Space Siege - All News
Saturday - November 15, 2008
Space Siege - Review @ Gaming Nexus
Gaming Nexus has quite a positive review of Space Siege, with a rating of 'B-':
I had more than a few late nights with Space Siege which is a good thing. While I didn't bite completely into the "What makes a person human" part of the game I did enjoy the nice diversion of running around and blowing stuff up in new and interesting ways. The game does force you to make some decisions on this and it adds to the replay value a bit as you can play through the game and have a different experience based on how much cybernetic equipment you use. If you're looking for a solid PC RPG to play, Space Siege is worth your time and money.
Source: Blues News
Saturday - November 01, 2008
Space Siege - Review @ Realplayer
Remember Space Siege? Realplayer has kicked up another mediocre score for GPG's action game:
It's also a schizophrenic game, packed full of contrasting narrative clichés that sit awkwardly alongside each other. Hackneyed humour intersperses abject horror. Overblown, pompous action cut-scenes stand out clumsily among the eerie hallways. Its tale of a space station in disarray, controlled by an AI with sinister ideas of its own, smacks more than a little of the System Shock series, and the design of the station itself is, in places, uncomfortably reminiscent of the Von Braun's haunting expanse. But Space Siege is utterly devoid of the dripping atmosphere and existential terror that drove EA's seminal franchise, thanks in large to the incessant, predictable hoards of unintelligent enemies and repetitive, unimaginative gameplay mechanics.
Generally, it's another Dungeon Siege affair, but Space Siege proves that style feels clunky and wrong in these more confined environments. Foes swarm en masse from up ahead as soon as you enter a new area, giving little time for strategic battle-planning. They're usually in packs of five or more, but it's a real burden to do anything other than stand still and pick off targets one at a time, thanks to the unhelpful camera and simplistic controls. The more beasts that attack, the more combat becomes a matter of sheer luck and blind firing, removing any element of skill in favour of frantic button-bashing. Fighting consists of three facets: shooting, dodging, and utilising cybernetic powers. A combination of all three is usually essential, but it's all artificial depth tacked on to a lifeless and wholly uncreative system.
Source: Blues News
Thursday - September 25, 2008
Space Siege - Walkthrough @ GameBanshee
GameBanshee sends word they have an annotated walkthrough of Space Siege online.
Thursday - September 18, 2008
Space Siege - Review @ Edge Online
4/10 is the score for Space Siege in Edge Online's review:
There’s a very deliberate pattern to hack-and-slash dungeon crawlers. Monsters are killed, treasure is collected and used to buy new equipment, which in turn facilitates greater monster killing. When done right the fountains of gold, advancing levels and satisfying sounds result in a trance-like flow of satisfaction. When the sounds are forgettable, the fountains are dry and the advances are irrelevant, it’s as dull as this.
Space Siege - Review @ Games32
Games32 is another site that finds Space Seige, the recently released title from Gas Powered Games, a bit on the underwhelming side. They score it a 61/100 and label it more of an arcade style game than anything else:
The game "still" had a lot of potential, even with these short comings, so what went wrong you might ask? My money would be on the "lets use the same corridors over and over" idea, but it comes close to the "let`s make the game as linear as possible and nothing in common with RPG`s". Did I forget to mention this? Were you expecting an RPG? Well, it`s not, but we were led to believe something else. "Dungeon Siege" wasn`t an RPG either, but it was a fun Hack`n Slash. Unfortunately, "Space Siege" is neither. It`s not fun, and I even have problems considering it a Hack`n Slash.
As someone looking over my shoulder once commented, it resembles arcade games much more...
"Space Siege" was certainly disappointing and once finished, nothing will be remembered from it, apart from the occasional frustrating moments. Seeing as Seth can`t really die, just be resurrected at the nearest Aid Station, the game is certainly suited to gamers of all ages and skill. If you`re expecting a "Dungeon Siege" in space, "Space Siege" is not. If you`re expecting an RPG in space, "Space Siege" most certainly is not. If you want a nice, fast paced arcade in space, than "Space Siege" might be worth your while.
Source: Blues News
Wednesday - September 10, 2008
Space Siege - Review @ Play.tm
Describing it as "sad", Play.tm has handed down a 46% to Space Siege in their review:
Ultimately, the only good things I found in Space Siege were it's atmospheric musical score and some decent combat animations. It does offer a multiplayer mode where you can play four player co-operative games but this eliminates the story and the minor RPG elements by giving you all the skill points and upgrades you need at the start, meaning all you're left with is the combat system, which as I've already explained is poor at best.
Tuesday - September 09, 2008
Space Siege - Review @ ComputerGames.ro
ComputerGames.ro posts their review of Gas Powered Games spacey action title and are on the same page with the Watch's Mike Anderson and most other reviews, giving Space Seige a score of 60/100 but with some scathing comments that indicate the reviewer might have thought even less of it:
There’s no doubt in my mind that Gas Powered Games can make quality games. The Dungeon Siege series wasn’t as good as Blizzard’s Diablo, but then again, what game was, and Supreme Commander came packed with numerous innovative features for the RTS genre...
With such a pedigree, there was no reason to suspect “foul play” with their newest creation, Space Siege, even though the trailers floating all over the Internet showed what looked like a marketing experiment instead of a “real” game.
Unfortunately, in its final form, Space Siege is exactly that: a failed marketing experiment, an over simplified game in an already “simple” market position, created for some sort of niche of players probably alive and breathing in a corner, somewhere. Space Siege is just some sort of “Dungeon Siege in space”, but where you don’t have: a loot system, an inventory screen, some sort of semi-advanced character development system, level-up, decent story… nothing. It’s just a glorified Alien Shooter: Vengeance, and nothing more.
The final slap-down:
Space Siege is a mediocre game, trying to fool the audience with its high price of admission, which is completely unjustified compared to what you actually get in the package. There are much better titles out there in this segment of the market, so you’d be better off buying something else. Or, if you really want to get it, wait for the price to drop.
