Ludography
80/100
Players29 ratings
82/100
Critics2 reviews
More scores
Metacritic16 critic reviews
91/100
Metacritic usersuser score
88/100
GameFAQsJust Right
4.32/5
Player reviews
78% positive310 reviews
Steam Deck
Unsupported
Runs on
Windows
Price
US$24.99

Where to get it

FreeSpace 2 cover

1999 · Flight simulation · Science

FreeSpace 2

The year is 2367, thirty two years after the Great War. Or at least what YOU thought was the Great War. As the Terran and Vasudan races finish rebuilding their decimated societies, a disturbance lurks in the not-so-far reaches of the Gamma Draconis system. Your nemesis has arrived...

Released
30 September 1999
Platforms
Windows
Genres
Flight simulationScienceSimulation
Developers
—
Publishers
Interplay Entertainment
Series
Freespace
Modes
Co-opMultiplayerSingle-player
Perspective
First personThird person
Themes
ActionScience fiction
Engine
Descent: FreeSpace – The Great War
Country
United States
Age ratings
USK 12ESRB E
Languages
English, Polish
Time to beat
16hmain story34hcompletionist

About

FreeSpace 2 is a 1999 space combat simulation video game developed by Volition as the sequel to Descent: FreeSpace – The Great War. It was completed ahead of schedule in less than a year, and released to very positive reviews, but the game became a commercial failure, and was described by certain critics as one of 1999's most unfairly overlooked titles.

The game continues on the story from Descent: FreeSpace, once again thrusting the player into the role of a pilot fighting against the mysterious aliens, the Shivans. While defending the human race and its alien Vasudan allies, the player also gets involved in putting down a rebellion. The game features large numbers of fighters alongside gigantic capital ships in a battlefield fraught with beams, shells and missiles in detailed star systems and nebulae. Free multiplayer games were available via Parallax Online which also ranked players by their statistics. A persistent galaxy was also available as SquadWar for players to fight with each other over territories.

Players say

Media

The articlegameplay, story, development, reception

Gameplay

FreeSpace 2's gameplay involves the player piloting a starfighter using mounted weapons to destroy enemy starfighters, performing reconnaissance behind enemy lines, or escorting other starships. Its flight model is based on a looser interpretation of space physics instead of realistic Newtonian physics. Hence, the ships are weightless and feel more responsive, though they require constant application of engine power to move. The result is that the game plays more like a "WWII dogfight simulator" unaffected by gravity. Although joysticks are the recommended controller for this game, the mouse is a viable alternative.

The pre-mission briefing stage is where the player gets information on the background and objectives, and selects the ship and weapons. The choices of ships and weapons increase as the player proceeds further along the campaign. Certain missions, however, will dictate certain ships and weapons to be used. Weapons can be classified into primary weapons and secondary weapons.

Story

FreeSpace 2 takes place entirely in outer space. The playing area is vast when compared to the small starfighters piloted by the player and the effective range they have. This space is populated with interstellar bodies such as stars, planets, asteroids, etc. The implementation of nebulae as an interactive environment is one of the most distinctive aspects of FreeSpace 2.

Flying through a nebula involves impaired vision, and occasional disruptions to flight electronics. Nebulae have become known as an eerie and suspenseful arena of play.

Development

The news of FreeSpace 2 being in development was confirmed in a chat on November 6, 1998. FreeSpace 2 was developed in less than one year. The Volition team revealed they had written up a story and will be targeting high-end hardware with dogfights for a greater number of ships and even larger and more deadly capital ships. The team set themselves the goals of setting new standards for both single-player and multiplayer space combat simulations, and started to modify the FreeSpace game engine for FreeSpace 2.

This team was the same team which had worked on Descent: FreeSpace, plus several new members. In order to flesh out the story, Volition hired Jason Scott as a full-time writer before work even started. The linear mission structure was adopted as it was decided it would help the immersion factor of the story greatly.

Reception

FreeSpace 2 has garnered high praise from most established reviewers. FreeSpace 2 received numerous "Game of the Year" awards for 1999, and was nominated for "Computer Simulation Game of the Year" during the 3rd Annual Interactive Achievement Awards. Every review praised FreeSpace 2's graphics. From the ships to the backgrounds, the reviewers were pleased with the details Volition had paid attention to, such as the thematic differences in the ship designs between the races, the textures and clarity of the backdrops, and even the realism of the explosions, though FiringSquad pointed out explosions from torpedo strikes were lower in quality.

The nebulae feature was also praised for its rendered atmosphere, which reviewers described as tense and paranoia-inducing as they keep expecting enemy ships to appear out of the gases in a deadly ambush. Even though a couple of reviewers wrote that the nebulae made them dizzy, they still liked the feature. Combatsim even claimed FreeSpace 2 was unrivaled among its space combat peers in the graphics department. The graphical standards were such that when XGP reviewed the Anniversary Edition in 2004, Wehbi found the graphics to stand up quite well to the recent games then.

Legacy

With the release of the game engine's source code, the possibilities of changing the game greatly opened up, and the fan community made use of the code to update the game using recent technology. Led by Edward Gardner and Ian Warfield, the FreeSpace 2 Source Code Project was formed to standardize changes and maintain a core engine for others to take advantage of. Using the new fan-updated engine, projects such as Beyond the Red Line, based on the new Battlestar Galactica, and The Babylon Project, based on Babylon 5, have become possible. PXO, the free Internet gaming service handling SquadWar, was initially acquired by THQ in their 2002 acquisition of Outrage Entertainment (renamed as Outrage Games).

The service was continued until July 2003, when Outrage Games was dissolved and PXO terminated. The components of its website were, however, later handed over to the FreeSpace 2 Source Code Project to help them create a similar service in tracking statistics and rankings.

Releases by platformdates and regions as published

PlatformReleasedRegions
Windows30 September 1999North America · Europe 8 October 1999

Editions and related releases

Follows
Descent: FreeSpace – The Great War

In the same series

Games like this

Collections3 collections

Platform libraries

Genres

Description adapted from its source, CC BY-SA 4.0.