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Showing posts with label Flight Simulation. Show all posts
Showing posts with label Flight Simulation. Show all posts

Elite Dangerous: Odyssey - PC Preview


Elite Dangerous: Odyssey
by developer and publisher Frontier Developments—PC (Steam) preview written by Robert with a copy provided by the publisher.

Estimated reading time: 2 minutes


Hi there, T1ckles here and I’m back for more Elite: Dangerous content!

It’s been quite some time since I last wrote about it and boy has it changed significantly since I last raced through Elite’s stars. In the six plus years since it first released to PC, Elite has grown in scope and scale (if it can be believed; it’s a huge game as it is!). We saw the introduction of the SRV, a recon vehicle that you can drive around on planets, the arrival of the Thargoids, an eerie alien race, and even saw the recent release of Fleet Carriers, but the one thing many Commanders were pining for… was space legs. The community fervor surrounding space legs has been a hotly contested point, especially when mentioning the other massive space game- no, not No Man’s Sky, though that does come up on occasion… I speak of Cloud Imperium Games’ (CIG) massive space title, Star Citizen. This comparison will inevitably be brought up no matter where you go; where folks are talking about Elite: Dangerous, they tend to beat on Star Citizen and the reverse is true, too.

I, for one, am a massive fan of both titles as each bring something unique to the table- with Elite: Dangerous – Odyssey, Commanders can now exit their ships to participate in FPS missions- in a relatively surprising twist, Frontier Developments have been pushing a phased roll-out for the ED: Odyssey Alpha and they are taking it nice and slow (at the time of this writing, we were in Phase 2) and are working to address concerns as fast as possible. How does it compare to the monstrous elephant in the room that is Star Citizen? Quite well actually- in a bit of a mix-up from my traditional writing, I’ve put together a video detailing some of the features, highlights, and concerns so head on over to our YouTube channel and check it out!

And once you’re done there, check out this raw footage of a similar mission-style in CIG’s powerhouse of a title:

Enjoy the videos and be sure to Like, Subscribe, and Comment for more details and information on upcoming news, previews, and reviews!

Score: N/A




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Everspace 2: Prototype - PC Preview

Everspace 2: Prototype by developer and publisher ROCKFISH GamesPC (Steam) preview written by Robert with a Free demo currently available on Steam.

Estimated reading time: 7 minutes

If there was one thing that I wanted to do while growing up it was to fly a spaceship. Not fly a rocket to the moon. Not fly a shuttle to a space station. But really fly agilely through the stars as fast or as slow as I wanted. While I may not yet have played Elite Dangerous, Everspace 2 has finally allowed me to do all of this but on "my terms". Still very early in development, not only is the successor to Everspace (PC / XB1 Reviews) very pretty to look at, but the mechanics felt so smooth even with a controller as the hours went by and I didn't even notice them.

Having launched into Early Access a few months back, Robert and I have shared some notes through the previous versions that have been released. There's a lot more available now than just a short while back AND there's also a lot more to come down the line. Players can look forward to many more locations to be explored as well as being able to fly down into a planet's atmosphere and experience flying through what I can only imagine to be tougher conditions as gravity and storms will most likely be involved.

For the “most part” Everspace 2 is all about picking your base model of ship, currently there are three available, flying out of the hanger and then doing whatever you want to do. Hunting outlaws, fixing solar panels to read data from a blue sun, fixing leaks in a space station or simply bringing an escape pod to the nearest space port so that the person can find a new passage through the stars. It’s all up to you and you can do as much or as little as you please. Now that said, while Everspace was a roguelike and Everspace 2 is more “open world RPG” concept, you’ll want to at least hunt down “some” outlaws as you’ll want the experience to level up as well as find new parts to either sell or to equip in order to make your ship that much more badass. Let’s be honest, nothing is safe and you’ll want to take multiple weapons with you as you explore the stars.

Now while I can say that Everspace 2 handles fairly well with a controller, as console versions for the final are planned, the sheer amount of options that are available to you are simply nuts and honestly extend far beyond the current amount of buttons that are available. It took a little getting used to to simply move the thumbstick forward to move forward but the sheer level of control that this grants you is amazing. Want to fly carefully into an asteroid because something was picked up on your radar? Simply ease forward and then rotate as you need to all while gently pushing on the thrusters to go up or down. Unfortunately in my case that lead me to be face first into a turret that while I won… t’was not pretty and I may have spammed a few missiles in a panic.