Source: Blues News
RPGWatch Feature: Space Siege Review
Michael Anderson takes a detailed look at Gas Powered Games' Space Siege and ponders why the future is so full of explosive barrels lying around space ships. Here's a sample:
The action-RPG genre has evolved around a few key elements: waves of enemies to kill, level-up schemes that feed skill trees to give you new ways to kill waves of enemies, and picking up cool loot that will allow you to more efficiently kill waves of enemies and gold to buy more loot. It is not the deepest of role-playing foundations to begin with, but it is largely satisfying when done well as in games like Titan Quest or Nox or even Dungeon Siege II. But imagine what would happen if you simplified those core elements even further? Would there even be anything left to allow a role-player to sink their teeth into?
Read on for the full article, including coverage of multiplayer.
Thursday - September 04, 2008
Space Siege - Review @ GameBanshee
6.3/10 is the score for Space Siege in GameBanshee's review. I don't normally quote the conclusion but this one is hard to resist:
A long time ago, I reviewed an adventure (it was so long ago that I don’t even remember the name), and all I liked about it was the animated butterflies. Well, I had a similar response to Space Siege. All over the Armstrong you find gas canisters, and if you shoot them then they go flying around before eventually exploding. That never got old for me, but the rest of the game is sort of a waste. Space Siege is at best comparable to $20 bargain bin action role-playing games. It’s short and repetitive, it’s so linear that there’s almost no replay value, and the ending is sort of a sad joke (if you’re feeling educational, look up “pyrrhic victory” in a dictionary). So don’t go anywhere near this game unless its price drops way down, and probably not even then.
Friday - August 29, 2008
Space Siege - Review @ ActionTrip
5.8/10 is the score for Space Siege in ActionTrip's review:
To my disappointment, Space Siege falls short as an action RPG, failing to deliver the kind of entertainment we expect from a talented team such as GPG. The action remains repetitive throughout most the game and the RPG elements, quite frankly, feel unsatisfactory. You continue to blast your way through hordes of similar-looking enemies. Through it all, you collect an endless amount of material needed to upgrade weapons. In short you'll be bored after you've finished the first few chapters and things are likely to stay that way later on.
Source: Blues News
Wednesday - August 27, 2008
Space Siege - Reviews @ TrustedReviews, CrispyGamer
Doesn't look like the tide is going to turn for Space Siege with another pair of disappointing reviews. First, TrustedReviews (thanks Blue's) hands down 4/10:
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?
...and CrispyGamer's Troy Goodfellow says "Fry it":
This is especially apparent in the human vs. cybernetic debate I mentioned earlier. Every time you install a new part, your humanity level drops, but since your ship is mostly empty, you never get to see what this means. Will people see you differently as a half-human/half-robot monstrosity? Even the Cassandra who warns against this sort of modification seems perfectly content to work with you even as you become more artificial, so I doubt it. The cyborgs you slay don't seem to recognize you as one of them, either, even though the writing and setup assure you that these choices are momentous.
In fact, so much is made of the struggle between cybernetic enhancements and true humanity that I can't help but suspect that part of the game is missing, that someone somewhere ran out of time. This missing center of the game only draws attention to how pedestrian the rest of Space Siege is. You ride a subway to a new location and kill more aliens. You ride an elevator, activate an item and wait for your new orders. The sense of disappointment wouldn't be so acute it Space Siege's developers hadn't spent months talking about the dramatic choices you would have to make in their story. The plot and some items point to this concept being central to the original design, but all we get in the end are corridors of nasties that need to be cleansed.
Source: Blues News
Sunday - August 24, 2008
Space Siege - Review @ bit-tech.net
Bit-tech.net has a lengthy review up for Gas Powered Games' Space Seige, joining those who are not overly impressed by this latest entry in the Seige universe. The score is 5/10, and here's the conclusion:
So, if I was going to attach an emotion to Space Siege then it would be thus; m’eh.
It isn’t that the game is really bad or anything since the basic mechanics all work and if you’re really into singleplayer grindfests then this will be a treat for sure. The issue is though that the game is utterly unremarkable and unable to stand out in literally anyway.
The level design is long, winding and pointless and it constantly seems like the entire point of the game is to make you run backwards and forward through the same hallways you cleared of enemies just a few minutes before...
What action there is requires almost no player involvement and carries almost no penalties, which the developers have used as an excuse to stack the odds against you, something [that] makes the game less exciting and just more tedious. It isn’t broken, but it still needs fixing.
Friday - August 22, 2008
Space Siege - Review @ Eurogamer
Eurogamer's Alec Meer goes so far as to suggest their Too Human reviewer play Space Siege if he thinks TH has problems. Describing it as "low budget", the score is 5/10. Here, Alec fights off sleep by embracing the cybernetic upgrades:
So, when you're presented with a new cybernetic upgrade, of course you're going to install it, as it's the only thing that'll change your character's appearance, the only thing that feels like you're actually deciding something for yourself. My humanity be damned: big robot legs are the only thing still holding my interest. As it is, the effects of my cyber-decisions are relatively minimal, its meaningful effects topping out at denying me access to two skills and altering the voice-over in the ending cinematic. Oh, the sleep I'll lose wondering what the other voice-over is (clue - none). The one really significant choice in the game is unrelated to whether or not I've stuck a computer into my head, and is hilariously presented as a giant YES/NO box. Without spoiling the ahahahah plot, the question is essentially "are you evil, yes/no?" As easy to change the nature of a man as that, huh?
Space Siege - Review @ Giant Bomb
Another action rpg review from Giant Bomb.
Space Siege is genuinely fun for a while, but at some point in the dozen-or-so-hour campaign it became more tedious than entertaining, and I just wished there was more depth in the mechanics to hold my interest. A couple of glaring omissions didn't help matters, such as cooperative play integrated into the campaign (it's instead relegated to a series of unrelated one-off missions, launched from a really clumsy external application, that don't really go anywhere) and the ability to remap your controls at all, which, just...well, that speaks for itself. With quality dungeon crawlers like Titan Quest now going for bargain-bin prices, and Diablo III threatening to redefine this specific genre in the relatively near future, Space Siege is hard to recommend at its full asking price, but it's entertaining enough for hardcore fans of this kind of game, if you can find it at a reasonable discount.
