Sunday, June 29, 2014

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Whilst perusing the vast floor that constitutes E3, the group at Games2 was struck by the opportunity of one title in development that held the promise of something extra special. Being lots of hardened flight-sim nuts we couldn't help but crawl throughout Wayward Design's B-17 Flying Fortress 2: The Mighty Eighth.

Lead artist onto the project, Ken Hall took yours truly over a guided tour for the game's finer points as well as say I used to be impressed is definitely a understatement. The game successfully combines RPG and traditional flight-sim elements in to a cohesive unit holding out your promise of unheralded gameplay. It's rare that particular encounters true innovation with an industry that has to all intents and purposes come old. But B17 Flying Fortress does just that.

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The selling point centers on the fact that youtrain and control, and run a full B17 crew. Just like the movie Memphis Belle, you'll get to know all of your 10 crewmen intimately. Their individual capabilities and experience will factor in to your overall effectiveness. The tension naturally mounts because you throw a trained crew on to the jaws of your face and Luftwaffe the daunting possibility that they could be lost.

From ball waist and turret gunners into your navigator and in the pilot every individual tends to be lost to flak and opposing fighters. In an absolutely jaw dropping illustration showing the claustrophobic realm of a B17's interior, Ken turned the awesome killing power of his upper turret gunner's twin .50 caliber machine guns on a fellow B-17 and liberally sprayed the cockpit by a staggering quantity of lead.

A brief switch to the interior of our visibly damaged 2nd B17 told the tale of Ken's gunnery accuracy. The cockpit, where Ken had aimed just moments before, would have been a sieve of torn and broken metal. It actually was immediately apparent that a pilot and co-pilot (now slumped over with their seats) appeared to be killed outright and this the navigator appeared to be wounded. Ken explained that the program is indeed sophisticated that it calculates in the places you models and aim the harm based upon that. To emphasize the purpose he identified individual bullet holes that corresponded straight to where he had aimed! !.

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But what happened next took what little breath I needed left completely away. Ken explained that B17 could remain piloted with other crewmen control to your dead pilot. I stood transfixed as Ken switched toward the radio operator bundled up in leather and fur lined boots. Imagine my surprise to be the radioman got up and made his path to the pilot's seat. Then unbelievably he grabbed your hands on the stricken pilot, dragged him through his seat and proceeded to use his place!

Is it possible to say Ohmygawd! ? ? Focus on next-generation flight-sim entertainment! The graphics accompanying all of this were outstanding and rank when using the best I've seen in a market saturated with traditional flight-sims. The fluid and extremely life-like movements of the B17 crew moving about the B17's 10 stations were a delight to watch and certainly stole the show, however.

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