Freelancer is an old but still good game just because there is nothing similar you can compare with...perhapes a Dark Star One comes near to it but never rech it.
The only what i don't like on the vanilla one (not Discomodded) is that you don't have such much so much difference in locations you can go.There are Battlehips/Planets/Stations where you can dock and if you dock you are always alone.I miss,for me the real big Spaceport Atmosphere with fighters/freighters but this is only for me.
Although is still a great game and grapics aren't that bad as they could be after the long time it is out now.
I will say it will get a second Freespace 2 or maybe is it already
The best thing about Microsoft Freelancer is the direct control interface using the mouse and keyboard to control your ship. The simplified physics also help to dilute the importance of momentum and the laws of reality, emphasising raw skill, talent and intelligence in what is essentially a skill-based game. It also increases the pace of combat, and only those with the reactions and ability to make split-second decisions correctly will become good fighters.
Because of this interface there is literally no limit to the amount of fighting styles, nuances and combat preferences one can have, even with limited equipment and upgrades. This game is truely unique in that to become good, you must play perhaps a few hours a week if you're guided and taught well. It is also unique in that to become the best, you must dedicate a far more sizable portion of your life to bettering yourself, and have the willpower to see it through, day after day, hour after hour, fighting endlessly to become a little better.
I admire this game because of that alone. I only wish I had the time and the connection to play it more than I currently do.
PS: The other best part of this game, by extension of the above, is that your level means very little.
I think the control interface has another benefit.
There's probably very few people who would install the game, run it for five minutes and go "meh, that's too complicated". That might not be the case if the game strived for more realism or control complexity. Anyone can pick it up and manage the basics in a very short time. Basic controls require only negligible amounts of skill, while still offering significant rewards for those with more skill.