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Space Siege - Space Siege

By Stuart Andrews


Our Score


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Still, once you get used to it your combat system is reasonably workable. I can switch between melee and missile weapons with a click, drag special attacks and abilities onto a hot-bar and activate them with presses of the number keys, then toss grenades or heal myself at the press of a button. As your hallways and walkways are generously littered with fuel drums and exploding canisters, I canb use these to blast the alien scum to kingdom come. I can even see signs of a rudimentary physics system at work, even if it is a bit silly when my hero just walks straight through a bunch of crates pushing them in his wake. Surely that would chafe on the knees. Still, you do also throw in a robot companion who can follow me around for a bit of added firepower – just what I need when I'm up against such overwhelming odds.

Prowling your besieged starship setting was even quite good fun at first. I could disengage my brain and just enjoy the steady rhythm of slaughter, looting and upgrading (and thanks for the hotkey that gathers nearby dropped resources, by the way). However, the more I've played, the more I feel like we're not really going anywhere. I'm not just talking about character progression. True, you have a simplified skill tree where I can add to and enhance my combat and engineering abilities, not to mention a decent system of weapon, armour and robot upgrades. I can even treat myself to cybernetic modifications to boost my powers further. I'm not really sure why you've tried to make this an ethical dilemma – I care so little about my character that I couldn't give a monkey's whether he ends up half-machine – but I'm sure you were trying to do something interesting with it. As an RPG you're a little simple, but I don't really have too many problems with your mechanics.

What I do have a problem with is your structure and pace. One section seems to blend into the next with only the most basic change of environments or enemies. I might be tracking down another member of the ship's crew or shutting down another bulkhead, but all I see is that I'm wandering from one area to the next blasting and battering anything in the way until I reach the destination marked on my map, at which point I just repeat. This in itself isn't a disaster – some reasonably decent Diablo clones do exactly the same thing. Unfortunately, you don't seem to have their energy. Where the action should ebb and flow, pushing towards the next big encounter and allowing plenty of time to find new and exciting upgrades, you just feel like a continuous, moderately tricky slog. Enemy AI is woeful, and I don't know who programmed my robot pet, but he seems to be drawn towards mines like a dog to lamp posts. It's good news that he's cheap to regenerate (as is my hero) or I wouldn't have got anywhere with you.

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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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