The control of your ship is really what sells this. I’ve played a lot over the years from the original Tie Fighters and X-Wings to some of the more recent ship / mech sims like War Tech Fighters and Project Nimbus but none of them compared to this. As you’ll be spending a lot of your time flying, being comfortable and at ease with the controls is a must and at this current point Everspace 2 is delivering. You can fly at “normal” speeds, you can boost yourself to fly faster for a time or to get out of the way of enemy fire, you can turn on the “cruise” which makes the kilometers zoom by, and I loved everything being in kilometers instead of miles as it’s more familiar, and finally you can basically go to lightspeed to travel fast distances in the manner of seconds. Each of these has its place but like I mentioned, space isn’t safe and even at lightspeed you can be hunted by outlaws and if you don’t escape, you’ll want to make sure that your weapons are hot.

Combat was simply stellar. Flying fast, stopping on a dime and rotating your ship and adjusting your fire, it’s everything that I could have wanted so it’s probably a good thing that I started with the weapon heavy model before going back to home base to try out the others. Each ship can have different configurations and some allow more weapons and sub-weapon slots than others. What impressed me a fair amount, though nothing really came close to the ship controls, was the variety of weapons that you could have access to. Short burst beams, machine guns, laser based rifles, shotgun blasts, steady beams all alongside missile launchers and space mines as your secondary almost heavier weapons. These really come down to personal preference as while some didn’t do it for me, I’m sure others will find using a rail gun from kilometers away boring and maybe a bit cheap, but, all is fair in love and space exploration against outlaws trying to kill you first.

There's an action shot mode that lets you zoom in really close and the details are superb

Because the first thing that I saw on my HUD was the ammo count for my secondary weapons, I wondered for a bit where my ammo count was for my main weapons which probably leads me to my “only” issue with Everspace 2. The HUD for the most part is rather clear with what you have as a primary weapon, a secondary weapon and consumables. What wasn’t quite clear, especially for someone’s first time, was that it took me a long time to realize that the curves that were on my screen weren’t there for a “where I was heading” as much as the left was my boost and my replenishable ammo while the left was ship health, armor plating and shields. Once you know they are there that’s great, but they could stand to be enlarged just a bit. Not enough to mar the rest of the visuals while exploring or while in combat, but enough to not have to squint to see as within certain areas the contrast just isn’t there to let you know how much is left until you stop boosting or firing.

Finally, quests for the most part seem to only be starting to trickle in as other than happening on them there’s no real current way to track them. Simple enough for the most part, they blend into the exploration and into the combat so they don’t feel out of place. Flying into a system I was asked to help repel outlaws that were attacking several cargo freighters however as I moved in close to help, their own defenses had already dispatched them. Ah well… there’s always next time. Good thing I ran into a huge outlaw based while going back to my own home base and destroying that had a good deal of satisfaction to it as the visuals were something else on top of knowing that I just made that sector safe for others to explore. At least in the meantime.

Summary

So while Everspace 2 is still in a fairly early stage, it’s already looking great. Just with the amount of updates from a few months ago into what’s still to come? This is going to be one hell of a stellar thrill ride and we’ll be bringing you more once some of the more massive updates are dropped!

Score: N/A




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Project Nimbus: Complete Edition clear for takeoff on Nintendo Switch - News


We are happy to bring you news that Project Nimbus is finally out for the first time in North America! Inspired by some old schooled series like Gundam and Macross, I'm happy to say that after a few hours in, I'm loving it. So while I'll have my review soon, in the meantime here's the original announcement trailer



and the new launch one!



PROJECT NIMBUS: COMPLETE EDITION CLEAR FOR TAKEOFF ON NINTENDO SWITCH 

INDIE MECHA HIT LAUNCHES TODAY ON ESHOP 

Tokyo, Japan, May 16, 2019 — Japanese publisher GameTomo today announced that Project Nimbus: Complete Edition is now available on the Nintendo Switch eShop. Project Nimbus is a high-flying action mecha game inspired by classic mecha like Macross and Gundam as well as games like the Ace Combat series. The Nintendo Switch version features content that has never been released in Western markets, a move sure to delight its cult of followers in Europe and North America. The game is available on the Switch’s eShop for 15.99 GBP, 17,79 EURO, and 19.99 USD with a special 10% discount for the first week to celebrate the launch of the title.

