Space Siege Review
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While Space Siege is technically an action-RPG, the hallmarks of the genre are not explored to their fullest. Deep character customization, a rich storyline, action-packed combat... you'll find little of that here. The game railroads you from dull-gray hall to dull-gray hall, with no real sense of exploration. Rooms are locked and ancillary areas are completely sealed off until you complete the objectives, sending you from Point A to Point B with no room for even the slightest deviation. Each mini-level is a journey from one bland, enemy-filled room to the next, with very few changes in scenery or opposition to mix things up. Even after playing the game for hours, you'll still feel like you're in the first level.
The gameplay is similarly rudimentary. Combat in Space Siege is boiled down to holding down the right mouse button over enemies to shoot, and clicking to the side in order to dodge slow-moving projectiles. You have a defensive dodge move, but that only rolls you forward, often into the projectiles that you were hoping to avoid. You can't move and shoot at the same time, so there's no possibility for exciting run-and-shoot action. Just shoot the explosive crates and barrels that litter the entire ship, blast enemies, and click abilities for extra damage, to toss grenades, or to release drones. It's like this from the start of the game to the very end.
The enemies are remarkably dumb as well. They'll stand and shoot at you, neglecting opportunities to use cover or tactics. Every room can be easily handled by just shooting them in order of proximity. You can manage your robot companion's attacks and abilities, but leaving it to its own devices works just as well. Sometimes Space Siege attempts to strike fear into the player with a scripted encounter, such as having alien critters fall from the ceiling, but one area effect stun move later and then it's business as usual. Gas Powered's Dungeon Siege games were far more challenging and fulfilling.