E3 2003: Brute Force
- May 16, 2003 00:00 AM PST
Microsoft and Freelancer developer Digital Anvil finally bring Brute Force around for a preview. Here�s a look at the face behind the Force.
Freelance BrutesWith Halo press dying down and Halo 2 on the horizon, Microsoft hopes to tide you over with Brute Force, a squad-based action game by Freelancer developer Digital Anvil. You control a team of four commandos, each with his or her own special abilities and expertise, as you make the universe of the future safe for justice. Up to four players can play cooperatively through the main campaign, and up to eight players can jump into a deathmatch. If that�s not enough, Microsoft will provide downloadable campaigns, missions, and maps over Xbox Live.
Quad Squad
At the heart of Brute Force is its squad-based gameplay, which is noticeably less player-driven than that of its closest cousin, EA�s Freedom: The Battle for Liberty Island. Unlike in EA�s game, though, you can change which squad member you�re controlling on the fly, giving you access to that character�s weapons and special abilities. This plays a valuable role in the game�s tactics as you�ll use the different abilities to solve puzzles and overcome obstacles in your way. Squad A.I. in the preview version of Brute Force was solid but not spectacular�you couldn�t give the squad orders, but they followed and defended you fairly well.
Forced Delay
If you�ve been following Brute Force since its announcement a year or so ago, you�ll know that it has seen a few delays. Digital Anvil (known by PC gamers for delaying Freelancer for years) has been using those delays to work out the kinks in the game, but as of the preview version, there�s still a bit to do. While the graphics are starting to look dated (a major pitfall for delayed games), the biggest thing that needs tweaking is the way the game controls; aiming and moving while shooting feels awkward and difficult, making the game�s high-action premise hard to handle.