this post was submitted on 27 Jun 2023
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Heh. I've weirdly had people tell me they didn't understand why it was so slow, especially if they hadn't played the original Tie Fighter.
I'll say that I don't know if I'd want a modern game to be paced as the old ones were. We can talk about the mission design and other elements and I'll hear you out about the differences, but I wonder if there's some rose tinted glasses type of thing going on as well.
I've done TIE Fighter streams on 4th May a couple of times in the recent years, and the game play is as good as ever. So no, it's not some rose-tinted glasses.
Fair enough. I do still like it as well, but that game does have some dead air. I'm not surprised that the read on Squadron's pacing would be heavily dependent on how much Tie Fighter/X-Wing you played, or that the devs split the difference to some degree.
I really appreciated having the 4x time compression option in TIE Fighter to hurry things along when you're just flying from A to B. They then inexplicably removed that capability from X-Wing Alliance.
Most of the time, I thought the missions were ok. I like the tension when the designers used the dead air effectively, like the calm before the storm.
There are times when the time compression helps, but I don't remember using it very often.