Sunday - August 17, 2008
Space Siege - Review @ Voodoo Extreme
Voodoo Extreme is next in line to post a review of Gas Powered Games' action title Space Siege, giving it 3 of 5 stars:
Despite the frustrating camera system, once you get a hang of the controls, the gameplay becomes fairly fluid (and even fun). There are a bunch of weapons and cyborg implants that you find over the course of the game and unlock. That, along with a two-tree skill system and a series of upgrade options, is what makes Space Siege a ‘role-playing’ game. Some of the skill pre-requisites require a certain percentage of cyborg parts to be installed, others depend on how much humanity is left inside of you. Points are awarded after finishing objectives, but there’s not much of a character level system per say...
Space Siege would be...awesome if it was a budget title, but when you charge the big bucks, you have much higher standards to live up to. Between the dated graphics, inherently broken camera system and $49.95 price tag, it’s just Dungeon Siege in space.
Source: Blues News
Saturday - August 16, 2008
Space Siege - Reviews @ GameSpy, 1Up, G4TV
Here's a trio of Space Siege reviews with two similar views from GameSpy and 1Up, while G4TV sees is quite differently. Let's start with GameSpy, who scored 2.5/5 and say "set phasers to snooze":
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.
1Up's Jeff Green gives it a 'C' and smacks it hard, straight of the gate:
The most remarkable thing about Space Siege is just how utterly unremarkable it is. This action-role-playing game from Gas Powered Games (makers of the far more ambitious Supreme Commander and Dungeon Siege I and II) is so run-of-the-mill, with not a single memorable or inspiring thing about it, that it seems like the designers either lost their ambition along the way or maybe never gave much of a damn to start with. Either way, an almost cynical vibe is at work here. You can almost feel them not trying very hard as you play.
But G4TV is happy to concentrate on shooting in the right direction. 4/5, they say:
There's an aspect of recycling to the whole thing, as when you kill enemies or scour the corners of dimly-lit chambers you'll find bits of junk lying around. Like a badass cleaning lady, you collect these bits and trade them in at the redemption center for points used to boost armor, weapons, attributes for yourself or your little friend the HR-V, a robotic side-kick that joins your team early on in the game. Unlike the Dungeon Siege games where you were often flanked by a bunch of misfits, here it's just you and HR-V. While this cuts down on the variety, ultimately the simplification is a good move. HR-V more or less takes care of himself, leaving you free to only worry about keeping yourself shooting in the right direction. He doesn't use health kits, so you can hoard them. Finally, should he get destroyed, you just need to find the nearest reconstructions station, push a button and out pops a shiny new one.
...in other Space Siege news, Gaming Nexus has an interview. A grab on the story and inspiration:
Can you give us the 10,000 foot overview of the plot of the game and talk about the kinds of things players will be doing in the game? What are the inspirations behind the game?
The basic set-up is that an alien race called the Kerak has destroyed the Earth and only a handful of survivors manage to escape the cataclysm. Unfortunately, as the humans speed away, the Kerak attach an attack-pod to the human ship and start to attack the ship's passengers.
In terms of the inspiration, we really pulled from a lot of sources. But the kernel of the story originated with Chris Taylor, who came up with the "what does it mean to be human?" hook that the game hinges on.
Friday - August 15, 2008
Space Siege - Steam
Wednesday - August 13, 2008
Space Siege - Review @ PC Advisor
Not looking pretty for Space Siege in the early review stakes. From PC Advisor's critique, a 2.5/5 score and this intro:
Oh, what could've been: Space Siege could have stolen a lot of Diablo III's thunder by offering up an addictive hack-and-slash action experience set in a sci-fi setting. But instead, it ends up shooting itself in the foot.
Every few years the folks at Gas Powered Games deliver another instalment of their successful Siege series. Until now they've kept the series grounded in a familiar fantasy hack-n-slash action RPG universe but with the release of Space Siege things have taken a decided turn away from those roots, with unfortunate consequences.
Space Siege - Review @ IGN
First online review honours for Space Siege go to IGN, who were completely underwhelmed. The score is 6.4/10 and here's a snip:
Unfortunately, there's no real character or personality in a system that has you spending 200 upgrade parts to buy a 2-percent increase to your critical hit chance. Sure, that type of math may be used under the hood of most games, but it's like the developers at Gas Powered Games didn't even feel like disguising it beneath a layer of science fiction description. They missed a great opportunity to not only to add to the uniqueness of your own character, but also missed out on a chance to reinforce the setting.
Space Siege - Now Shipping, Interview
A late update today, I'm afraid. Don't you hate it when real-life interrupts virtuality?
GPG has announced Space Siege is now available at retail everywhere:
Space Siege Available Now!
The final defense of humanity begins today! In Space Siege, a thrilling action-RPG adventure, you assume the role of Sgt. Seth Walker and wage war against humanity's would-be executioners, the alien race known as the Kerak. Wield high-powered weapons, unleash your robot companion and make the ultimate moral decision -- how much of your humanity will you sacrifice in order to save the human race?
...and RPG Vault has an interview with lead designer, Mike Marr:
Jonric: How would you describe the robot companion? How much can it be customized, to what degree can you control it, and how else is it interesting or notable?
Mike Marr: The robotic companion is a Hodgsons Robotics Unit Mark V, or HR-V for short - it's usually pronounced "Harvey" - that serves as Seth's sidekick for most of game, and can be used in a variety of configurations. It can be customized with different weapons, ranging from a devastating long-range sniper rifle to a napalm shotgun. You can also tailor its abilities, and whether it's more of a tank or a damage dealer.
