28.11.2011, 1:58
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Combat Wings: The Great Battles of World War II
Nastavak od "Combat Wings: Battle of Britain". Arkadna/simulacija borbenih aviona drugog svetskog rata.
Izlazi najverovatnije početkom 2012-e za PC i sve konzole.
Oficijelni sajt: http://www.combatwingsgame.com/
http://city-interactive.com/en/Games...f-World-War-II
Citat:
Combat Wings: The Great Battles of World War II: Balance Between the Realistic and the Arcade
In the development of Combat Wings: The Great Battles of World War II we debated several times on keeping balance between realism and arcade playability. Some of us on the team are hardcore enthusiasts of flight simulator games, where the part of the fun is devouring several dozen pages of instruction manuals, learning, step by step, how to start the engine and master real monoplane rudders. The other side of the discussion has no idea how many controls there are in Messerschmitt Bf110 cockpit nor do they care. However, before we commenced the production, the team gathered in front of TV and played many aerial combat simulators. We spent many days together, immersed in long discussions, to determine the direction and decide on the right dosage of realism vs. arcade style gameplay for Combat Wings: The Great Battles of World War II. To understand the importance of this issue, let’s examine its basic component, which is the difficulty level.
Time Commitment and Control Options
In regards to victory the importance of aerial combat was paramount. During WWII, aerial battles were one of the most effective and efficient military solutions. It was the aviators that actually determined before the battle, whether the struggle could be victorious or not. While developing the game, we were aware of each player’s willingness (i.e. time commitment) to become a hero, who changes the outcome of the battle, or even the entire war.
In the reality before entering the aircraft, each pilot had to complete several months of training. We were guessing that most people will spend 2-4 hours daily the maximum playing our game. So we took it easy on them.
We didn’t want to subject the player to boring tutorials that had to be completed by the player in order to launch into the actual game. On the contrary, we decided that each mission should last (for a skilled player) a reasonable amount of time and include a large number of save points, so that the game may be continued without tearing one’s hair out.
We also adjusted steering (especially for console players) to make it easier for the inexperienced flight-sim player, to grab the throttle and feel like an ace. In this way were able to adjust the “extreme realism” issue, and gives the game a more arcade style of gameplay. Of course, we did not forget about the realism loving players, who love examining technical parameters of war time aircraft and crave an authentic flight game experience. For those players the control scheme may be easily switched for simulator mode, allowing the game to be played using a joystick plugged to the console.
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