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Article View: comp.sys.ibm.pc.games.space-sim
Article #142

Re: Freespace: A half step forward?

#142
From: typ... Typhoon
Date: Tue, 05 May 1998 00:00
36 lines
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"Daniel e Eduardo Silva" <hel...@mail.telepac.pt> spoke thusly:

>I have to admit i was sad after discovering it was a arcade space-sim.
>I mean i was hoping for a x-wing type of game, not like wing comander.It
>just gets dull scroling around folowing the red cross and then trying to hit
>the circle.
<snip>
>Just so sad, all that potential and a mere arcade action game...I wish the
>guys who programed it went on to make games like elite.

It's my experience that two things most important to any *space-sim*
are Flight Engine and Mission Design. And the brief demo of Freespace
shows us one, and a brief glimpse of the other.

I wouldn't completely rule out Freespace  because it implements an
"arcade/WC-inspired" flight engine...It can make up for this
shortcoming if the game has really good and challenging
missions/campaigns. 

Look at classic X-Wing. That title had the toughest and most memorable
missions ever seen in any space-sim. Even last year's lackluster
Starfleet Academy had some very clever missions, even if it did fly a
starship like a WC-fighter. Pick up I-War and you'll see a game that
is the perfect match of engine/mission complexity. The *immersion*
created by each of these titles was very convincing.

I'll be the first to admit that Freespace's engine was not what I
expected/wanted, but I'm gonna give it the benefit of a doubt anyways
and grab it once it hits the shelves. Flight engine is an important
part of the package, but its the missions/story/campaigns that create
the actual immersion- something that I think Freespace will deliver in
spades.


*****Saturn S. Padua | typ...@pacbell.net ****
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From: typ...@pacbellDIESPAM.net (Typhoon)
Subject: Re: Freespace: A half step forward?
Date: 1998/05/05
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