

This should play out similarly in spirit to the way Freelancer tied its plot to the separate mercenary missions. As Julian we'll fight, trade and explore our way through major story arcs, sidestepping whenever we please to indulge in the extraneous exploitation of X's dynamic universe.

This time we'll become Julian Brenner, exciting son to the original X: Beyond the Frontier's wayward astronaut, Kyle Brenner. A structured narrative is as good a way as any to keep players excited about a journey.

The first major advancement for X3 is plot, which creates direction. X3 marks a considerable step over X2 and it even promises to surpass other notable titles like Freelancer, Independence War and Privateer 2 in the freedom department, though they were not quite as approachable as we hoped. More than any other modern space combat simulation - save for perhaps the persistent state EVE Online - X3 is about freedom. Opportunity is knocking all over the place in X3! The universe is that alive, that dynamic, and so filled with fatal potential. Better men could have easily opted to explore and die or trade and die. It was the fight and die combination we went with. But then we suppose venturing about X3's ridiculous universe shooting at passersby unlucky enough to be in our vicinity was a choice. And since the application of violence is usually met with violence in return, we tended to go BOOM a whole lot while playing X3.Īt least in the process of burning to death we learned the AI was not programmed to enjoy our "freedom to pillage and plunder your ass" philosophy to better living. We figure death is just an unfortunate, inescapable byproduct of complete freedom in videogaming, seeing as freedom immediately implies the application of blinding violence to all things.