Project Nimbus: Complete Edition features pulse-pounding, high-speed combat across a variety of theatres of war across a futuristic Earth. Three main factions duke it out for control over scarce resources using Battle Frames, powerful combat suits that can field a diverse array of fantastical weapons. New to this release is the enhanced Survival mode that pits players against never ending waves of enemies, challenging them to succeed against impossible odds. The new WARFRONT mode further elaborates on this formula by adding multiple objectives and missions to the survival gameplay, forcing the player to make tactical decisions as they rise through the ranks.

The launch trailer for Project Nimbus highlights the breakneck speed of its combat, the variety of its locales, and the strength of its exotic weaponry. Character dialogue ups the stakes as the game draws you into the heart of the conflict between the last organized states on Earth and their struggle to survive against each other.

Project Nimbus Key Features

  • High-speed battle action, piloting heavily armored Battle Frames through the war torn skies.
  • Twenty-six missions in a variety of locations, including floating cities, ocean fortresses, mountain bases, futuristic prisons, and battles in space.
  • Over a dozen playable Battle Frames with weapons including smart missiles, energy blades, particle cannons, floating energy shields, railguns and autonomous psychodrones.
  • A sprawling storyline with battles between three different factions over a war-torn futuristic planet: the US-led CFN, the Russia-led UCN, and the shadowy terrorist Children of Fallen Nations.
  • Complex bosses each with a unique fighting style, including orbiting nuclear battle mechs, bands of deadly pilots, and weaponized flying ships.
  • Missiles, rail guns and cannons for long range combat...energy blades and blade rushes for melee!
  • Bonus Survival Mode lets you choose from an entire hangar of Battle Frames, and then you must battle endless waves of enemies with increasing power.
  • WARFRONT mode includes massive replayability with six unlimited mission modes including Base Defense, Interception, and Assassination. Six levels of pilot (including Legendary) and Battle Frame customization will keep you playing for hours more.

About GameTomo

GameTomo is a team of dedicated indie developers and publishers located in Tokyo, Japan. GameTomo curates best in breed indie titles and hand-picks consequential games appealing to both Western and Asian audiences. Visit them at www.gametomo.co.jp


Article by Pierre-Yves
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Ace Combat 7 - XB1 Review


I, on occasion, will shock myself into this century by looking back at original release dates for franchises that I feel were relatively new, only to find out that they have been around for 20+ years. This was the case for the Ace Combat franchise which, to my jaw-dropping amazement, turns 24 this year. I originally played Ace Combat 2 on a buddy of mine’s PlayStation back in high school, but it still boggles my mind to think it has been around as long as it has been.

While my first introduction was to the long-running jet-fueled adrenaline rush that is the Ace Combat franchise was with its second outing, I have been in love with the franchise since the downright fantastic Ace Combat 4: Shattered Skies. Featuring high-speed explosive action that let me live out my wildest Top Gun-inspired dreams, the Ace Combat family has long put you behind the throttle of some of the worlds most advanced military machines (and some that do not quite exist … yet). Ace Combat 7: Skies Unknown is Bandai Namco Studios and Project Aces’ latest numbered title and is a welcome sight on the current generation of consoles.

It is generally accepted that while Ace Combat Assault Horizon was quite quirky with regard to its story, it had solid gameplay (some of the best in the franchise in my opinion). Ace Combat 7: Skies Unknown feels similar in many respects; lacking the deep, dramatic overtones of series’ storytelling powerhouse, Ace Combat 4: Shattered Skies, but full of spectacular moments not all that dissimilar to Ace Combat Assault Horizon. While anyone would be hard-pressed to call the Ace Combat franchise deep when comparing it to dramatic storytelling found in other franchises, Ace Combat 7 seems to fit right in the “B-rated ‘80’s action-flick” pile. Which is excellent because it really pulls at the Top Gun-dream of yesteryear.


