X2: The Threat

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Space-simulator sequel to the popular x: Beyond the Frontier.

Format: PC
Release 31 Oct 2003
Developer: Egosoft
Publisher: Koch Media
Players: 1
PEGI Rating:
Editor Score: 9 User Score: 8
X2: The Threat boxshot on TotalVideoGames.com

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X2: The Threat Feature

Derek dela Fuente

26/06/2003

Derek dela Fuente

We send Derek off to the deepest clutches of space to chat with the guys behind the sequel to the popular 'X: Beyond the Frontier'...


X2: The Threat (X2) from German developer Egosoft, can best be described as a space sim with the qualities of trading, fighting and building. Coming 4 years after their previous release, X: Beyond, a lot of time, thought and planning have gone into this sequel. (THQ had the previous release.). With announcement that Koch will be the publisher of this title Derek dela Fuente spoke with Darren Astles, a key member of the team, about the aspirations and ideas behind X2.

Egosoft (based near Aachen, Germany) began many years ago writing adventure games for the Amiga and as well as various out-sourced projects, along with titles that were released for the German market only. The 'X:â series of games, beginning with X-Beyond the Frontier, which was Egosoft's first space simulation title and was very well received, particularly in Germany and the UK. Some critics regard it as a benchmark space simulation.

The X series have a space theme and in the original game (X-Beyond The Frontier), the player took on the role of an Earth space pilot named Kyle Brennan, marooned in a distant area of space - referred to as the âX Universeâ. Inhabited by various alien races, the player forged a living by trading goods, bounty hunting and taking on various missions, all the while seeking for a way back home. During this time and after meeting the different races, it became apparent that a machine-based race (known as the Xenon) was invading. The story climaxed with the player being instrumental in their defeat.

In X2 the player takes on the role of a pilot indigenous to the X-Universe. The story begins with our soon-to-be hero and his companion attempting to steal a ship and after a failed, action packed, escape attempt in a dense nebulae, he soon finds himself aboard a security ship, destined to live out his days on the cold, prison-mining world of Artur.

En-route the ship is stopped by an impressive battle cruiser under the command of a man named Ban Danna, high-ranking member of the secret service of the Argon Federation. He gave Kyle (from X-BTF) lots of help in the past in his quest to defeat the Xenon and Kyle is now a key member of the corporation known as TerraCorp. Ban Danna is well known and respected throughout the Universe and the security ship Captain doesn't hesitate to hand over the player when Ban Danna requests him. Bewildered, the player is unsure what awaits him, but Ban Danna is calm and forceful as he explains that it is wrong to waste away a life on illegal pirate activities and this is his last and only chance of redemption.

The player jumps at the chance of a life outside the mining world and promises to follow a life of potential prosperity instead of piracy. A job with TerraCorp hauling freight seems a good bargain and he forges ahead in his new career. But it isn't long before his past catches up with him as he learns the real reason that he was saved from oblivion. Lost ships and technologies have to be found, journeys from Kingdom's End to the new frontiers and beyond beckon, as the mystery unfolds. The discovery of a new race named the Khaak and their destructive intentions brings adventure fraught with danger and intrigue. The revelations from his past begin to emerge and these must be faced as he discovers his true identity and also that of his father. The correct decisions to be taken cause a dilemma with a struggle between his conscience and his loyalties. But he must face them with strength if he is to unravel this web and meet the challenges that await him. Within a dynamic Universe and a plot expertly weaved together with a series of moving cut-scenes, planet locations and characters of interest, the story of âThe Threatâ is waiting to be told.

The exact genre of the game is a matter of debate with some saying it is very much like Elite. but Darren was very direct. âThe game is certainly in that mould. It's a living, breathing Universe in that an action results in a re-action (dynamic pricing based upon demand, skirmishes between different raceâs fleets and so on). This is not scripted and you will find different scenarios in every single game as the Universe develops by itself. Of course you then have the plot triggered at certain points in the game by your actions.â

"Combat is âseat of your pantsâ, full on, hard hitting dog-fighting with lasers, shields, hull damage, missiles and drones making up just some of the many offensive and defensive tools available. You can acquire (purchase or capture) every ship in the game, from small nimble fighters all the way to enormous battleships with multiple seating positions."

