make a profit
out of any fight.
Galactic
wars can break out, meaning that the next time you drop by Argon
Prime for a new ship it could well be in the hands of the Split,
or even be transformed into a Teladi profit project. However, if
you've amassed your own empire then you could actually claim part
of the galaxy for yourself, either the outer systems owned by pirates
or a system controlled by one of the major races. But once you've
established yourself as a hearty businessman, the choice of conflicts
may no longer be up to you, as undercutting another station's prices
is now a risky manoeuvre.
Everything in this game is interactive, which is a scary prospect
when you're dealing with governments! For example, I always work
in Argon space, as they have the beast weapons and ships, thus are
the best defence, so when I start undercutting prices of exports
from Boron space (which I often do) you're going to start ruining
their economy and your reputation will go down with them, to the
point that they will openly declare war on you. Similarly, if you
run a pirate empire then the same thing will happen if you target
their ships and even if you can beat a hasty retreat, they may well
come to your home sector - they're helpful like that.
The
only thing that distances this from Elite is that you can't land
on the planets and that does seem kind of appropriate, as now they've
gone more for full realism, as the ships look like they'd really
fly and the stations look like they'd really work, so fitting in
with that, anything that could land on a planet had better damn
sure look like it could land on a planet and take off again. Possibly
X4 will have that, but in the meantime there's not much point in
landing on a planet, as everything's done in space.
X3:
Reunion is by far the most engrossing game released so far this
millennium. The prospect of advocating Pep Pills had never crossed
my mind, but any gamer thinking they may have enough spare time
for such an epic adventure game is likely to end up giving away
numerous hours of their sleep time. Still, whether you're an Argon
explorer, Teladi trader or a Xenon warrior, X3 is certain to keep
you playing until you run the universe - quite literally!
Reviewed by Nik Gregory for AceGamez (All Rights Reserved).
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