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junior
11-08-2005, 02:33 AM
- What may be a good game is tarnished by a number of problems.

X3 is the latest in the 'X' series of space sims. The X series of games, like the earlier Elite series and Wing Commander: Privateer games, are based around the idea of playing as a freelance pilot your own ship. You can collect bounties, fly VIPs to distant locations, or just run cargo between two stations. You can even build giant factory stations, and use a fleet of automated spacecraft that you've purchased to handle the supplying of the stations, and the sale of the product that the stations produce.

There's also a story that follows the further adventures of Julian Brennan, the main character from X2. You can follow the storyline as you choose, or diverge and engage in your own activities. The storyline will wait if you choose to ignore it. And if you're just not interested in the storyline at all, there are also three other starting template characters provided. Using one of them will ignore the story completely, but start you out with the equipment and cash you need to pursue a vocation. For instance, the trader template starts you out with a small cargo hauler, and a nice pile of cash that you can use to buy cargo.

The graphics in this game are gorgeous. They're eye-candy in and of themselves, with massive spaceships, huge stations, and giant planets. They provide a beautiful setting to what should be a good game.

Unfortunately, the key word is 'should'.

The game has, to put it bluntly, problems.

First is the system requirements. The game has some moderate requirements, and if you're short in one area, you're going to notice it. Make sure your system can run the game before you buy it.

The manual mentions tutorials that will help get you started playing the game. Unfortunately, the tutorials don't exist. And in some cases, the keys mentioned in the manual as doing one thing actually do something different. The end result is a confusing mess that the player needs to get hold of on his or her own without any help from the game itself. Once you figure out how things work, its not so bad. But this can take a while.

Due to poor design choices, and the inability to customize the colors on your HUD, the aiming point on the HUD tends to blend in whenever you have a cluster of ships in the middle of your screen. This makes it difficult to tell if you're actually aiming at the ship you want to hit if there are a number of opponents directly in front of you.

Finally, there's the second story mission. This mission has you sitting in the turret of a cargo ship while someone else handles the piloting. The mission is cut up into separate parts, and has quickly acquired a reputation as overly difficult due to one sequence that has enemies whipping back and forth from one side of the screen to the other. Some people swear that its easy, but the majority concensus seems to be that the difficult of the sequence in question needs to be toned down.

Overall, X3 - Reunion appears to be a good game. But there are annoying problems that should have been fixed before release, and that diminish the quality of the product.

Strikesfirmly
11-08-2005, 02:38 PM
Just me or does this sound a lot like EvE online?

I dabbled some in the Wing Commander games but the unrealistic space maneuver never got really improved on. Did the X3 devs incorpate 3d vectors and variable facing/thrust?

junior
11-08-2005, 07:50 PM
No, you need to play the Independence War games if you want a good game that involves true Newtonian physics. And Independence War 2 even involves piracy for goods and materials that you can then trade for more useful items (you can't buy cargo and ship it, however).

The Independence War games are very good games, and definitely worth getting - if you can still find a copy. There's the original Independence War, which has you as the captain of a Dreadnought-class Corvette fighting to supress an Insurrection. Then there's the "not quite a sequel" follow-up, which has you piloting a Dreadnought-class Corvette on the other side of the war. And finally, there's Indpendence War 2, which is the one mentioned above. The I-War (as its called in Europe) games do the physics properly, and are smart enough to add in all of the flight assistance that you might need when things get really out of control (which they will in a hurry if you turn the computer assistance off...).

The games are getting old as they were released back in the late 90's, but you can probably find demos if you search the web.

Elite may have done Newtonian physics. I'm not sure about that, as I only played it for a few minutes at most. And I think Renegade Legion did as well, but didn't provide the necessary support to make the experience enjoyable.

X3 allows you to install engines that will let you strafe, but that's the extent of the nod to physics.

Erling E.
11-15-2005, 06:58 AM
Elite had one of the most realistic physics models ever created in a computer game. Like the planets moving around the universe in a realistic manner. I remember when trying to land on a planet, you had to take physics into consideration just to get into orbit first. It was excellent.

Which reminds me: None of the new space games allows you to land on planets. A 20-year old game like Elite did, but not the modern games. A shame. I don't understand how the developers can sleep at night. This is the one thing that bothers me the most about Eve Online.

junior
11-15-2005, 10:12 AM
Freelancer allowed you to land on planets, and it isn't all that old. But it treated it just the same as if you were landing on a space station. Fly into the docking ring, and the game automatically shifts you to the ground. Though Freelancer wasn't exactly a "proper" space sim.

The Privateer games are the next oldest games that I remember allowing it - and they handled it the same way. The only space sims that I can think of that allowed you to fly inside the atmosphere were Wing Commander III and IV - and in both cases physics were pretty much ignored.

Getting back to my original post, the latest patch (1.2.1) seems to have solved the problems with the second mission. After downloading the patch, I was able to blow right through the mission with much less difficulty. One of my problems had involved the targeting system, and my inability to hit targets even when I had the gun sight plastered right on the aiming reticule (which predicts where the target will be). While the system works fine sometimes, other times it took quite a while for a ship to even take a little damage. The latest patch seems to have corrected this problem, and as a result, the second mission is quite manageable now.