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Spaceflight Sim Dark Horizon Set for Release

Paradox Interactive has just announced the release date(s) of their latest game, Dark Horizon as September 23rd in North America and September 26th in Europe. Offering flight-sim style space combat (with joystick support, even) and many RPG elements like ship customization and weapon creation, this is the first serious attempt at the genre I have seen in a while. Hopefully game studios will realize that there are still many loyal flight-sim fans out there just drooling for a chance to dust off their joysticks and accelerate to attack speed.

18 of 88 comments (clear)

  1. A Wing Commander Replacement? Maybe Not by AKAImBatman · · Score: 2, Informative

    I know I don't have much to go on at the moment, but the game looks more like the X series than the Wing Commander and Privateer series. While X was cool, it simply didn't manage to impress the same... aliveness? of the Wing Commander universe.

    Case in point: WCNews did a first look piece on the game, but it didn't get much enthusiasm from the crowd. While one can HOPE that the game revives the Wing Commander genre, I think too many space sim developers focus too much on realism and/or pretty graphics to truly understand why the simplistic Wing Commander engine was so popular.

    1. Re:A Wing Commander Replacement? Maybe Not by Omnifarious · · Score: 3, Interesting

      I liked Independence War myself. They had a realistic space flight sim and showed how it could actually be playable. The tactics you used there were considerably different than the tactics you would use in any sort of flight-sim like space game.

    2. Re:A Wing Commander Replacement? Maybe Not by halivar · · Score: 3, Interesting

      Yeah, every new space-sim I play is measured up against Gemini Gold (successor to the Wing Commander Privateer Remake project). Universally, they are found wanting. It isn't just nostalgia talking; Privateer is still the funnest space-sim available.

    3. Re:A Wing Commander Replacement? Maybe Not by Captain+Splendid · · Score: 2, Insightful

      Argh! I meant Freelancer! Freelancer's combat sucked. Guess I have to try out Privateer, though...

      --
      Linux, you magnificent bastard, I read the fucking manual!
    4. Re:A Wing Commander Replacement? Maybe Not by ceoyoyo · · Score: 2, Interesting

      Agreed. I loved the first Privateer, and the second was okay. Independence War (I and II) were great, but they lacked the open endedness. The free travel patch for the first one helped, but there really was nothing to do as you roamed the galaxy.

      Have you tried X3 Reunion?

    5. Re:A Wing Commander Replacement? Maybe Not by AKAImBatman · · Score: 2

      Perhaps I'm not explaining myself very clearly. When Wing Commander was around, technological advancements were used to give us bigger cap-ships, more weapons fire, cool shield glow, better stardust, etc. Little things that really improved the experience. At no point did they make a change to the engine just to make it "pretty" or "realistic" at the expense of playability.

      Modern space sims, however, seem to be enthralled with the idea of having "pretty" nebulae, bright lights, and realistic shading everywhere. Right down to the point where I can't see a damn thing. Especially not what I'm shooting at. Throw in "realistic" physics and distances and you have a recipe for mind-numbing boredom.

      That's why I refer to the Wing Commander engine(s) as "simple". The engines are designed around fighters in a constrained area of space, with small distances between them. (Despite the sensors exaggerating the "number of [k|c]licks" between you and the enemy.) Keeping the space constrained like that makes the game more interesting and intense. Plus, the straight-forward graphics ensure that you're not going to suddenly be blinded by an unexpected bright light, or be unable to see an enemy because he happens to fall in your shadow.

  2. Realistic space sims! by LiquidCoooled · · Score: 5, Funny

    Realistic space sims would be good.
    Waiting 17 years to reach the next destination will be exciting.

    --
    liqbase :: faster than paper
    1. Re:Realistic space sims! by i+kan+reed · · Score: 2, Interesting

      This got labeled funny, but it reminds me of the only open source space sim I know of, which got obsessed with realism. The devs thought it would be a great idea if 90% of your time was spent accelerating and decelerating between planets, and battles would be most interesting if they were spent 99% of time outside weapon range after flying past your target. No offense to those who worked hard on vega-strike, but it is a stunning example of the horrors of realism in a game.

