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Email required Address never made public. Name required. Create your website with WordPress. Follow Following. Predictably, hardcore simmers looked askance at the idea. Eurofighter Typhoon is different from any of the company's previous titles. While many in the flight sim community would have been satisfied to outfit the Eurofighter in the TAW or Wargen engine, DID made it clear that the new Eurofighter release would not be a hardcore sim, but would focus on battle management, strategy and fun.
It would inherit elements from grandfather EF and bastard stepchild Wargasm. Its lineage was split between the methodical simulation of its predecessors and the action-oriented 3D romp of Wargasm.
So, like Mr. Spock, Eurofighter Typhoon is part Vulcan, part human. Aspects of flight sim, strategy, roleplaying and cinema comprise this creature. There is no instant action, mission builder or myriad of complex buttons to push. Its design seems more on the order of an interactive movie than a flight sim. Therefore, it may be a bit unfair to compare Eurofighter Typhoon to a typical sim. Eurofighter Typhoon lets the player begin a new campaign in either peacetime or wartime.
In a Cold War-like scenario but set in the near future, Russia and the West duke it out for control of Iceland. During each day of the campaign, news feeds appear in text and video form chronicling events as they unfold.
The player chooses six pilots from a roster of ten to stop the inevitable Russian invasion of Iceland. Each pilot possesses his or her own unique personality, talents and survivability skills, which must be taken into account when determining the overall strategy.
For example, choosing all combat air patrol pilots might be the best way to gain air superiority. Or perhaps a pilot is awaiting rescue or being reprimanded or even escaping from jail.
Waiting up to ten minutes to fly a mission can task one's patience, but there is plenty of work to do once in the cockpit. Ducking behind mountains, dodging SAMS and having snowball fights with anti-aircraft units all contribute to the fun. The flight model felt good, the enemy AI made formidable opponents and the damage modeling was very well done.
The game models the Typhoon's advanced weapons such as the Alarm missile, the anti-radar missile that homes in on SAM sites. With many weapons, hitting targets often became a difficult chore as with the Beyond Visual Range air-to-air missiles. I soon learned that knocking out a mobile ground target always required exactly two Brimstones hits. Many of the aircraft's advanced features turned up missing in action such as radar modes, advanced autopilot modes and aspects of weapons guidance.
The game has a partial non-linearity. The gamer is allowed to influence the fate of their charges. Each pilot can be wounded or unsuccessfully ejected behind enemy lines. After landing the pilot will have to wait to be rescued, but if the enemies find him they will take him prisoner and interrogate him. There is a chance that the pilot can escape by stealing the enemy's aircraft. There is also a possibility of death. If all six die, you have to replay the episode or start the campaign all over again.
Product offers more arcade gameplay than other members of the genre. The aviasim has a relatively low entry threshold and forgives the gamer for mistakes, as well as automating some of the processes of controlling the aircraft.
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