HR-V auto-targets based on threat level, but you can issue it specific attack commands, tell it to move to specific locations, and control the use of its special abilities.
An interesting note is that it has "issues" with the maintenance robots on the ship.
Saturday - August 09, 2008
Space Siege - Video Developer Diary
A quick look at this reveals a video interview moreso than a diary, with different GPG developers explaining Space Siege's features. You can stream it or download at AtomicGamer.
Source: Blues News
Thursday - August 07, 2008
Space Siege - Preview @ 1Up
1Up does a hands-on with the full version of Gas Powered Games soon-to-be-released title, Space Seige:
Despite what you might have encountered in the recently released demo, during the actual first few hours of the game, I only upgraded my eye with cybernetics -- but that didn't mean I wasn't evolving. Thanks to the workbenches -- tables located throughout the game that allow you to use parts you find to upgrade your character -- I was able to make both my own character and his robotic pet more powerful. Though cybernetics come into play when choosing what are essentially the spells that your character can cast, the workbench upgrades are much more integral to adapting your character to your play style...
In the Dungeon Siege games that preceded the more action-focused Space Siege, you were often managing a large group of characters, all with their own powers and abilities, and many people liked to pause the action to issue orders. Space Siege keeps the action constant, and because you only control your main character and his robotic sidekick, it is a lot more manageable to play it in real time -- no need to hit pause...
Tuesday - August 05, 2008
Space Siege - Preview @ IGN
Space Siege has been previewed at IGN and apparently, it addresses the "plays itself" concerns they have...although someone will need to explain the "how" bit of their explanation to me:
If I had one complaint about the Dungeon Siege games it's that they were a bit too automated for their own good; you didn't feel much interaction since the game took care of combat through auto-attacks. That's something that's been rectified with Space Siege, as much of it feels like an action game that requires you to input attack commands manually. Left clicking the mouse will cause you to move, while right clicking the mouse will attack a target. The tricky part is getting used to the camera, which is controlled by the W, A, S, and D keys. A and D rotate the camera, while W and S zoom in or out. This is the kind of game where you always want to move the camera around to better see the action.
Source: Blues News
Monday - August 04, 2008
Space Siege - Screens @ GamersHell
GamersHell has added six new screens to their gallery for GasPowered Games' Space Seige.
Friday - August 01, 2008
Space Siege - Demo Impressions @ Gamebanshee
Gamebanshee has a feature article up giving their post-demo impressions of Gas Powered Games' upcoming action rpg, Space Seige:
Space Siege seems like it’s going to be a little bare-bones. From what I can tell, you’ll only be able to play as Seth Walker, and you won’t have any options for what he looks like or how he starts out. The game is going to use a classless system, where you’ll pick the skills you want to build up, but it looks like the only major decision you’ll have to make is whether you’ll stay completely human or if you’ll add some cybernetic components to your body to become more of a machine. Your status in this way will determine which skills you can learn, which weapons you can use, and perhaps which quests you’ll be able to go on....
The demo only lasts for about 20 minutes, and it doesn’t allow you to gain a level. It also doesn’t show much in the way of character interaction, so while I’ve seen that you get to use some sort of a sidekick robot named HR-V, the robot didn’t make an appearance in the demo, and so I don’t know what it adds. And thus I have no idea if there’s any sort of interesting story involved in the game, or characters you can care about, or even some HK-47-esque moments to chuckle over.
At about 1 gigabyte, it’ll probably take you longer to download the Space Siege demo than to play it. The game doesn’t look bad in the demo, but it appears to be a little more basic than I’d prefer, and it doesn’t do anything to differentiate itself from the likes of Shadowgrounds and Space Hack. I enjoyed those other games well enough, but they were both bargain titles, and if that’s all Space Siege ends up being, then it would have to be considered a massive disappointment coming from the talented game-makers at Gas Powered Games.
Wednesday - July 30, 2008
Space Siege - Demo Impressions @ RPS
Alec Meer has penned some thoughts about the Space Siege demo over at Rock, Paper, Shotgun:
More positively - no inventory, and all the bunkum that traditionally goes with that system. Or rather there is, but it’s impressively streamlined into a simple currency/upgrade system that means your mind is on the game, not the OCD loot collection/comparison. This is a Diablolike (of sorts) that doesn’t want to be defined by what’s probably the most ludicrous stereotype of the genre. I can’t do anything but admire that - it’s incredibly brave to ditch the foremost reason so many people play this type of game. Of course, this demo is barely more than a tutorial, so it’s not out of the question that inventory Tetris will show up later. I do hope not.
Tuesday - July 29, 2008
Space Siege - Demo Released
As promised, nZone has the Space Siege demo, which weighs in at around 950mb. Word from a couple of forums is the content lasts around 15 minutes, so be warned.
There's also a mirror at Gamer's Hell.
Source: Voodoo Extreme
Thursday - July 24, 2008
Space Siege - Demo on Tuesday?
No sooner had we posted the previous newsbit on an apparent Space Siege demo when Blue's noticed the countdown at nZone shifted forward another 24 hours. So, a demo on Monday night/Tuesday morning, perhaps.
Source: Blues News
Space Siege - Demo on Monday
Source: Blues News
Thursday - July 17, 2008
Space Siege - Preview @ IGN
It's hard to keep up with IGN, let alone everyone else. Anyway, rounding out this group of IGN stuff is a look at Space Siege. Although GPG is billing the use of cybernetics as a moral dilemna, I still don't get why I wouldn't want to use them:
One of the cooler features we saw today was the new cybernetic system. Throughout the course of the game, Seth will face greater and greater challenges and it's likely that the player will be tempted to use cybernetic implants just to stay competitive. You may begin by simply replacing an eye to get better skill with your weapons, but once you start down the road of cybernetics, you probably won't stop until you've rebuilt your entire body from head to toe. And since the implants are permanent, you'll need to question whether or not you really want to sacrifice your humanity just to gain an edge on the competition.