"There are ships for all purposes, including bounty hunting, cargo haulers, mining, attack ships and so on. You can also own as many ships as you can afford and issue AI commands to your fleets. Want to construct trading convoys with heavy fighter protection? You can do that and go and get on with something else. Fancy taking an armada of one hundred ships into battle against the Khaak? You can do that too, although amassing such a fleet would take time."

Trading is dynamic. Each race has a hierarchy of goods it manufactures. Some are common across the races and others specific to a race. At the bottom of the pyramid are the widely available raw materials. At the top, the luxury goods and technological systems, including weapons with various products in-between.

Space is littered with factories producing these goods. Each factory requires one or more resources and they will send their own freight ships to acquire them, at the best possible price/distance/quantity calculated. This means that a factory may send its ships to one factory one trip and another factory on its next trip, even spanning dozens of sectors if required. If the local availability of a product is low, its price will increase and likewise decrease when the quantities are increased through the manufacturing process of each factory, which takes time.

Simple monitoring of this dynamic trade can open up profitable trade routes and gaps in the market can be found. However, if you really want to become that business mogul, then you can acquire your very own factories (no limits on number) and deploy these wherever you see fit. These will then automatically fetch resources and manufacture goods using ships you assign to the task and within parameters you set on distance, prices and so forth. With the correct technology you can monitor these factories from afar and communicate with them to alter their settings.

This is an extremely good way to make high long-term profits, although it is not a requirement to complete the game and being a successful mogul will bring its own attention from others. So with success you will need to protect your assets accordingly.

If you do not care to play a thinking game then you can merely focus on combat. "A player can decide to play the game any way they choose and pure fighting is a choice that some will take. It is possible to capture other ships, if you can make the pilot bail out. This ship then becomes another ship in your roster and you can sell it at a shipyard if you want to. Combat is a mixture of lasers, projectile weapons, missiles, countermeasures, hull damage, shields and so on. Very much in the Wing Commander, X-Wing style of leading shot acquisition and 3D Radar to aid your situational awareness. Of course, once you own a fleet of ships, you can simply give them commands and they will assist you in your quest. There's nothing quite like flying with a dozen wingmen who are all there to protect you! It would be a great challenge to complete the plot via fighting alone, but it is entirely possible. Conversely, itâs also possible to role-play traders, miners and so on, but most players will opt for a combination of them all."

Views are first person (seated in the cockpit or bridge of the ship) or external 3rd person. Control is via mouse, keyboard and/or joystick/game pad. You have complete first person control of your ship; you are seated in the pilot's seat (or turret gunners seat if you prefer). You can dock, go within stations, and even go for a space walk in your suit if you feel the need.

There are over seventy ships in the game, all can be acquired one way or another and piloted. These range from small nimble fighters, to heavy fighters, cargo and transport ships, large corvettes and the massive capital battleships and carriers. Yes, you can own and pilot these multi-kilometre long ships with banks of weapons and fleets of attack ships loaded inside.

Gamers will find a real challenge with plenty of diverse mission on offer. Trade wise you are competing against all the other ships and factories dotted around space. There are even NPC freelance players doing the same as you. Each race has a ranking system, that in essence gives you the ability to dock with them or not. Go shooting up their cargo ships and not only will your rank fall, but also the local police ships will pay you special attention. The farther away from that race you are, the less effect it has on your rank, so there are some nice pirate sectors to explore.

What we have here is a title that is huge with plenty of ideas, and a good focus also on technology and innovations but most importantly on rock solid gameplay!

The team summed up their creation: "The next evolution in space simulation is âX2 - The Threatâ.â
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Spaceghost


Date Added:Sun 10th Dec 2006 21:00
X2 the more you put in to the game, the more rewarded you get.
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PC | Sim | X2 | X2: The Threat | Egosoft | Koch Media | Released in 2003 |

Editor and User Scores


Editor Score: 9 User Score: 8