As you may or may not know, the Freelancer that shipped wasn't the game that they set out to create. After Chris Roberts left Digital Anvil mid-development, they essentially scrambled to retrofit a full single-player game onto a universe designed for a rich multiplayer experience. In a way, Freelancer's single-player campaign was no better than a mod. If you still have your saves from it, go explore a bit and you'll find a lot of areas with lots of detail that were never used in the campaign. I remember one zone in particular that was in a nebula or a gas cloud or something that had poor visibility and a number of mining depots, but it was a few jumps away from anywhere you would have normally gone. That mod linked earlier looks interesting, I just hope I can run it on my copy (it's a pre-release beta that I received back when I worked in the industry).Quiotu said:I was re-energized when Starlancer came out, but Freelancer didn't have enough of a Privateer feel to it to sell well. The game also took WAY too long to be released, and the hype died when it came out three whole years after Starlancer.
I agree with the sentiment that FreeSpace set the bar too high. I think it's mainly due to the way capital ship combat was completely redefined in the second game with sick beam cannons. That may have been why the Star Wars titles never took off later--the games were good at presenting scale but you kind of wondered what the point of those tiny "turbolasers" were.
I do also recommend Darkstar One though it's quite average. Nexus: The Jupiter Incident, while not a yoke-and-rudder space sim, also sated my hunger for space combat for a little while.