Let’s Play TIE Fighter – Entry 35 – Hitting a Wall of My Own Making

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7 Responses

  1. Nack says:

    This game does come from a time when difficulty ramps were often exponential; most players were expected to stall out somewhere on the way to the end, with only the hardest of the hard core getting all the way through.

    It also dates from an era when people were more accustomed to arcade games, with their “keep trying the level ’til you beat it” design.

    • Brian Rubin says:

      Yeah, you’re not wrong. While the game’s difficulty ramp is getting particularly steep, I’m also a different type of gamer than I was in 1994.

      • Nack says:

        One of the things that’s become more possible since then is the idea that a mission doesn’t have to be pass/fail. Even before these games, though, Wing Commander and others were doing branched campaigns where mission failure just sent you down a different path, rather than leaving you facing a wall.

        • Brian Rubin says:

          Sigh, yeah, the whole pass/fail concept can get really annoying. Make it interesting and force me down another path if I fail. I mean I get WHY it’s so linear, but damn.

          • Captain Kal says:

            I ‘ve also never finished the first expansion. There was this mission that I could not win, even after using the official cheats (infinite shields and torpedoes if I remember correctly). Wing Commander’s Secret mission are also damn hard. Nowdays I try to use cheats to skip missions. I am to impatient and with little time for gaming, to deal with arcadelike design.

  2. John says:

    Use your tractor beam! You can annihilate those TIE Advanceds in practically no time at all with it — it forces them to fly in a straight line.

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