7th March 2003, 4:54 PM
Why do you so love to misunderstand people? I'd love to heard how I disliked that game as a whole given how I said it was good...
As for innovation its only good when it actually improves things... it often doesn't. Like here.
Rogue Leader. Well the combat clearly isn't as arcadish as that game... but it IS arcadish, and you DO have a behind the vehicle viewpoint, so its not totally offbase...
Oh, and how exactly do spaceships strafe? I'd think its kind of impossible... they sure can't strafe in any other spacebased game I've ever played (except for maybe 2d sidescrolling shooters but those don't really count)...
Oh, and as for difficult controls, that isn't a bad thing... making the controls complex adds a lot of depth. I know that learning TIE Fighter takes time... there's the joystick (it only needs a 2-button joystick with a throttle, really) and then there are several dozen keyboard keys that are useful to necessary... like any good space shooter. You get a bunch of targetting keys, power-management keys (to change power levels, switch power between systems, etc...), weapons control keys, and others... Freelancer replaces almost all of that (it has some targetting and weapons keys of course). Is that inherently bad? No... its actually a quite unique battle system. Very easy to learn... anyone who's played a FPS (especially 3d ones like Descent or the like) can understand it... and the combat? Hold right button on enemy and manage your missiles (the weapon system where you have to pay for every missile, bomb, and countermeasure you shoot is pretty cool... adds some realism and complexity...), while using the left button and keyboard to keep behind them... simple. It felt like, as I said before, Wing Commander using a Descentish control scheme influenced by Homeworld... and some additions mostly its own like using left mouse to control your exact movement.
And I've never liked Wing Commander all that much.
As for innovation its only good when it actually improves things... it often doesn't. Like here.
Rogue Leader. Well the combat clearly isn't as arcadish as that game... but it IS arcadish, and you DO have a behind the vehicle viewpoint, so its not totally offbase...
Oh, and how exactly do spaceships strafe? I'd think its kind of impossible... they sure can't strafe in any other spacebased game I've ever played (except for maybe 2d sidescrolling shooters but those don't really count)...
Oh, and as for difficult controls, that isn't a bad thing... making the controls complex adds a lot of depth. I know that learning TIE Fighter takes time... there's the joystick (it only needs a 2-button joystick with a throttle, really) and then there are several dozen keyboard keys that are useful to necessary... like any good space shooter. You get a bunch of targetting keys, power-management keys (to change power levels, switch power between systems, etc...), weapons control keys, and others... Freelancer replaces almost all of that (it has some targetting and weapons keys of course). Is that inherently bad? No... its actually a quite unique battle system. Very easy to learn... anyone who's played a FPS (especially 3d ones like Descent or the like) can understand it... and the combat? Hold right button on enemy and manage your missiles (the weapon system where you have to pay for every missile, bomb, and countermeasure you shoot is pretty cool... adds some realism and complexity...), while using the left button and keyboard to keep behind them... simple. It felt like, as I said before, Wing Commander using a Descentish control scheme influenced by Homeworld... and some additions mostly its own like using left mouse to control your exact movement.
And I've never liked Wing Commander all that much.