Gold - Return to Infinite Space

"Space is big. Really big. You just won't believe how vastly hugely mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist, but that's just peanuts to space." So about the only thing to do with something so huge is go back, as This Shrapnel Games Press Release announces the completion of development on Weird Worlds: Return to Infinite Space, Digital Eel's wacky space adventure sequel. Pre-orders are now being accepted at the Shrapnel Games Store. Here's a bit:
Weird Worlds: Return To Infinite Space is the staggeringly brilliant follow-up game to the original, epic coffee-break game of space exploration, Strange Adventures In Infinite Space. Designed for Windows, the sequel is everything you enjoyed about the first game, along with a whole parsec or two of new stuff guaranteed to make even a Vulcan get excited. We're talking gorgeous new graphics, amazing new encounters, even more challenging combat, and more secrets than the strange guy down the hall who always wears that stained raincoat...
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Re: Weird Worlds
Oct 13, 2005, 18:10
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Re: Weird Worlds Oct 13, 2005, 18:10
Oct 13, 2005, 18:10
 
Personally I still say that the actual fact of just LANDING on a planet, even if just in the way Freelancer did it, adds a crapload of atmosphere to a spacegame. It shows that planets are actually involved, and not just background to a bunch of space factories.

Bingo, Creston. An even better example was Privateer. It was simple, animated landing sequences, but those sequences gave a sense of continuity. Different landing sequences combined with unique (and interesting) music for each planet gave them personalities. It's what made Privateer such a fantastic game. There is a huge gap between a good engine and an engrossing game, and that gap can only be bridged by atmosphere, (if you'll pardon the bad pun).

Developers may balk at spending money on greater music content, background animations, and other seeming "fluff," but that fluff is what makes a good game into a great game. It is precisely at that point that every modern (post-WC:P) space shooter and trader game has fallen flat on its face, as far as I'm concerned. I would much rather have a smaller universe with great character and detail, than a larger one with generic modules and primitives scattered randomly about the place.

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