Article View: comp.sys.ibm.pc.games.space-sim
Article #102Re: Wing Commander Prophecy?
From: rdclark... Rich Clark
Date: Mon, 27 Apr 1998 00:00
Date: Mon, 27 Apr 1998 00:00
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3383 bytes
On Mon, 27 Apr 1998 15:39:40 -0500, Demian Rose
<dd-...@students.uiuc.edu> wrote:
>
>hey folks,
>
>I've been eying the sale copy of WCP at my local store and a good review
>here has got me almost ready to buy it...anyone got any opinions about
>this game, especially how it compares to XvT and Tie Fighter (both of
>which I own)...not looking for a "which is better" thread, just wondering
>how WCP's interface, play "feel", etc. are different. I have played WC3,
>but never finished it (got frustrated by the limited info you were given
>for missions...also, don't like combat sims where there's a "trick" to
>winning scenarios...if I wanted that, I'd play an adventure game instead).
I think TIE is the best game of its genre ever made.
Having said that, I think you'll like Prophecy -- more than you might
like the previous two WC games -- because it does focus more on the
space combat. If you have a fast 3D accelerator, particularly a 3Dfx
card, the graphics are unparalleled.
WCP's missions are less complex (and less numerous) than the final
version of TIE, and with few exceptions can be won by just blowing up
every enemy you see (which is not always easy). But the visual and
sonic sense of being in the midst of a huge space battle of which
you're only a small part is successfully achieved in WCP better than
any other game.
WCP is a linear, story-driven game, however. There are story events
that take place during missions; there are things you cannot change or
affect, no matter how good you are. The story itself is standard
sci-fi fare, but reasonably well-told.
IMO, WCP doesn't have the replayability of TIE, despite their both
using scripted missions, because TIE's missions are generally larger,
more complex, and approachable in more than one way. Also IMO, TIE's
space-combat engine -- particularly the flight dynamics of the
fighters -- feels more natural and less arcadish. This is obviously a
matter of opinion, since neither game makes even a small attempt at
real-life physics. To me, TIE feels a tiny bit more like flying
airplanes, while WCP feels a tiny bit more abstracted than that.
As for "tricks" -- well, there are missions in TIE that are based on
keys or tricks, too. You can figure them out if you try hard enough
and understand the game mechanics, but they're still scripted missions
in which the designer is trying to challenge the player. WCP is no
worse in this, I think.
Don't expect the same look or feel as TIE; each game has its own,
very different heritage. If you come to it on its own terms, you'll
have a real good time, I think.
RichC
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From: rdclark...@erols.com (Rich Clark) Subject: Re: Wing Commander Prophecy? Date: 1998/04/27 Message-ID: <35450393.6596113@news.erols.com> X-Deja-AN: 348232512 References: <Pine.SOL.3.96.980427153536.9717B-100000@ux9.cso.uiuc.edu> X-Complaints-To: ab...@erols.com X-Trace: winter.news.erols.com 893716723 29882 207.172.189.98 (27 Apr 1998 22:38:43 GMT) Organization: Erol's Internet Services Reply-To: rdc...@erols.com Newsgroups: comp.sys.ibm.pc.games.space-sim MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit