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X: Beyond the Frontier

Score: 90%
ESRB: Teen
Publisher: Southpeak Interactive
Developer: Egosoft
Media: CD/1
Players: 1
Genre: First Person Shooter/ Action

Graphics & Sound:

The graphics in X: Beyond the Frontier, as a whole, are excellent. The models for the various structures in space and ships look like they should, with the weapons factories looking appropriately menacing, and the space stations looking appropriately... space-stationy. They also run great at high resolutions -- I play at 1024x768 in 32 BPP mode and have almost no slowdown. Mmm. Space sims are good for that kind of thing. The only real problems with the graphics are some of the backgrounds, which seam (funny how that nebula does that, eh?), and the occasional misplaced triangle or two. Nothing major, and in general, excellent.

The sound is good as well, with appropriate booms and crashes and such and great symphonic music that really captures the feel of the game. The menu system is clear as well. Overall, the presentation of X: BTF is excellent.


Gameplay:

Now, I’ll be the first to admit that I’m a big fan of the Elite genre of games. I’ve played the original Elite, the second, and the recalled FFE, and enjoyed them all to some extent. I also loved Wing Commander: Privateer. So X: Beyond the Frontier is like coming home, only coming home in a much prettier universe.

The plot is your typical sci-fi “I warped somewhere bad and I want to get home” stuff, and the actual plot points of the game are quite weak and rather tedious. Trekking some of the ships all the way across the frickin’ galaxy can be a real pain in the butt. Luckily, the rest of the gameplay really makes up for it. You go around to various locales, buying and selling goods, and eventually you become capable of building your own factories for various products and selling them yourself. Very neat.

One of the good things about the trading engine in X: Beyond the Frontier is that it’s, well, realistic. Most of the previous games didn’t keep good track of how goods circulated, and either the markets were static or they changed with no real purpose. In this game, true supply and demand is met. A factory will send out ships to buy things that it needs, then ships will come to it to buy the things THEY need. It’s really interesting, and sometimes it’s a big pain in the ass when you fly into a Solar Power Plant to discover that they just sold all their stock and everything costs a good five or six times more than you wanted to pay.

There are a few problems with the game, however. Ships have no inertia, per say, and fly more video game-style than realistically. This makes combat somewhat droll, as it’s more of a “fly by, shoot a few times, loop, repeat” business than any real tactical combat. There are also a few problems that I’ve had when I went into a factory at roughly the same time as another ship, and when I come out, the game places me smack dab on top of them, subsequently blowing me up. Eep. Hopefully a patch will correct that little bugger of a problem.

Otherwise, I really dig X: BTF’s gameplay. If you’re not into long hours spent zooming between systems, buying low and selling high, I suggest you steer clear. Gorgeous or not, you’re going to get bored as hell. If you’re into that kind of thing, however, I highly recommend it.


Difficulty:

If you spend the time to build a few factories of your own, you shouldn’t have any problem with affording much of anything. And as a result, the game isn’t very difficult. Plunging in headfirst against the universe is a method of sure destruction, however. Your results may vary.

Game Mechanics:

The menu system is slick, and I’m very impressed with the engine that allows such high resolution with such low loss of frames. Mmm. My main dish with X: Beyond the Frontier is its unrealistic flight system, but perhaps that will be rectified in the upcoming Xpansion, a new game with the same engine and lots more of... everything. It may not have the zillions of star systems that Elite did, but X: Beyond the Frontier brought me back to the days spent hunched over the keyboard, zooming around a wire-frame galaxy in the hunt for the biggest profit. I highly recommend this game.

-Sunfall to-Ennien, GameVortex Communications
AKA Phil Bordelon

Minimum System Requirements:



200mHz Pentium, 32MB RAM, Win95/98, DirectX Compatible Video Card w/4MB VRAM, 3D Accelerator, 275MB HD Space, 8X CD-ROM, 16-bit Sound Card, Mouse
 

Test System:



Windows 98 running on a K6-III 450 w/256MB RAM, 6X/24X DVD-ROM drive, SoundBlaster Live!, Creative Labs Riva TNT2 Ultra w/32MB RAM

Windows Wizards & Warriors Windows Total Annihilation: Kingdoms

 
Game Vortex :: PSIllustrated