    2. Re:Realistic space sims! by Kjella · · Score: 2, Informative

      Did you play Frontier: Elite II? Time controls baby, if you ever played that at 1x you would be waiting forever. Realism with a healthy dose of magic works.

      --
      Live today, because you never know what tomorrow brings
    3. Re:Realistic space sims! by malkavian · · Score: 2, Informative

      BattleCruiser 3000AD was the one that felt that way to me.. Coupled with trying to run the whole ship.. It was certainly a hard work game, but realistic for all that!

    4. Re:Realistic space sims! by MrNiceguy_KS · · Score: 3, Insightful

      This got labeled funny, but it reminds me of the only open source space sim I know of, which got obsessed with realism. The devs thought it would be a great idea if 90% of your time was spent accelerating and decelerating between planets, and battles would be most interesting if they were spent 99% of time outside weapon range after flying past your target. No offense to those who worked hard on vega-strike, but it is a stunning example of the horrors of realism in a game.

      As much as I have tried to love Vega Strike, I have to agree with you. It's fun for the first few cargo runs, but it gets old really quickly.

      It's kinda strange. The Vega Strike project started out as a remake of Privateer, but they left out the freakin' autopilot. The developers say that the left out the autopilot in favor of a "Velocity Multiplier" that means you just fly really fast if you're not near a planet. The way it works in practice is that you sit and wait (and wait...) to get far enough from the planet for it to do any good, zip up to an insane speed, then overshoot your goal and spend a couple more minutes getting turned around and going back.

      I realize that the space physics are meant to be realistic - you have to spend the same amount of time decelerating as you did accelerating. But is it really realistic that a space-faring race that has energy shields and FTL travel can't design a freakin' autopilot? A simple "Set the destination, wake me when we're almost there or if we're attacked". Privateer's autopilot worked that way and it was so much nicer.

      --
      Redundancy is good And also good.
  3. VO by PunkOfLinux · · Score: 2, Informative

    First serious, recent attempt my ass. This sounds like Vendetta Online in so many ways... that game kicks ass.

    And yes, it runs on linux. Quite nicely, in fact.

  4. Don't Get You Hopes Up, Think: Tarr Chronicles by rsmith-mac · · Score: 4, Informative

    Don't get your hopes up guys, this is being made by the same Russian developers that produced the positively awful Tarr Chronicles back in September of 2007, Akella and Quazar Studio. Furthermore if you watch the Dark Horizon trailer and look at the dialog text, you'll find the name "De'khete" in there, that was one of the enemy factions from Tarr Chronicles.

    It looks like this is the sequel to Tarr Chronicles under a different name to hide the fact that it's related to that flop. I hate to judge developers before they even get their work out, but when their last title was an abomination and their next title is a sequel coming out a mere year later, I wouldn't put much faith in the game being anything more than a hunk of junk even more rushed than their last game. Go read the reviews for Tarr Chronicles, Dark Horizon is probably just going to be the same thing all over again.

  5. I miss X-Wing by Khan · · Score: 2, Informative

    Man, talk about one of my all time favorite games along with Tie Fighter. Great story and overall game play. It's too bad that X-Wing vs Tie Fighter just didn't work out as well as the originals. Now, the game that I really wanted to play was the Babylon 5 space sim that was canceled waaay back in early 2000. That baby looked great!

    --

    "Klaatu, verada, necktie!" -Ash

  6. Re:I prefer Elite style games... by jollyreaper · · Score: 4, Insightful

    Just about the only mission based space combat game I enjoyed was TIE Fighter; I'm still waiting for a decent Elite style game. I know there's X3 but it's just so dull.

