Saturday, July 12, 2014

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Being a number of hardened flight-sim nuts we couldn't help but crawl through out Wayward Design's B-17 Flying Fortress 2: The Mighty Eighth.

Lead artist by the project, Ken Hall took yours truly upon a guided tour among the game's finer points so to say I became impressed is really an understatement. The sport successfully combines RPG and traditional flight-sim elements in to a cohesive unit holding out your promise of unheralded gameplay. It's rare that certain encounters true innovation within the industry that needs to all intents and purposes come of age. But B17 Flying Fortress does that.

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The selling point centers on the fact that youtrain and control, and manage a full B17 crew. Similar to the movie Memphis Belle, you'll familiarize yourself with each of your 10 crewmen intimately. Their individual capabilities and experience will factor in to your overall effectiveness. The tension naturally mounts that you throw a proficient crew into the jaws of our face and Luftwaffe the daunting possibility that they may be lost.

From ball turret and waist gunners within your navigator and into the pilot every person is actually 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 for the fellow B-17 and liberally sprayed the cockpit by way of a staggering level of lead.

A swift move to the interior to the visibly damaged 2nd B17 told the tale of Ken's gunnery accuracy. The cockpit, where Ken had aimed just moments before, is a sieve of torn and broken metal. It was subsequently immediately apparent your pilot and co-pilot (now slumped over in their seats) were definitely killed outright and also that the navigator had been wounded. Ken explained that your program is really so sophisticated so it calculates the places you models and aim damages using that. To emphasize the point he identified individual bullet holes that corresponded on to where he had aimed! !.

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

Can you say Ohmygawd! ? ? Mention next-generation flight-sim entertainment! The graphics accompanying this all were outstanding and rank on the best I've noticed in a market saturated with traditional flight-sims. However, 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. The chase view provided, for your Rear Turret man got up and made his solution to the front side belonging to the ship was simply amazing to figure out.

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