Gas Powered Games indicated that the morale conflict between needing better performance and not wanting to sacrifice your humanity will play a part in your discussions with other characters and will even alter the game's ending based on how much or how little you altered your body. Players who refuse to use implants will be at a definite disadvantage, but they will have access to a couple of high level skills towards the end of the game that are off-limits to cybernetic characters.
Wednesday - July 16, 2008
Space Siege - Screens & Demo Coming?
Along with five screens from GPG's Space Siege at VoodooExtreme is the statement "there may be a demo released this week - stay tuned". I have no idea how accurate this is but, um, stay tuned!
Wednesday - July 02, 2008
Space Siege - Hands On @ GameSpot
Over at GameSpot they have a new hands-on look at Space Siege:
Throughout Space Siege, you'll be given the choice to upgrade to cybernetic implants. Depending on what path you choose, different skills will become available on the skill tree. Some of the more potent combat bonuses will require you to be mostly cyborg, whereas others, such as discipline and inspiration, require that you remain 100 percent human. Certainly it will take a lot of discipline to play though the game without any upgrades, but you'll be rewarded in the end with multiple endings depending on your style of play.
Going with the cybernetics sounds considerably more fun to me.
Source: Blues News
Saturday - June 28, 2008
Space Siege - Progress Report @ IGN
IGN has an updated look at GPG's Space Siege:
Just from looking at the skill tree, however, it seems more beneficial to drop as many implants into Walker as possible as it unlocks nearly double the amount of skills in addition to giving you access to a wider range of weaponry. These upgrades are performed at special stations located around the ship, and have the bonus functionality of letting you upgrade your own and Harvey's statistics as well as whatever weaponry you're carrying around.
Doing most of this requires parts. It seems as though GPG is going for a streamlined sort of design with Space Siege, since these parts are pretty much the entirety to what enemies give out when defeated. They're not littering the ground with weaponry, armor, cash and various items or upgrades, just parts, which are added to a single total. And when you do get weapons, which happens very rarely according the producer we were talking to, you keep every one in a sort of permanent inventory, meaning you don't have to ditch or sell unused weaponry.
It's an interesting contrast to the droves of action-RPGs out there that seem to hinge on the "drop as much flashy crap as possible" formula and we look forward to seeing how it works once we get a build of the game in the office.
Thursday - June 26, 2008
Space Siege - Preview @ CrispyGamer
Crispy gamer has a short preview up of Gas Powered Games upcoming title Space Seige, called Five Things You Need to Know About Space Seige:
1) Space Siege looks like Dungeon Siege in its isometric third-person view. Art style has advanced from Dungeon Siege II thankfully, but still has the same look and feel, albeit in a space environment. Movement is still via point and click. Character movement was less than fluid on an average spec PC. I was assured that a high-end machine would not be needed.
Source: Blues News
Tuesday - June 17, 2008
Space Siege - Preview @ GamesRadar
GamesRadar plays a preview build from Sega of Gas Powered Games' action rpg Space Seige and posts a short piece on their impressions:
True to its Dungeon Siege roots, Space Siege soon had me climbing the skill tree, leveling up my firepower and unlocking new ordinance, such as incendiary ammunition. Each kill rewarded me with pieces of junk - or rather, one man’s junk, but another man’s currency for upgrading weapons and armor or crafting medkits and grenades...
...Cybernetic augmentation is definitely the stand-out feature of Space Siege, as destroying your own humanity to preserve the human race adds a little food for thought to the general coolness of being a killer cyborg fighting aliens. This is the thinking man’s killer cyborg game.
Wednesday - June 11, 2008
Space Siege - Interview @ GameSpot
Space Siege lead designer Mike Marr has been interviewed at GameSpot. Here's a bit on the RPG systems, including something I didn't know about the leveling system:
GS: Philosophers have been struggling with the question for ages, but how do you define humanity?
MM: In Space Siege, humanity is a rating of how pure you are. Giving up your humanity is a slippery slope. A cybernetic eye or hand doesn't cost much, but the more powerful cybernetics, like the spine or the brain, will cost you your identity. However, sometimes that's just the cost of doing business if you're fighting an alien menace bent on genocide.
GS: What other RPG elements will we see besides cybernetic upgrades?
MM: There are a number of RPG elements in Space Siege. We have the traditional skill tree that not only makes your character more powerful, but it also grants Seth new abilities based on his cybernetic layout and level of humanity.
Additionally, we have an upgrade system for both Seth and his robotic companion, HR-V, or as we like to call him, Harvey. In designing the RPG elements of Space Siege, we aimed for taking a twist on the traditional RPG leveling scheme. Your standard RPG uses an experience curve that is exponential, and time between levels grows larger over time. We instead use an incremental scheme that lets the player enhance their character, their weapons, and HR-V every 10 to 15 minutes throughout the course of the game.
Friday - May 30, 2008
Space Siege - New Trailer
Word from Gas Powered Games is...
We've released a new trailer for Space Siege, and not only does it show off lots of great in-game footage, it also shows what Seth Walker looks like when he's fully cybered-up.
To watch the video, head on over to Game Trailers. Space Siege will be available on the PC later this summer.
Saturday - May 17, 2008
Space Siege - Preview @ Games Radar
Originating with Jim Rossignol and PC Gamer UK, Games Radar has a preview of Space Siege:
What’s more, this is a game that is reworking the familiar in entertaining ways. The donkey sidekick in Dungeon Siege was one of our favourite characters in a game, and his role is partially reprised with the arrival of a lovely orange robot who will accompany you. Like you, he’s eminently upgradeable, and you’ll be able to take tech that you’ve scavenged to either overhaul the robot, or build new variants if he gets destroyed in battle. The game gives you a hub base to return to after the fighting, so expect regular rest stops to consider quite how you’re going to spend your upgrades. Just how much cybernetic work do you want to do on your human hero? Hmm.
Sunday - May 11, 2008
Space Siege - Cinematic Trailer
GameTrailers has a cinematic trailer for Gas Powered Games' Space Siege with a little bit of gameplay footage for good measure.
