Space Siege Review


Key Specifications

  • Review Price: £15.73

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.

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