The downside is that there are some truly abysmally acted scenes, largely any containing the commanding officer, McKinsey, which break the immersion and really ham-up the story. Cutscenes between missions are quite nice looking and generally follow home-grown air mechanic cutie, Avril, or “I belong in a Final Fantasy game as a villainous sidekick doctor” Dr. Schroeder, who are both extremely well voiced and even better acted. They deliver their lines with meaningful impact, even if there are a few bizarre lines / twists in the story.

Though Ace Combat 7: Skies Unknown will not be winning storyteller of the year, the campaign is meaningful at time; plus, there are a few moments where I feel that some of the inspiration for the various missions or situations came straight out of a Mobile Suit Gundam episode. That is not a bad thing… I just think that the 20 campaign missions tend to jump from scene to scene with most pointing towards one or two primary arcs in only the loosest of manners. In fact, if you look at them all over the course of the campaign, many do not seem to “fit” together like they should; it is almost as if they bit off more than they could chew with what they wanted to do with the story.

I personally would have lengthened the first 1/3 (up to about mission 7 or 8) of the game to be the full 20-mission campaign, adding in appropriate content to flesh out those 7-8 missions. Then, and I will probably be tarred and feathered for this, put out a fleshed out mid-game (roughly missions 10 through about 16) DLC out, with a final DLC being the last few stages of the game. Speaking of which, I would strongly recommend removing mission 20 altogether, or severely re-work it as it is one of the most disrespectful and asinine ways to treat a gamer.



As what I am about to say will be Spoilery we have made the following text match the background; if you are not concerned with spoilers, please simply select the following paragraph

For 19 missions Ace Combat 7 shows you the glory of the sky; your encounters with Archangel (i.e. Mihaly) go to reinforce the joy and amazement of flying, of owning the airs. The emphasis on the sheer open-ness and scale of each missions is breathtaking. The casual yet expert marriage between the action in the skies and intensity of ground combat is wonderful. Mission 19 is a wonderful experience of the air combat and dogfighting throughout the Ace Combat franchise. Mission 20 takes all the goodwill and fuzzy feelings that Mission 19 gives you … and spits in your face. Here you have been, for the past 6-9 hours, providing kickass close-air-support or pulling high-G turns while splashing bogeys … and the good folks over at Project Aces / Bandai Namco decide “Hey, let’s throw all that in the garbage and put on in a restrictive tunnel for the final mission!” It is absolutely disrespectful to gamers; it is pointless and completely defeats the concept that Ace Combat 7 LITERALLY pushed for 19 missions. Shame on you Bandai Namco, shame on you. If this is indicative of the way they are going to respect their gamers, I will absolutely look elsewhere.

Now that I got that off my chest …

Combat and control have been the bread and butter of the Ace Combat franchise since Ace Combat Assault Horizon perfected a lot of the controls. With Skies Unknown control, whether you are using the simplified control scheme (where left stick does all the moving and aiming) or a more advanced, flight-stick-like control scheme (where you use both analog sticks for pitch, yaw, etc.) you can, and will feel like an actual Ace fighter pilot. The problem I ran into regularly was that controls just sort of … stopped. I thought maybe it had to do with the precursor to stalling, but upon paying closer attention, that was not the cast. I checked multiple controllers, wired and wireless, and the issue persists. Even tried a second Xbox One. Same issue. Finally it boiled down to, I think, just trying to do too much at once; almost as if the game could not keep up with the inputs being provided.

Whether I was dogfighting or providing CAS, everything would just go un-responsive. It would not happen constantly, but it most CERTAINLY happened at crucial moments in the game (carving through a canyon while shaking off an enemy on your tail while you are trying to splash the one in front of you? Nah, I’ll just fly you into the ground). I thought maybe it was a part of the new and absolutely AWESOME weather effect / turbulence features in the game. Nope, not it. No rhyme or reason things would just suck. I also noticed it happened more on certain levels and in others it never happened, so it has to be specific to those missions.


I was a little shocked and quite dismayed with the fact that the dogfighting feature of Ace Combat Assault Horizon was removed; I loved the whole concept of dogfighting in that game. Instead Ace Combat 7 takes one out of Elite: Dangerous’ book and errs on the side of ‘who can turn in a tighter circle?’ Add to the fact they got rid of the traditional high-G turn in favor of a horrifically-controlled method (accelerate+decelerate+pitch/yaw in a direction and you will do a sharper turn; it just does not have the same effect), and Ace Combat 7, while an awesome game, in many respects, feels like a step back in the franchise. Sure, the combat is still excellent, controls (when they work) are snappy and responsive, and the game is literally chalk-full of awesome cinematic moments, but if feels lacking in many cases when compared to the older games in the franchise. However, as a standalone? It is an EXCELLENT arcade shooter that felt very Afterburner at times.