Wednesday - May 07, 2008
Space Siege - Preview @ Hooked Gamers
Gas Powered Games' Space Siege has been previewed at Hooked Gamers in what looks to be an article based on existing material:
Seth’s actual humanity will be left up to the player as the game allows for cybernetic upgrades to improve certain skills Seth will be able to use. An example is when Seth has to cross through a room filled with toxic gas. As a player you have a choice to make; You could either replace your lungs to withstand the gas or just take some drugs to take care of the poisoning. The point of these situations is to allow for the player to be more immersed into the single-player story and be faced with the difficult choice of retaining your humanity or to turn into an all-powerful cybernetic being. The developers have said that a special surprise ending will await anyone willing to retain their full humanity through the whole game.
Thursday - February 07, 2008
Space Siege - Interview @ Games Radar
A screenshot-heavy, text-light article on Space Siege at Games Radar gets input directly from Chris Taylor. Apparently there's going to be a lot of moral ambiguity:
“The first time you play through you’re probably going to say ‘Give me the cybernetics!’ and you’re going to be a hulking cybernetic monster,” says Taylor. “But your ending’s going to reflect that - you’ll walk into a room and people will scream and be like ‘That’s the hero?!’”
Saturday - February 02, 2008
Space Siege - Console Rumors
Eurogamer posts a short quote from Shawn Green of Sega, publisher for Gas Powered Games action rpg Space Seige, stating the possibility of releasing the game for consoles as well as PC:
"We're talking with them about it," said Shawn Green, associate producer of Space Siege for SEGA.
"We don't want to let any cats out of the bag too early but definitely a console version is something that's being considered right now. But currently it's not confirmed."...
"We're seeing on console that a lot of gamers are appreciating the short and sweet experience, where you can play through and really like it and enjoy it," Green added.
"I think that's where a lot of Chris motivation comes from, taking that to the PC and creating a game that you can beat."
According to Green, Space Siege PC is out this September.
Saturday - January 19, 2008
Space Siege - Screenshots & Combat Video @ Shacknews & GamingNexus
Tuesday - January 15, 2008
Space Siege - CES Preview @ RPS
Rock, Paper, Shotgun joins the throng with a CES preview of Space Siege, although they discuss the story and the introduction of depth such as moral dilemnas more than the other articles:
Gas Powered Games make mechanical games. Games where story and character are entirely secondary concerns to the underlying weights and balances: Supreme Commander and Dungeon Siege are creations of honed function, not form. These are games that do not understand this human thing you call ‘love.’
It’s a very deliberate methodology, and one to celebrate. It’s quite the rarity these days, a time of graphical plenty, wherein cheap-to-make in-engine cutscenes see so many games overwhelmed by their own self-indulgent, exposition-choked narratives. At least someone’s still aware that you’ve paid your money to play a game.
With Space Siege though, everything changes.
I suspect GPG are aware that, if they are to become a developer of legend, they do need to try their hand at storytelling as well as at classical mechanics and interface design. And properly, as opposed to Supreme Commander’s perfunctory and tiresome talking-head mission briefings, or the fantasy saga archetypes draped so loosely around the Dungeon Siege games. Space Siege is the first time a GPG game isn’t just about you versus the machine (or a machine-like online opponent), but also about you versus you.
Two videos (via GameTrailers) of the CES presentation are embedded and they also point out a link to an interview with Chris Taylor at IGN UK that indicates Dungeon Siege 3 is on the drawing boards.
Sunday - January 13, 2008
Space Siege - CES Preview @ Joystiq
It seems Space Siege is the only "RPG" getting a big reveal at CES because there are plenty of previews for Gas Powered's upcoming action title but nothing else. Anyway, now it's Joystiq's turn:
Even in pre-alpha state, Space Siege is already exactly what you'd expect. Instead of a hard-jawed warrior wading through waste-deep goblin blood with sword clenched, the protagonist is a hard-jawed space marine wading through waste-deep alien blood with a big gun clenched in his hands. There isn't a lot of game to actually play on the CES show floor, but what there is reminds us of how much fun it is to mindlessly click creatures to death. Despite the similar-sounding nature of the game, there were actually a number of changes to the formula on display; enough that we think some folks are going to be surprised. [...]
The developers are also trying hard to switch up another standard of the RPG genre: the confining of the 'story' part of the game to NPC towns. Instead of "action in the field, story in the city," Gas Powered is attempting to weave story elements into the combat-heavy areas of the game. "This is just like a movie, where the story and the action is taking place simultaneously."
Just like a movie, huh?
Thursday - January 10, 2008
Space Siege - CES Preview @ 1Up
1Up is the next major site with a Space Siege preview from CES:
Putting Seth through his paces in the demo area also revealed that Space Siege leans much more towards being an action game than a Dungeon Siege game. So much so, in fact, that using the usual WASD controls for camera movement instead of character movement felt awkward. The system in place now reuses the point-and-click to move and attack. That's not to say that direct control might not be added between now and its fall release, nor is mouse and keyboard necessarily the only way you'll ever be able to play Space Siege. It doesn't just look like a game that could be made for consoles; it already plays like one.
And I thought Dungeon Siege was an action game.
Tuesday - January 08, 2008
Space Siege - CES 2008 Previews
Chris Taylor is looking to streamline Space Siege into non-existence, according to this new preview from CES at GameSpy:
The developers are working hard to streamline action-RPG gameplay. There's almost no inventory management; everything you destroy or loot falls apart into "scrap." Pressing the "Z" button automatically grabs all the scrap in the room and transfers it to your inventory, so you hardly have to slow down. Returning to a town to sell stuff is almost completely gone. Instead, you can use scrap to upgrade your weapons at special upgrade stations.
