Well, I took a chance on this game, and I must say...for their first official game, Futuremark has done a fine job.
Its not quite there yet. Needs to have more weapon/item/grenade types, but then, that might make the UI too complex.
Space physics are spot on (I would think). You use the movement keys (WASD) to boost forwards, backwards, sideways,
and the spacebar to boost 'upwards'. When near any surface, you can look at it, and if the 'proximity to surface' indicator
appears, you can plant yourself on it and walk around, but you're in a space-suit, so the walking is intentionally slow. Spacebar
sends you 'airborne' again. Its a bit awkward at first, but it works.
Gameplay consists of two teams battling for control points a la Battlefield style. The levels are solidly built, with corridors
built into asteroids, so combat can happen there, in open space, on the asteroids' surface, you name it
Sounds of battle abound. The devs took a little departure from reality here, because you hear nothing through the vacuum of
space in reality, but what kind of FPS would this be without the sounds of stuff going 'boom' right?
The hit detection could use some tweaking, as I seemingly missed a lot of shots on targets that were only 50 ft away,
but as with any FPS, there are those gundilero players who seem to have mastered the nuances of the gunplay already.
Lets just say I died a LOT.
I especially like the 'silent running' feature, where you can power down your suit's electronics, which turns off the lights,
radio, and HUD, but the advantage is you're harder to spot against the dark backdrop of space, or the asteroid surface.
It made for some killer ambushes near control points.
With some patches and DLC, I think Futuremark can create quite a unique experience here.
Some screens..
...and is 'only' 20 US.
Critics say: '...it badd'. LOL