Hey kids, I know I’m a little behind on this but damn did last week’s trip kick my ASSSS. Regardless, the crayon contest is now over, and we have the winners, so check out their art after the cut!
Hey y’all, welcome to the first episode of the Space Game Junkie Podcast! I’ve thought about doing one of these for a while, but never really thought anyone would wanna do one with me. Therefore, when my friend Jim from Broken Forum said “We need to do a podcast, man”, it seemed like a totally natural fit. :) Therefore, we sat down last night and talked for ages, and some of it was even recorded. ;) We talk about things like TIE Fighter, DOSBox and other gamey stuff, as well as a boatload of other topics, so please join Jim and I on the first of what we hope will be many fun podcast episodes. Don’t worry though, in the future we’ll have actual topics to keep us focused. ;)
Links to Stuff Mentioned in The Show
- Open Broadcaster Software – The software I’ve been using to make TIE Fighter videos. Awesome stuff.
- DOSBox Game Launcher – The fantastic DOSBox front end I’ve been using to make sure games like TIE Fighter work properly.
Thanks for listening folks, and if you have any questions or comments, please feel free to throw us a comment below, or hit us up in the forum! Thanks again!
Edit: Sorry folks, forgot to mention, we have a separate RSS feed for podcasts as well, which I hope you find useful!
Hey everyone, happy Thursday!! I hope y’all are having a great week as we get closer to the end of 2012! Wheeee! There were some stories I missed in yesterday’s update, so I’m gonna jump in by starting with those…
- FTL is one of Eurogamer’s Games of 2012 as well as one of the games that defined 2012, according to Gamasutra! Congrats to them! :) FTL is also 50% off on Steam today, making it $4.99, so go get it if you haven’t already!
- Ensign-1′s IndieDB page has been updated with an article on a new mission and new redesigned Ensign-1.
- There’s some news about ScrumbleShip’s December update on their IndieDB page as well, whith some new images from the game.
- There’s a new video of alpha 14 of Void Destroyer which shows off some turret action, and is a fun watch! I’ll also be embedding it below.
- The Predestination Kickstarter has been updated with more information on the human race a note that they’ll be livestreaming today, their last day of the campaign. Not sure exactly where though. :/
- The Beyond Beyaan blog has been updated with a quandry on including starlanes or not.
- The Star Conflict site has new updates that include ship developement fees and corporations, as well as what appears to be a holiday phenomenon.
- The Kickstater for FleetCOMM : Operation Vigrior has an update about delaying the games release to fix more bugs. I am totally fine with that. :) I’d rather have a game done right rather than right now. ;)
- EVE Online is going to have a holiday fireworks display later today.
- Finally, the NaCLBox site — which lets you play older DOS games such as TIE Fighter and others in a browser window — has added online multiplayer gaming to their lineup.
- NOT Finally, just as I was putting this together, a new update on Limit Theory appeared on their Kickstarter, talking about the start of full development and much more.
That’s it for today folks. Have a lovely day, and thanks for visiting!
See that? That’s the transport Hera, which you may recall from my last entry on SOL: Exodus that I was being asked to save from tumbling into Neptune. WELL, this time around, I had gotten to the Hera just in time or so I thought. I hacked her systems and engaged her engines and boom, saved, right? WELL, first CASSI says “Transport HERA Saved.” BUT a second later she says that the Hera is lost and there are no survivors. I was confused and annoyed. THANKFULLY…the remainder of the game didn’t end up being either of those things…
And we’re back! If you recall from my last entry, I was having some difficulty getting past the third mission in the game, wherein the Atlas was fighting off waves of fighters and bombers, followed by a couple of frigates. Thanks to some hints from the game’s creator, once the frigates showed, I hacked the heck out of them, revealed their weak spots and eventually brought them down, saving the Atlas. Whew. Keep readin’ on to find out what happened next!
I personally think it’s bad to start off an article by giving away your thoughts, but I’m gonna say it, SOL: Exodus is a pleasant surprise. I was fortunate enough to get my hands on the game a few days before release, so I interrupted Distant Worlds – Legends to take a look at this space-focused combat sim thingy. So join me, won’t you, as I go through the first three missions of the game…
NOTE: This game isn’t out until tomorrow, and since my reviews are basically big game diaries, there are BOUND to be spoilers in here, so you’ve been warned. ;)
A while back, I contacted the press folks behind the upcoming space combat game, SOL: Exodus and asked to do a Q&A. Coincidentally, I got it back last night, less that two days before the release of the game tomorrow! I was fortunate enough to have my questions answered by lead designer and creative director Chris Stockman, and I hope you enjoy the answers.
Thanks to scharmers over on Quarter to Three for pointing out an article on Rock, Paper Shotgun in which they talk about a new space game called The Wreckless. According to the website, the gameplay is reminiscent of “old school” space sims like TIE Fighter, but uses a FPS-like WASD control scheme, which sounds like Freelancer to me (and that’s not a bad thing). I’ll add this to my review queue and let you know my thoughts in a little bit.
After I published the story of my most memorable dogfight the other day, we got into a discussion about TIE Fighter and its ilk on one of my favorite gaming forums, Quarter to Three. During that discussion, someone brought up the amazing interactive and contextual music system that LucasArts was using back at the time, iMUSE (which you can also read about here). No, Apple fans, it’s not a Mac-based product, it’s a specific piece of music software. :P Anyway, this got me to thinking about contextual music, how it added so much to this and other games, and why we don’t see (or hear) it much anymore.
Anyone who’s played space combat games for a long time probably has several tales of brilliant success or failure that have been seared into their brains over the years. A brilliant victory, a crushing defeat, a desperate battle against incredible odds, that sort of thing. If you’re a veteran of as many space battles as I am, you know you have one or two that will be with you for all time.
Mine was in Star Wars: Tie Fighter, in a mission entitled, “Destroy the Lulsla” (which you can read about here, here and here). As the sixth mission in the first “battle” (or short campaign, 13 in all with several missions apiece) of the game, I didn’t think it would be much of a challenge…read on to see how completely wrong I was.