IGN says you'll have a robotic companion to keep you company in the lonely depths of space:
Things aren't confined strictly to Seth's abilities, however, as you'll have a robotic companion named Harvey to make things a little easier. He'll attack automatically, can be upgraded, directed during combat, and used to initiate combo attacks. These aren't the type of combos that you'd think would be in something like a fighting game, but cause special effects if you, say, use a specific attack on an enemy that was set on fire by Harvey. We didn't actually get to see any of these elemental types of attacks, but they'll be in the final game when it ships.
...and finally, on to GameSpot:
The demonstration showed off the basic premise of the game, where you'll navigate the interiors of the spaceship, blowing away hundreds of alien opponents in the process. You'll have plenty of weapons at your disposal, as well as skills and abilities. However, the true challenge in Space Siege is figuring out how much you want to turn Walker into less of a human being and more of a cybernetic organism. During the game, you'll be given choices to exchange some of Walker's organic parts for cybernetic parts. These parts may confer powerful bonuses and abilities, but they come at the price of having him become less human. The tradeoff is that the characters in the game will react differently to Walker, especially if he becomes less and less human. There are also very powerful abilities that can only be unlocked if Walker retains his humanity. So where will you draw the line? What choices will you make?
Tuesday - January 01, 2008
Space Siege - Preview @ Hooked Gamers
Hooked Gamers has a short preview of Gas Powered Games' Space Siege that looks like it was collected from existing information:
Possibly the most interesting feature of the game is its plot-line in which a moral dilemma is thrown in Seth’s direction. He is given the choice of using cybernetic implants to make himself stronger, and thus better repel the Kerak attack on the preciously few remaining humans -or- staying ‘pure’ and upgrade his robot buddy with better weapons and armor. It is up to the player to make the choice for Seth and if you elect to have him stay pure for the whole game, an incredible bonus is offered to you. But can you survive that long?
Cybernetic enhancements come in a range of categories. Some alterations are done to the head and increase the odds of getting a critical hit by replacing the brain (literally). Arm enhancements allow the player to wield the heaviest weapons such as the chaingun and gauss cannon. Spine enhancements increase health and leg enhancements improve your speed. As you can see, there are very convincing arguments to go the cybernetic route.
Thursday - November 08, 2007
Space Siege - Preview @ Eurogamer
Eurogamer has posted a lengthy preview of Gas Powered Games forthcoming space-themed action rpg, Space Seige, delving into Chris Taylor's philosophy on his new game, as well as some of the differences from his past Dungeon Seige series:
Fresh from developing real-time strategy love-fest Supreme Commander, Gas Powered Games and its charismatic boss, Chris Taylor, are dragging the Siege series into a science fiction setting - and taking the opportunity to rewrite the rule-book in the process...
...Space Siege, then, is less like Lord of the Rings and more like Aliens - indeed, the whole feel of the game is that of an action movie. Lead character Seth Walker is a quintessential action hero, a warrior who sets out to save humanity from an alien menace... And unlike Dungeon Siege's characters, Walker will be doing all his saviour stuff alone.
This, to some extent, is an even bigger departure than the move to a science fiction environment. Space Siege is a single-character action RPG, a complete reversal of Gas Powered's multi-character approach to Dungeon Siege - which, at the time, was considered to be one of the most unusual and innovative aspects of the series...
...Other aspects of the action RPG genre fall by the wayside like confetti as Taylor explains Space Siege to us. The game eschews the concept of experience points in favour of the aforementioned cybernetic upgrades; Taylor dismisses the experience system as "old school".
In fact, he dismisses a lot of things as being old school; the original design, he says, called for many different types of parts to be pieced together to make cybernetic upgrades. This, too, was "old school", and the team decided that people don't want that level of detail to stand between them and the fun combat sections. Instead, the game now sports one generic resource, "parts".
Game Over screens, too, are "old school". Instead, the game will sport regular health stations scattered throughout the levels, and when you die, you respawn at the last station you visited. Sound familiar? Taylor makes no bones about the similarity with Bioshock's Vita Chambers - a lot of Gas Powered's decisions, he says, were confirmed by Bioshock's popularity....
Indeed, there's a feeling that Taylor has had something of a Road to Damascus experience - and Space Siege is the result. He's open and honest about his belief that the hardcore market for games is diminishing, and believes that what consumers want now is a fun "interactive entertainment" experience, rather than a traditional "videogame"...
...Part of Taylor's new approach, then, is putting more action into the action RPG. Players in Space Siege can mix and match tactics from traditional RPGs and tactics more familiar to players of action games ... Systems like clever enemy AI, fully 3D environments...and realistic physics are being imported en masse from the FPS genre into Space Siege.
Wednesday - October 24, 2007
Space Siege - Preview @ GameSpot
In more Space Seige news, GameSpot has posted a preview of Gas Powered Games ' Dungeon Seige successor, giving their impressions of a presentation with Chris Taylor:
Like Dungeon Siege before it, Space Siege will be an action role-playing game, but this time, it transports its action out of the underground and into outer space for a full-on sci-fi makeover...
...The focus on just one character is very different from previous games by Chris Taylor, particularly Dungeon Siege II, which offered control of up to eight players at any one time. Taylor says that having so many characters was an open option in his previous game, but it was one that players always took advantage of for fear of missing out on something. The result was that things became unmanageable, especially when it came to managing inventories. This time, he wants to place the focus on one character, which he hopes will not only strengthen the narrative (comparing the hero to John McClane in Die Hard), but also simplify things for novice and advanced players alike...
...Aside from speaking specifically about the game, Chris Taylor spent much of the presentation talking about his revised ethos behind game design. Influenced by recent successes, such as Half-Life 2 and specifically BioShock, Taylor says his thinking has done a full U-turn since Dungeon Siege II. His previous opinion on the importance of game design over storyline has now been reassessed, with a much greater emphasis on narrative and character development. He also made the point that modern game design has moved away from creating ways of punishing players to developing a model that rewards them as regularly as possible. This means eradicating the old "game over" screens, removing manual save/load systems, and allowing regeneration points that allow players to carry on where they were even when they've died. All of the above will apply to Space Siege.
