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Space Siege review



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Space Siege
  • Space Siege
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  • Space Siege
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  • Space Siege
  • Space Siege


Our Score:


I'm sorry, Space Siege, but our brief time together has come to an end. I know what you're trying to say. “Why stop now? I have so much more to offer if only you'd give me the chance.” Unfortunately, I just don't think I can face another minute in your company. The truth is that I'm tired of you, Space Siege. I'm not sure I could make it to the end of your single-player campaign, even if I wanted to. And as for sharing you with others, well, why on earth do you think I'd want to do that?

I'm trying hard not to be cruel here, Space Siege, but the fact is that you're just not all that good looking. Maybe I've been spoilt by the likes of Mass Effect and Age of Conan but these days I expect an RPG with a bit of eye candy. As an action RPG you really have no excuse, and your dull, repetitive textures and low-detail models just don't do anything for me. I know you've tried to use lighting and particle effects to cover up the blemishes and wrinkles, but – while it might be hard for you to accept – you look quite a bit older than your age. I mean, even Titan Quest, which launched over two years ago, is easier on the eye than you. It had great scenery, a huge cast of savage monsters and some fairly luscious surface effects. Do you have any of this stuff? Nope. Just dull spaceship corridors, dull industrial walkways and dull, poorly decorated chambers featuring the sparsest furniture, most of it completely non-interactive. I'm sorry, Space Siege, but you've taken a fall from a branch a good halfway up the ugly tree.

Of course, looks aren't everything, but you're not too hot in the other departments, either. I can see that you're trying to be a kind of friendly action RPG that can appeal to the Diablo fanbase and the FPS crowd, but you're not really doing anything that well. I mean, just look at your controls! Point-and-click movement and firing works OK in a melee-centric Diablo clone, but this is a game where the player is under constant fire from ranged weapons. Wouldn't it be nice if they could strafe and dodge, like in an FPS? Why, then, have you made W, A, S and D the camera controls and only allowed a simple forward roll manoeuvre for those wanting to evade incoming laser blasts. If some alien fiend is shooting at me, the last thing I want to do is roll straight into his line of fire.

Mikko Lahti

August 27, 2008, 1:05 pm

Space Siege*, the typo is there twice, somebody missed their morning coffee.


August 27, 2008, 1:51 pm

Thanks, fixed.


August 27, 2008, 7:45 pm

Thank you for an honest review. I played the demo a bit and thought the same thing.

I will disagree with you a bit though on one point. You said you would come to expect something better from this developer? Why is that? This developer has never put out anything with a compelling story. Total Annihilation was a great game and imo the best game this developer has put out. Chris, the owner, doesn't get story lines. Dungeon Siege was better than diablo in many aspects but to me it was boring as hell, I couldn't even finish it where I played diablo through a few times and the same for diablo II.

Every game that comes out form this company is just a rehash of the same ideas in different graphical forms. He doesn't get atmosphere or story. I think he thinks that you can just throw crap like this out and people will eat it up. He never has really got the details and real dedication it takes to put out a game that truly draws you in. Supreme Commander was a valiant effort, but once again since he doesn't get it, it was ultimately just as boring as hell to me.

Action Jeans

October 2, 2012, 11:34 am

I realize this review is old as dirt, but I just recieved this game as a gift on steam and I wanted to offer a quick correction.

In all fairness, the dodge button isn't just a forward roll as the review attests. You actually dive towards wherever the cursor is positioned relative to the player character. It's a reasonable mistake to make, as the natural tendency is to point the cursor at your enemies, which does result in a forward dive.

This dodge system can be effective as long as you take advantage of the auto-lock while diving left and right while shooting. The problem is, you lose auto-lock when you hold shift for stationary free-aim shooting, which one tends to get in the habit of doing to shoot background destructibles for loot and to avoid running into traps like mines.

Granted, it's clunky and counter-intuitive but not quite as dire as you make it sound here. It takes some getting used to but it can be mastered with a little practice.

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