![]() I will also point out to the author of the news article on this site though that criticism is a GOOD thing. P2 seemed like everyone and their dog was British. WC was great for characters from a wide range of nationalities.Had nothing to do with the WC universe beyond the overall genre of space dog fighting.Takes too many shots to destroy anything.Jumping from nav point to nav point instead of the autopilot.Of all the WC games, its probably at the bottom of the list. cult classic at least, an absolute classic if there's any justice in the universe. So I suppose it's a tragic thing, ultimately-with a little bit more polish to the mechanics it would be a. while Wing Commander IV was taking ten minutes to load a mission in VGA mode on the same system. The 3D engine with lighting would run smoothly on a 486 and put fifty ships in a battle at the same time. full of strange and elaborate sets and amazing actors and so much character you might choke on it.Īnd other parts of the game were so impossibly ahead of other Wing Commanders that it was hard to believe. And the FMV! With apologies to Chris Roberts, The Darkening's FMV is the high point of the Wing Commander series. It has such an unusual and detailed and far-ranging style for art and so much work went into building a background world that's so distinct and alive and funny and weird. The Privateer 2 world is lush and beautiful and fleshed out in so many strange ways. It reeks of someone wanting to make a game easier and in the process forgetting that that doesn't make it as fun.īUT: when the team wasn't making Privateer they were making something amazing. The economy isn't interesting because there's no penalty for making a bad choice- ships and guns sell for what you paid for them, so you can just keep ramping up instead of carefully planning for your dream ship. Other "Privateer" elements have a distressingly thin veneer, too. None of this is permanent, either-land and take off and the good guys are suddenly your pals again. ![]() Land a stray shot or two on a CIS ship and suddenly you have to kill *everyone* to get anywhere. It also has a Wing Commander 2-style system for making the military and civilians your enemies. You can't jump out when an enemy is nearby and because of the game's big beautiful world enemies can pop in over and over and over while you're just trying to get somewhere. ![]() but there's no way any of them are ever your friends and there's no way not to fight them if you happen across then randomly. ![]() The game has five distinct pirate clans which are theoretically fighting each other in interesting ways. You could also beg your way out of a tight spot with particular taunts. Shoot down a Kilrathi and that's a point in your favor for the Confederation, shoot down a militia pilot and the pirates might not be hostile. The original Privateer had a great running faction system which based alliances on who you were killing, who you were helping and so forth. The faction system is broken, which goes on to break the random encounters generation. That said: Privateer 2's game mechanics do have some clear problems, one of which really harms the game. Jeers to the modern 'look how snarky I am!' schtick in these reviews-mark my words, we'll look back on it in twenty years and wince.
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