Source: Shack News
Space Siege - New Screens @ Action Trip
Action Trip has added a few new screens to their gallery of shots for Space Seige, the space-themed action rpg in development by Chris Taylor and Gas Powered Games.
There's also a link to their E3 impressions preview for those who missed it the first time around.
Monday - October 08, 2007
Space Siege - Official Site Launched
I'm not sure how long the site has been up but Gas Powered Games has just announced the official Space Siege site, at any rate. At this stage, you've got a game overview and screens, which sections for the ship, crew and enemies yet to be filled.
Wednesday - August 15, 2007
Space Siege - Trailer @ Official Site
Sega's official Space Siege site has a new story/cinematic trailer you can stream or download.
Wednesday - August 08, 2007
Space Siege - Preview @ GameShark
A by-the-numbers preview of Gas Powered Games' Space Siege is up at GameShark:
As a robotics engineer and inventor, Seth can craft all kinds of gadgets and items to wield in combat. Additionally, you can augment his natural abilities with cybernetics, although there is a trade-off. For every mechanical augmentation Seth undergoes, he loses a bit of humanity. A gauge at the top of the screen shows the balance between man and machine. You'll have to make a choice whether you want to preserve Seth's humanity or ditch it for combat bonuses. Supposedly there are disadvantages to reducing Seth's human qualities, but Gas Powered Games representatives refused to go into much depth.
Sunday - July 29, 2007
Space Siege - Interviews @ GameSpot, CVG
Chris talks to both GameSpot and CVG in a pair of new interviews on Space Siege. Here's a bit on lessons learned from GameSpot:
GS: What specific lessons have you taken from the development of the Dungeon Siege games and applied to Space Siege?
CT: We learned that longer games aren't as good as games that have a strong focus on character and story, and that are really well crafted and polished. We have really learned to focus ourselves much more than in the past, and really pay attention to the little details. And we've quadrupled our effort to bring the characters in this world alive, and have focused on world-class dialogue and voice acting. These things were luxuries before. Now they are a necessity.
...and a bit on the protagonist and skills from CVG:
"Instead of a generic male or female character, we decided that we wanted a character that you can go through a story with," explains Taylor. "Seth is like our Gordon Freeman, only he'll be able to speak. He has a look and a history and there's something loveable about him."
Being the kind of bloke who likes to moisturise his palms with engine grease, Seth will possess a profusion of technical skills with which to thwart the alien menace. Resisting the temptation to return to Dungeon Siege's use-skill-gain-experience mechanic, Taylor and his team have opted to create a completely new skill system for Space Siege.
Thursday - July 26, 2007
Space Siege - Preview @ ActionTrip
ActionTrip is the latest site with a look at Gas Powered Games' Space Siege. Here's a snip:
We'll get back to the cybernetic upgrades (which are sort of the meat of the RPG aspect and the story itself), but before that, I interrupted the presentation to ask: "Why not another fantasy setting?"
Chris was quick to point out that he simply saw a gap in the action RPG market. There are too many games being centered around Tolkien-esque worlds and many derivatives of thereof, so the team at Gas Powered thought it might be fun to actually expand the genre a bit in that sense. This is all a matter of preference really, I am a huge sword-and-spell buff for example, but a compelling storyline remains just that - compelling no matter which fantasy shell you give it. A good example of this might be what Bioware's doing with Mass Effect. In a sense, both Space Siege and Mass Effect fill out a certain niche within a particular niche segment of the market, which is the single-player action RPG sub-genre.
Friday - July 20, 2007
Space Siege - Video Interview @ Games Radar
Games Radar has a video interview with Gas Powered Games' Chris Tayor. Here's their intro:
Chris Taylor has leveled up his role-playing and strategy game designing skills over the years with his work on titles like Supreme Commander and Dungeon Siege. During this year’s E3, we got a chance to grill this gaming guru about his latest project, Space Siege.
We think this is Taylor’s finest interview yet. He’s candid, funny, to the point, and sings a song about making a space RPG. But Taylor has his own thoughts about it, saying “This is the worst interview I’ve ever done.”
Saturday - July 14, 2007
Space Siege - E3 Previews @ GameSpy, IGN
The gameplay will present another outlet for choice by the use of tactics, which GPG is hoping will be one of the game's strongest points. In one example shown in the demo, grenades were lobbed down into an area filled with aliens (which also was used to show off the verticality again) while another had Walker place mines down and have a pet-like bot draw enemies out into them to cause some serious damage. These bots will take the place of party members this time around to help focus all of the attention on one man's story.
Thursday - July 12, 2007
Space Siege - E3 Previews @ Eurogamer, GameSpot
A brief overview of Gas Powered Games' Space Siege is up at Eurogamer:
Space Siege promises to have tactical combat action, where you'll need to dynamically use your environment to outsmart and lay ambushes for your enemies. You'll do this with the help of your customisable robot partner, HR-V.
Everything from the robot's armour, weapons and special equipment can be upgraded, and it will respond to your commands to help make your fancy manoeuvres successful. The pair of you can even combine your efforts to pull off special moves. Flipper and that freckly boy could never do that.
GameSpot's is quite a bit longer:
Gas Powered Games is pretty straightforward about their goals with the game: while it will have a brand-new rendering engine, they're not intending to reinvent the graphical wheel. (Even though the game is early in development, it may not support DirectX 10, to give you an idea.) Instead, their focus will be on allowing you to inhabit the character of Seth and telling a deep and engaging story. One of the ways in which they intend to focus the player's attention is to eliminate the traditional large party of characters that you travel with in RPGs. Instead, Seth will be the only character that you're capable of controlling in the game, although he will be able to have a robotic friend named Harvey that will proceed with him and who can help out during combat.
Space Siege - Screens @ VoodooExtreme
The first screens for Gas Powered Games' Space Siege are up at VoodooExtreme. I'd say anyone looking for Dungeon Siege in space will be pleased.
Sega also has a Flash-y teaser site, although there isn't much there.