Volition Would Kill to Make FreeSpace 3

A lot of gamers would say they'd kill for a new installment in the FreeSpace series, and apparently developer Volition would kill to make that dream come true, according to NowGamer. Volition producer Jim Boone tells them: "There is a group of people that would commit murder to do that game. The biggest problem that we have is… oh man, that game is so beloved. I did a bunch of missions for both games and it’s so dear to my heart I can’t even tell you. The problem we had was Freescape [sic] 2 didn’t sell as well…" He shares his theory that in the days following QUAKE, more players turned to mouse controls, and fewer owned joysticks, and says he "feels like there's an opportunity" to make a space sim for console controllers, but he has "no data to support that." Thanks nin via Big Download.
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Re: Volition Would
Feb 9, 2011, 01:47
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Re: Volition Would Feb 9, 2011, 01:47
Feb 9, 2011, 01:47
 
Zyrxil wrote on Feb 9, 2011, 00:59:
Vulkan wrote on Feb 8, 2011, 23:19:
Project Sylpheed for the 360 had many of the core functions crammed into a gamepad that were present in the Freespace series
I'm looking at the Project Sylpheed manual right now, and unless it's incredibly incomplete, you're massively underremembering how many functions there were in Freespace. Power management between three subsystems. Shield quadrant management. Ship subcomponent targeting. Wingman communication & control. Primary weapon linking, secondary weapon switching. Radar controls.

Which is why I said many, not all. Of course Freespace is a more complex game.

Although some weapons overheat in Sylpheed there's no real power management in the game other than a system that you can take which lowers overheating; Shields are a simple percentage based affair with no quadrants; Sub components for capital ships are represented on the HUD directly and you target them manually; The wingmen commands are nested menus on the Dpad where you can order any of your two wingmen individually or in a group to attack target, cover you, break and attack on their own or return to formation; The ship you fly can carry three different types of weapons if I remember correctly, a nose cone weapon which are usually machine gun type weapons and two secondaries, you switch between the secondaries you've picked while the nose weapon is always available; The radar is a basic round TIE Fighter style deal with the front in the center and the back at the edges, there's nothing to control about it other than a switch to overhead map mode; If what you meant was targeting controls, these are bound to a single button, I don't remember exactly what order they are but you get target next, target closest, target crosshair and target objective, these are all accessed with single, double, triple or quad taps of the button.

All that said, yes, Sylpheed is a far cry of what FS and FS2 are, to put it bluntly: It's probably the best effort thus far by a developer to put out something that could be considered a space sim on a console. A game that can be fun, but which will only remind you of how amazing TIE Fighter and FS2 are in comparison, two games from years gone by.

Something else I should mention: One other thing missing is the grand scale Freespace had, capital ships are just slightly bigger than all the other craft, whereas in FS and especially in FS2, they were just plain gigantic.

This comment was edited on Feb 9, 2011, 02:37.
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