![]() |
|
IL-2 Sturmovik: Birds of Prey Famous title comes to consoles. |
![]() |
|
Thread Tools | Display Modes |
|
#1
|
|||
|
|||
![]() Quote:
|
#2
|
|||
|
|||
![]()
I told all of you that it would come out in September
|
#3
|
|||
|
|||
![]()
Where did it say September?
|
#4
|
|||
|
|||
![]() Quote:
![]() |
#5
|
|||
|
|||
![]()
thanks for posting that Buggins.
Best article yet. Last edited by OntheCrab; 06-11-2009 at 02:47 AM. |
#6
|
|||
|
|||
![]()
http://www.incgamers.com/Previews/95...-Birds-of-Prey
Here's another review. If someone gets bored maybe they can compile all of the reviews into 1 post and add-on as they come in. |
#7
|
|||
|
|||
![]() Quote:
Last edited by sasquatch; 06-11-2009 at 05:19 PM. |
#8
|
|||
|
|||
![]()
Found a new E3 article that I translated from Italian to English for you guys.
(Sorry, there are MANY English grammer errors but you will get the idea. I also did not translate Italian slang.) The market for videogaming on the PC is going through a critical phase. It 'easy watching, for example, the list of products presented all'E3 2009, in which the titles for personal computers can be counted on the fingers of one hand. But seeing the great impotent "brain-engine", which has dropped even one of the last symbols of the Pc-Gaming (we refer to Crysis 2, now multi-platform project). Emblematic is the case of IL-2 Sturmovik, a military flight simulator to date exclusively the preserve of the super-fans armed with mouse and keyboard (or, at most, the joystick), and finally moved on Ps3 and 360 . Change the target platforms, including resolutions and changing advertising mobilization if Sturmovik has always been a very sectoral (arrived on the shelves without making too much noise), the new chapter (titled Birds of Prey) is presented as a way to involve a user broader. The first official presentation on the occasion dell'E3, allowed to get an idea of the precise quality of the product. Birds of Prey is a flight simulator set during World War II. First, the development team pitted the numbers of his creature: over fifty vehicles, over 50 missions and six major campaigns, airmen played interpreting American, English and Russian. Nothing new under the sun, so far, since Blazing Angels has already brought up the console war dogfight for other periods. Yet, if the title Ubisoft had a very arcade gameplay (immediate but ultimately unrealistic, with a QTE to intramezzare the action), Sturmovik leaves room for more types of approach. That "disengaged and light" is guaranteed: If you set the minimum level of realism the player can engage in dogfight most immediate and simplistic, based on a system of skeletal, and that leaves ample room for aerobatic flights. But for the purists of the simulation, IL-2 will propose two additional options. The most interesting is that most simulation models, not only the visual is required by the aircraft cockpit, but the model guidance is showing much more realistic and take into account in real time, even currents, winds, and damage suffered. So, fly the aircraft against the Luftwaffe is not an easy driving will become more nervous, will air voids and tremendous friction. If you receive a blow, also, the physics of the medium will change completely: sull'ali a hole will force us to rapid movements of accommodation for limiting the roll side, blows the tail affect the ability to perform yaw. For those who do not yet feel ready to face such an extreme realism, will also present an intermediate mode in which the physics of the airplane will grant some lightness to the player, but not be able to ignore a fundamental parameters (eg number remaining of strokes or quantity of fuel). Needless to say that much of the charm of IL-2 Sturmovik is linked to its ability to set a level of uncompromising simulatività: played in "Arcade" Games 505 product is likely to be confused with the many congeners already crowding the videogame landscape. The extreme realism of the experience seems to run everything on the console, which could gather proselytes, given the extreme care realization. Beautiful, for example, the ability to turn your head (when the view is set in first person) to inspect the damage, which sends more anxiety and tension level than mere statistics shown nell'HUD. We quote, before moving to a more precise analysis of industry and technical experience of the game, the ability to activate a series of indicators that help to orient (underlining the position of targets and allies). Obviously the "free flight" is much more charming and engaging, but given the need to move closer to the general public, the full "scalability" of the simulation can also be managed this trick. Skies of IL-2 Sturmovik you fight a battle after all, different from the classical exponents of the genre. The pace of play, in fact, is much more calm than Ace Combat, and the like. The planes reach speeds of'45 modest, and this allows the user to concentrate on the strategy of flight. The aircraft, in other words, it line and struggle to conquer the opponent's tail, climb and descend in a cloud of dense air to exit the view of the followers. Just the presence of large formations cloudy is another of the most original and successful Sturmovik: hiding among the clouds and suddenly emerge in front of the enemy is a tactic functional, which puts even more emphasis on the necessary attention to the trajectories flight. Overall, therefore, IL-2 shows the character and personality, though his approach scontenterà have a dogfight tight and fast. We can not accept that the choices of game design of the development team are happy to welcome on Next Gen platforms without compromises a product that can offer realistic and immersive experience, while sending the anxiety of the conflict el'inquietudine air. Some doubt, however, remain unanswered: in particular about the variety of missions, all of which seem to concentrate on fighting air-to-air, harsh and direct. The "defect" is in fact typical of the category of reference, perhaps insurmountable, and not gradually reduce the involvement of the player, Sturmovik should focus on quality throughout choreographed, and the ability to play a conflict choral air. The team seems to want to reassure, saying the possibility of managing a small squadron giving simple basic commands. One option that would add a minimum of variety in the missions especially advanced. We shall see if the game will differentiate enough during the main adventure. In any case, the presence of a competitive multiplayer (32 players, 4 different ways) should ensure a good replay value. At a technical level, Birds of Prey show discrete results. Is mainly to impress the mole polygonal scenario game. What are the campaigns of Germany or the peaks of snowy mountains in Russia, leases show an unusual abundance of elements molded, which make them much less deprived than other competitors. Sturmovik therefore does not fear the test flight of grazing, and indeed shows unexpected gifts (although, to tell the news, the team seems to have minimized the presence of urban installations, to make things easier all'engine graph). Discrete even special effects: the wakes of projectiles can transmit the power of large sizes, the black clouds of the aircraft in flames and the cartridge component of an anti-scene rather animated. Unfortunately, the abundance of all the above is paid in terms of texture, even if a stylistic level IL-2 appears valuable, the definition of "tiles" is pretty low. Less spectacular than usual, then, are the flight with visual exterior. We were particularly struck, finally, the sound field: the work of the composers managed to synthesize the music accompanying the concerns typical of the heroes of the sky: the volatility and risk, mixed with the heroic and gait titaneggiante squadrons of winged. |
#9
|
|||
|
|||
![]()
Wow, nice find man!
The language is quite detailed and colourful.....i suppose there is romance to dogfighting after all... They seem to like it, though the graphical explanation at the end i couldn't figure out. Mini-bombshell : 32 PLAYERS ONLINE?! Sounds amazing if true. Thanks Nike |
![]() |
|
|