The articlegameplay, story, development, reception
Gameplay
Players take up the roles of pilots who fly single-seat spacecraft, trading with merchants on space stations and planets, and engaging in combat against other vessels. Starting with a small spacecraft in a star system, the player's character explores the region, opening up new systems for further adventures. Each system provides opportunities to increase the pilot's wealth; aside from taking on jobs to ferry goods and hunting for bounties, the player character can engage in trade. The player character's primary goal in the game is to accumulate money, so as to buy more advanced weaponry and equipment to upgrade his ship.
The game is played primarily through "pointing and clicking" with the mouse and a few keyboard commands. This system is also used to control the spacecraft, a breakaway from the traditional use of joysticks for space flight simulators. Observing their spacecraft from the rear, players fly their ships by moving the mouse in the direction they want the vessels to go. Freelancer's spacecraft follow simplistic flight dynamics; however, a dash of realism is implemented by allowing the vessels to cut power to their engines and turn to face any direction while drifting along their original path—conservation of momentum.
Story
The events in Freelancer take place 800 years after those in the video game Starlancer (2000). (which meant that the game is set in 2960) The Solar System was engulfed in a civil war, fought between the Western Alliance and the Eastern Coalition. Facing defeat, the Alliance placed its people in stasis and sent them to the Sirius system, where they settled and transformed the surrounding space (the Sirius sector) into a region of political intrigue and opportunity. The rule of the sector is mostly split among four houses, each named after the sleeper ship that brought them to the system.
Each house exhibits the culture of its terrestrial ancestor: Liberty of 1920s United States, Bretonia of Victorian era United Kingdom, Kusari of Shogunate era Japan, and Rheinland of Second Industrial Revolution Germany. The fifth sleeper ship, Hispania, suffered a malfunction en route and was abandoned in deep space (in the Omicron Alpha system). The descendants of its crew became pirates.
Development
In 1997, Chris Roberts began work on a vision he had since he first conceived Wing Commander. He wanted to realize a virtual galaxy, whose systems execute their own programs regardless of the players' presence; cities would be bustling with transports and each world's weather changes on its own time. Commodity prices in each star system would fluctuate, according to the activities of the computer controlled traders, who import and export goods. Roberts envisioned thousands of players simultaneously interacting with and influencing this world through a unique and intuitive user interface never seen before in other games.
Each player could pursue a quest set up for their character, and join other players to attempt other missions together without needing to exit the game and start a new mode of play. Artificial intelligence would fly the players' spacecraft, letting them concentrate on combat or other tasks. Roberts intended the cutscenes and gameplay visuals to be of equal quality so players would be unable to distinguish between the two. By the end of 1997, it was officially announced that Freelancer was in the early stages of a two-and-a-half-year development schedule.
Reception
In the United Kingdom, Freelancer sold roughly 20,000 units during the first half of 2003. Kristan Reed of GamesIndustry.biz wrote that these were "not figures that spell H.I.T."
Chris Roberts is highly regarded in the field of spaceflight combat simulators due to his successful Wing Commander franchise. When the industry learned that he was creating a new spaceflight combat simulator, they paid close attention to it. In its first public showing at E3 1999, Roberts's Freelancer won four Game Critics Awards, including Best Game of the Show. Journalists at one of the game's later showings queued up to 90 minutes to catch a glimpse of a half-hour demonstration.









