
Review by Oliver Lan
Name: X-Wing Vs Tie Fighter
Publisher: VIE
Format: CD
Type: Space Combat
Requires:
O/S: Win95
Processor: P90+
RAM: 16Mb+
Graphics: SVGA
CD-Rom: X2
Soundcard: All major cards supported
Tested on:
O/S: Win95
Processor: P120
RAM: 32Mb
Graphics: Matrox Millenium 2Mb WRAM
CD-ROM: X4
Soundcard: SBAWE32
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X-Wing vs. Tie Fighter
First, there was X-Wing. Then came Tie
Fighter. Now; X-Wing vs. Tie Fighter. Gosh, they don't
half come up with imaginative names for games these days,
don`t they?
But anyway. The days of merely salivating over
screenshots are at an end (which is probably a good
thing, seeing how difficult that is with an electronic
magazine). It's time once again to start humming the Star
Wars theme music (go on, you know you want to), start
making deep breathy noises, and then, when you're really
getting into it, make that noise Tie Fighters make when
they fly past.
Wrrrrrrrrrrrroooooooooooooaaaaaaaaaaaahhhhhhhhhhh
X-Wing vs. Tie Fighter uses the same (brilliant)
flight engine/control system as the previous two games
(though with the addition of anti-missile countermeasures and
new beam weapons), but it's a bit more... 'gamey' in
style; there's no epic plot and no 'fancy purple bits in
your arm' any more. Instead, the game is based around 5
different ways of playing, all of which are selected
independently depending on how you want to run the game:
Training, Melee, Tournament, Combat and Battle. Training
missions are similar to the ones from the first two games
- you fly around for half an hour before some bloke tells
you to throttle up, by which time you've destroyed your
own space station. They do get better though - the 'Take
out a Star Destroyer' one is quite good fun. Melees are
basically arcadey shoot-em-ups, where the aim is simply
to rack up points (usually by blowing away your
opponents, but there are some variations). Tournaments
are simply melees strung together, with scores kept from
match to match. Combats are old-style missions, complete
with a load of different goals, and those dreaded words:
mission critical craft. And finally, Battles are all the
combats strung together to form a sort of 'campaign'. And
that's pretty much it. The missions/matches themselves
are pretty configurable in terms of what you fly and how
hard they are, and you generally have a choice of 9
standard craft: TIE Fighter, Interceptor, Bomber,
Advanced and the Gunboat; A-Wing, X-wing, Y-Wing and Z-95
headhunter (you know, the cr*p one) - sorry, you can't
fly the B-wing or the TIE Defender.
Anyway, this open-ended style is one of the game's
strengths - you simply decide what you feel like doing,
and choose your mission type accordingly. This gives the
single-player game a certain spontaneity that the other
games lacked, and is excellent for a bit of light relief
(if that's what you call frantically dodging T-F shots
and missiles, struggling for a lock and then screaming
with frustration as one missile too many hits home on
your capital ship...). As Luke Skywalker probably didn't
say to Princess Leia, you can just pick it up and play
with it.
Little really needs to be said about the gameplay
itself, especially if you've played X-Wing or Tie
Fighter. It's quite simply the best space combat
engine there is. It's just so immediate, so direct, so
smooth, so immersing - and it just feels 'right'. The
force is strong in this one. Every ship handles in its
own unique way - the A-wing's zippiness, the Y-wing's
hard-ness, the Tie-bombers bombyness, the Z-95's
puniness; and it somehow manages to convey the sense of
movement and tension that other games just can't achieve.
When you add to this the newly souped up and texture
mapped graphics, finally doing justice to the Star Wars
world, the brilliantly managed music, which adjusts to
how well you're doing (with the wonderfully rousing Star
Wars themes), and the sound effects which are suitably
meaty, you get a space-flying experience that's as good
as you'll get.
The inevitable 'it's even better in multi-player'
bit
Yes, of course there's the inevitable 'it's even
better in...' - you get the point. There's just something
about blowing away real people, even if you've never met
them in real life and probably never will. It just adds a
whole new dimension to it all - you don't feel quite so
silly swearing at the screen for one thing.
But... well, I dunno. It is better, no
doubt. But it's not quite the same as in Quake, or
C&C. There's just not the same level of interaction
(there's a novel word for blowing the cr*p out of each
other) in a space combat sim game. I find this especially
in co-operative; it sounds great, calling for help,
covering each-other, etc., but in practice it's hellishly
difficult. For one thing communication is next to
impossible except for the pre-programmed commands like
'attack my target' and 'cover me' - typing messages mid
flight is, lets face it, just not going to happen. It's a
shame they can't get voice-microphone communication in,
especially as they've now got more pre-recorded
sound-bytes from computer pilots just to give the
impression it's all real. In short, multiplayer is good,
but it's not the supreme experience we might have hoped.
The fact that the internet side of things is limited to
only 4 players and doesn't have the most stable of
connections doesn't really help either.
I also have my doubts about the longevity of
the game. It's great to be back in the cockpit of an
X-Wing when you first start up the game, but in
exchanging the strict linear passage of the old games for
the more flexible delights of XWvsTF, I don't actually
think they've gone far enough.
The missions are a bit customisable, but you can't
radically change them. In single player this is worse,
because you can't choose options for the computer
controlled pilots. So you all fly exactly the same ship,
and your only control over game difficulty is Easy,
Medium or Hard. The in-flight options have also gone, so
you can't make yourself invulnerable or give yourself
unlimited 'ammo' any more - OK, it would have been silly
in multi-player, but it all contributes to the feeling
that the single player bit is just a bolt-on extra. The
fact that the AI is excellent ensures that it's still
damned good, it's just that there's so much potential.
I wanna fly the Millenium Falcon!
Make no mistake, X-Wing vs Tie Fighter is
not a bad game. It could not be a bad game - the flight
engine and the way it all works are just too good. The
thrill of shooting down TIEs, of patiently locking your
missiles and then ramming them into the back of your
quarry, then pulling sharply up, diverting power to
shields, executing nifty maneuvers around a capital
ship... it's undeniable. But there's the inescapable
feeling with this that it just could have been so much
more. It's very much Tie Fighter with a twist, and while
the twist is good, it's not quite enough.
XWvsTF just doesn't quite have an edge - multi-player
isn't enough nowadays. And yes, what I'm basically saying
is "I wanna fly the Millenium Falcon!." If
only...

Oliver Lan for
Game-Over!
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