Freedom-Force

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  • Freedom Force: Superhero role-playing done right

    by 
    Rowan Kaiser
    Rowan Kaiser
    05.11.2012

    This is a weekly column from freelancer Rowan Kaiser, which focuses on "Western" role-playing games: their stories, their histories, their mechanics, their insanity, and their inanity. The Avengers' huge success in its first week of release may represent the pinnacle of the superhero takeover of mainstream culture. Superhero comics have long been comparable to video games' bigger brother, with many of the same criticisms and stereotypes and similar slow paths to respectability. There's always been a great deal of crossover between the two, especially in terms of games based on comics. Most of these were platformers or brawlers, and most, like licensed games generally, were mediocre at best – with a few exceptions.Roleplaying games especially seemed to be a natural fit for superhero games. Both usually have origin stories, over-the-top villainy, straightforward morality and, most importantly, characters overcoming adversity by gaining more strength and greater power, with single characters or small party dynamics. There were a few attempts of varying success, like the simple RPG/adventure hybrid Superhero League Of Hoboken, but it still took until 2002 for a great superhero RPG to be released: Freedom Force.

  • MMObility: Online board games make for good mobile design

    by 
    Beau Hindman
    Beau Hindman
    09.13.2011

    I'm proud of myself. The other day I was away from my phone and PC for nearly half an hour. Of course, I grabbed my phone in case I wanted to Tweet about the experience, but I decided to just leave it be. Sometimes, technology gets to be a bit much. After this record-breaking summer (and still no rain into the beginning of fall), I even found myself becoming mad at electricity. I found myself turning off fans or cable boxes to save a little bit here and there. I would get up earlier to walk the dogs and so I could enjoy some time with the door open and the air conditioners finally silent. I started to hate how much we need electricity. When those irrational thoughts hit me, I like to play a board or card game. A good board game can give you the same feelings of adventure or teamwork that any MMO can. Then I stumbled upon Ironhelmet Games' site and started to fall in love with its online games. The site gave me some good ideas about designing for mobile gamers. Click past the cut and let's discuss!

  • Freedom Force and X-COM bundles $2 on Steam this weekend

    by 
    Xav de Matos
    Xav de Matos
    01.30.2010

    Throughout the weekend, Steam is offering two special packages that include all games in the Freedom Force and X-COM franchises for the insanely low price of $2 for each bundle. That's right, kids! For a two-spot you could pick up a bundle with Freedom Force and Freedom Force vs. The Third Reich or an X-COM collection which includes Apocalypse, Enforcer, Interceptor, Terror from the Deep, and UFO Defense. That's a lot of game for some pocket change, so get on it. Shortcut - Freedom Force Steam bundle Shortcut - X-COM: Complete Steam bundle

  • 2K Boston is bringing back Irrational Games name, legacy

    by 
    Mike Schramm
    Mike Schramm
    01.08.2010

    [Image credit: Game Informer] Halo: Reach isn't the only story that you'll find in next month's Game Informer -- the magazine's blog has also revealed that the developer known for the past two years as 2K Boston will be returning to its roots as Irrational Games. The change isn't unexpected, as we've seen hints of the old identity coming back to the spotlight for a while. But apparently the company is going full force with the "renewed commitment" to the legacy: it'll be kicking off a new website soon (in about three days and 16 hours as of this writing, according to the countdown now running on IrrationalGames.com) that will contain lots of community features and information about Irrational's past -- including fan favorites like System Shock 2 and Freedom Force, in addition to 2K Boston's BioShock and future titles. Meanwhile, the company has a new logo -- spiffy! -- and the next Game Informer will have more information about the studios' history and why it made the choice to turn back the clock on its identity. We look forward to reading all about it.

  • 2K Boston's next big thing is a shooter

    by 
    Justin McElroy
    Justin McElroy
    08.10.2009

    "Yeah, that and 90 percent of the other games released every year," you retort. Okay, we hear you, and trust us, we get it. It's not exactly earth-shattering that a 2K Boston job listing indicates that the follow-up to the studio's big-hit shooter BioShock would be another shooter. But do you remember the part where 2K Boston made BioShock? Yeah, you better believe we're going to tell you everything we learn about it until we have it in our trembling, grateful hands. (Speaking of which, it's also hiring a multiplayer level designer, for your info.) Besides, we weren't positive it was going to be another shooter. It could have been another Freedom Force game, for all we knew. Actually, 2K Boston ... could you go ahead and make that too, while you're at it? [Via Gamespot]

  • Ken Levine: Next project will cost 'a fair amount of money'

    by 
    Christopher Grant
    Christopher Grant
    05.08.2009

    During his Q&A at the MIT Business in Gaming conference, Ken Levine revealed the cost of some of his projects and hinted at the cost (and scale!) of 2K Boston's latest, still secret, project. "Freedom Force was $2 million; System Shock 2 was $600K, it was nothing. BioShock, I think it's been published, was $15 million," Levine said. When we asked how much, on that scale, his new project would cost, Levine teased, "It's more than System Shock 2." He elaborated, "It's a fair amount of money. Our goal is to build experiences." Referring to the craft of building experiences, Levine noted that BioShock "didn't have the best shooting compared to Call of Duty" and "it didn't have the most revolutionary AI." What it did have was an "experience [gamers] couldn't get anywhere else." It was something "that people can look at it and say, 'I can't have this experience anywhere else.'" Here's the thing: "Generally those experiences cost a fair amount of money to make," Levine says. Of course, he can't say how much – "because I would probably get fired before I walked out the door" – but he assures us "It won't be the cheapest product ever made." So we've got a ballpark here: Somewhere between $600K and infinity.