    The technology is pretty much here now. They nixed true flying in EVE Online because lag would have made it impossible to play. But with a more modest set of goals, a 3D flight sim version of Elite would be great. Provide a single-player game where you can trade, explore, etc, without having the MMO problem of keeping up with the Jonses. Multiplayer element would be for general combat. Just look at the way they did it in GTAIV, multiplay and singleplay are two entirely different experiences but both are tremendous fun.

    The thing I remember wanting as a kid was what I always considered to be the impossible game. The way I put it at the time, "I want a space game you can fly around in like TIE Fighter but where you can land and get out of the ship like Doom." The technology is pretty much here now. The engines can handle taking off from a planetary surface and flying out into space. Games from Flashpoint to Halo to Oblivion have shown that frickin' massive worlds can be created on the current hardware and it's only going to get more impressive in time. The only drawback I can think of is that too much detail can clutter the game. The original Master of Orion was a great space empire game. The sequel threw in more detail but those details didn't really add to the game, it just made each turn take longer. There's a huge difference between adding depth versus annoying extraneous crap but it often isn't clear which is which until after it's been added.

    I hear Mass Effect was along the lines of "imagine if they took Starflight and made it also more of an RPG and stuff" but there were some holes in the concept that made the game that were hard to overlook. I dunno, did anyone else like it?

    I still want a game where I can get in my fighter, take a trip to a space station, explore it, take a jaunt to an alien world, take a stroll on the surface, and have all sorts of fun. The development costs would be huge, of course.

    --
    Kwisatz Haderach
    Sell the spice to CHOAM
    This Mahdi took Shaddam's Throne
  7. Re:I prefer Elite style games... by KDR_11k · · Score: 2, Informative

    There's a game named Darkstar One that might work for you, the hyperspace mechanism is a lot like Elite's (though fuel doesn't need to be restored, the drive recharges automatically over time). What might or might not be an issue is that your wanted status works kinda like in GTA, you build up wanted stars but they decline over time again (though maybe that's a good thing as you can afford doing some piracy without near-permanently fucking your savegame over). The combat controls much like Freelancer IIRC and you don't get to buy a ship (you get alien artifacts to upgrade your one-of-a-kind alien-like ship or something) but since it's very cheap now (10€) it might be worth a look.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  8. Realistic Sims by hal9000(jr) · · Score: 2

    Falcon 3/4 was similar. A real-time simulator where you taxied, flew through way points, completed your engagement, and then flew home. Often times without incident.

    While you could set-up the mission to start closer to your goal, I always liked flying the whole thing. It gave me time to plan, think about my strategies, take in what was going in around me, and if I was running a mission deep in enemy territory, I would have to dodge SAMs and CAPs.

    You have to be *really* into the SIM to like real-time, though.

  9. Re:Flight Simulator Style Combat? by Hektor_Troy · · Score: 2, Insightful

    Well, who says space crafts have to look like either airplanes or ships? An interesting take on the whole idea is Peter Hamilton's "Night's Dawn Trilogy" is the need for any interstellar travel to be done in spheres.

    Besides, if we go with the idea that space crafts should look like air craft, then why don't we have air craft shaped like sea vessels? I mean, wouldn't it make a whole lot more sense if you had massively huge floating tankers, hundreds of yards long, dozen of yards across instead of those puny tanker planes?

    No? Gee, I wonder why? Maybe ... because they are entirely different realms.

    Why would you want to make a space craft that cannot turn equally fast around all axes. If you need to change direction, wouldn't it be a whole lot simpler if you simply pointed your craft in the right direction and applied thrust, instead of spinning a bit around one axis, then a bit around another axis and THEN applying thrust? This is especially true if you need to point at something directly to the left/right of your position. If you can simply turn your craft to 90 deg around one axis vs turning the craft 90 deg around one axis and then 90 around another, why would you settle for the latter? The ONLY reason turning around two axes instead of one would be faster is crappy engineering.

    --
    We do not live in the 21st century. We live in the 20 second century.