Sujet : Re: Assassin's Creed Odyssey
De : spallshurgenson (at) *nospam* gmail.com (Spalls Hurgenson)
Groupes : comp.sys.ibm.pc.games.rpgDate : 09. Sep 2024, 16:43:33
Autres entêtes
Message-ID : <3c4udjpam189vjjkhnumn070sthbjeuko6@4ax.com>
References : 1 2 3 4 5 6 7 8 9 10 11 12
User-Agent : Forte Agent 2.0/32.652
On Sun, 8 Sep 2024 23:21:30 +0200, Kyonshi <
gmkeros@gmail.com> wrote:
On 9/8/2024 7:07 PM, Dimensional Traveler wrote:
>
>
Was that project ever actually released?
>
I got it on a magazine cover disc back in the days when PC magazines
still had cover discs. I never was able to get it running though, so I
don't have a clue if it actually worked.
It came out, and was never really very good.
He-who-shall-not-be-mentioned worked diligently on it for numerous
years (and there were several updated retail versions reflecting this)
but most of the changes were focused on bugs and performance issues.
Unfortunately, it was the underlying mechanics that were the problem.
The game just wasn't _fun_. It had a god-awful control scheme, and a
general lack of focus.
But credit to The-Name-That-Shall-Not-Be-Said. He was trying to create
a sandbox game, before the technology was up to the task (or before
the idea of 'sandbox games' had even crystalized). The conceit behind
the game was to give you full control over the eponymous
battlecruiser; you could, the idea was, take on the role of captain,
or navigator, or gunsman, or engineer, or fighter pilot, or space
marine.
[The biggest problem with the game was that these roles
actually weren't optional; you were required to take on
ALL the roles, which was just added too much complexity and
micromanagement to be fun... or doable.]
While the Unnamed-Demon-Spirit-of-Usenet wasn't up to the task of
creating such a game, but he definitely had vision. Ten years later
(and with a skilled team) the game might actually have been worth
playing.