![]() The strategy part of the game consists of building mines & shipyards on planets. It consists of 11 sectors which have to be fought out – you are scored each time and the winner at the end gets to blow up the enemy home world. I get bored of gauntlet very quickly and have a go at the campaign mode which is the biggest of the game types available. If you could only run Wing Commander 3 in VGA (which applied to me back then) this was actually the better looking engine. The fully textured ships look about as good as they could in 320×200 and the 3d shield effects are especially nice. It has to be said that the graphics in this are very very nice for the time. There is no way I’m attempting this but it gives me a first look at the new engine. Once again this is 15 levels with 3 waves of fighters each time. Its nice enough but only lasts about 30 seconds.īefore jumping into the strategy game I have a quick go at the gauntlet mode which makes a not especially welcome return from Wing Commander Academy. You can play as either Kilrathi or Confed and the manual does a great job of presenting the history of the war from both sides. Instead of a new storyline it adds a strategy element to the game. Star Citizen is still not even close to being available and I am not sure if I like the whole business model with subscriptions so Elite Dangerous is probably the only real option.This is a game I haven’t played in years but I did play a bit when it came out. I would assume it was aimed to fill the gap between Wing Commander 2 and 3 and address the issues with Wing Commander Academy. Academy was a pointless game really, I’m hoping for better with this.Īrmada uses Strike Commanders realspace engine to present the Wing Commander universe in full 3D for the first time. I am not sure that is why I asked in this forum to get some inspiration -) For my taste the story in Privateer was great and maybe I would "miss something" in Elite dangerous. I have to admit that I like the story aspect of the Wing Commander games, as i like to immerse myself in the roles. So I think I might enjoy the open nature of Elite. For my taste the Gemini Sector was fairly large and I haven't visited all the places after my playthrough. I also used the missions to explore the quadrants and systems. What I enjoyed the most in Privateer was to make my own routes, so when I knew I wanted/needed to fly to a certain Base I would look up the different Unions to check if they had profitable missions that I could complete on my way to the next destination. But I guess that the gameplay is somewhat dumbed down compared to Elite. I know that Chris Roberts made the game with Elite in mind. I thought that Privateer was too boring for me but I was surprised about how much I liked it. I have mostly played the Wing Commander games. But at no point in ED will you ever be told, "You've gotta stop doing what you're doing, and go do this now". Want to seek out strange new worlds and boldly go there? Buy an exploration ship, kit it out and off you go. Want to be an archaeologist and a mystery solver? Follow the clues and see if you can think of some possible answer to the great mysteries of the galaxy which no-one else has thought of yet. You want to be a freedom fighter? Then find some oppressed donw-and-out minor faction, and work the BGS to support them. It may recall a little more effort on your part, and may involve you exercising some "imagination" to fill in the gaps increating your story which ED cannot yet support. In ED, you create your own meaning and write your own story. In WC:P, you found "meaning" by following The Story. It would be equally lame if they made such a storyline that only the lucky first player got to play the story, and the other 50,000 players who were too slow miss out. It's a multiplayer game, so they can't really create much in the way of unique content that would be both meaningful and believable it'd be pretty lame if they wrote a "rescue the princess" storylline, and everyone got to rescue the princess from the same dungeon on the same planet. In ED, there's no grand unifying story which you are the centre and hero of. Your actions decide what happens next and make The Story progress, with lots of cutscenes to explain what's happening next with The Story. With 400 billion star systems to fill, ED simply can't do that. WC:P was a (relatively) very small universe, only a couple dozen star systems if I recall correctly, so there was much more scope for creating unique, hand-crafted planets and missions.
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