One area I like that is a nice evolution of the franchise is the “Aircraft Tree.” Think of it like you would a store where you purchase new vehicles and upgrades … because that is what it is. Each aircraft has its statistics like mobility, defense, stability, air-to-ground / air-to-air strengths, etc. listed, though I do wish there was a “Compare” option, as it is awfully difficult to determine which aircraft is best for a mission when you have to scroll through this list and try to remember what the other craft’s stats were. Other than that, the progression is solid, if a little out of place with the story as you are essentially a rogue band of ex-cons that are drafted into a near-dead, broken military; how the hell do you afford and/or build an F-22 or an extremely advanced experimental fighter? It makes no sense when looking at the core aspects of the story. Still, flying some of these machines is wonderful as each handle very, very different. I myself am partial to the F-2A, a derivative of the U.S. Air Force’s nimble little F-16. In fact, I rarely use something different, though I DO love the Typhoon…. Ah, so many wonderful choices.

I want to interject real quick about Multiplayer in Ace Combat 7: Skies Unknown … Frankly it sucks. The implementation sucks. The stability sucks. The people suck. To play multiplayer you pop into the menu option and after setting up your hangar (which, by the way … you will likely need to change regularly), instant radio messages, and options (thank GOD for the ability to turn voice chat off), you are provided an option to join a match or create a match. You can do battle royale style combat where last-jet-flying is the winner, or you can do Team Deathmatch … Given my proclivity for teamwork, I tried for about 90 minutes to get into a lobby/game (which are each hosted by the person that created the match; no dedicated servers) and ultimate quit as it seems the favorite thing to do is to create a match then just sit in it indefinitely… Because each match can have limitations on parts/special weapons or even price caps (meaning you can make it so everyone flies starter jets, or you can all use end-game jets) this means that those jets you set up at the start of the multiplayer menu? Yeah, you need to go tweak or reset them if you are in a match that has limitations that your jets exceed.


This means people will hop into a lobby/game and will sit there for twenty minutes altering their jets to their liking. During this time people tend to spam the “Let’s Sortie” option to try to get the lobby host to start a freaking game… The problem is people do not want to wait around on you, especially if you are new to the multiplayer aspect in Ace Combat 7, and will leave a game because they want to play, not sit and twiddle their thumbs while someone takes forever to retrofit their aircraft. Then if you actually get into a game the lag is garbage (note, I am pushing 230-250MB down, 25MB up so it is most certainly not me) and the stability will push out any others that just cannot stand it anymore. There are a LOT of lobbies with just one person in them, waiting for others to join but never will. It is really, really sad.

Seriously, the setup and implementation of multiplayer is just bad …

I may have some honest and strong criticisms of Ace Combat 7: Skies Unknown, but that is because I came to expect excellence in a franchise that is nearing 25 years old. Though I may be harsh in my assessment, I do have to say that the latest from Project Aces is still an awesome experience with some of the coolest, most cinematic moments that I have seen in recent years. Over the past four or five days I have spent nearly 30 hours hunting the skies and I loved nearly every moment of it. Arcade-like response, explosive action, solid “skill” progression, and a half-way, if cheesy, story are wrapped up in an action-packed sky-faring adventure.

There is little not to like and Ace Combat 7: Skies Unknown has a little bit of something for everyone, franchise fan or not. Perhaps as the release cycle continues we will see tweaks, like the ability to turn down the overpowering and extremely loud background music or compare ships, but those are more quality of life issues and less game-stopping problems. Even as it stands, Ace Combat 7: Skies Unknown is wicked fun that should be experienced by all.

Game Information

Platform:
Microsoft Xbox One
Developer(s):
Project Aces
Bandai Namco Studios
Publisher(s):
Bandai Namco
Genre(s):
Flight Simulation
Arcade Shooter
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation 4
PC

Source:
Provided by Publisher




Article by Robert
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