Welcome to Through the Looking Glass
Originally created to follow Looking Glass Studios and their games, these days we are many things to different people. Whether you wish to discuss the games themselves and fan content, enjoy games inspired by the legacy of the game studio or just enjoy chatting about games or life in general - Welcome!Latest News
The instant action is good for pitting different types of airplanes against each other, but otherwise it's not very flexible. The multiplayer support is one of the most underdone parts of this game. It offers only deathmatches without AI controlled planes. There's no way to fly bombing missions and no way to get larger dogfights going, since it crashes regularly and is unreliable in terms of getting more than three or four players together.However, things get better. Shadowcat, a great moderator and respected gamer over on our forums, has written a post in this thread about JAS and the things people are doing (writing patches, mods, etc) to make it better as it seems to have been rushed out the door.
As a fighter sim, Attack Squadron has some nice features. The padlock system, which includes an inset window that shows you the aircraft you're tracking, is intuitive and informative. There's an option to use a target lead indicator that makes shooting down enemy aircraft much easier. Some hardcore flight simmers might regard this as a sort of cheat, but it's an appropriate way to simulate the gunnery training that most of us armchair pilots haven't had. The instrument panels on the aircraft are almost entirely superfluous, which is good since many of them are dark and difficult to read.
So basically, I highly recommend you check out the review, but also check out Shadowcat's post as it brings up some great points as to why JAS doesn't seem as bad as Tom stated in his review. It's just a shame to see publishers (Xicat, in this case) rush games out the door. We've all seen it before and unfortunately, this trend is bound to continue.
Thanks for reading, and I hope you don't get your hopes down on JAS. :) Oh, and a big thanks to Chris Ruse sending this in to us.
It's a week long, running from July 7 thru July 12. I've looked through the site, and it looks very thorough and the workshop definitely should be interesting to say the least.
Check out the site here. A big thanks to Jeffrey Somers for the info!
Looking good guys! Thanks Dalai!
Question: What would a news item like this be, without a snippet?
"HomeLAN - Some people are comparing the game to Looking Glass's classic Ultima Underworld. How do you feel about such comparisons?
Raphael Colantonio - Thrilled and honored: as cool as it is to be compared to such a fantastic game, it is also very hard to bear, and we know that gamers and journalists will judge us comparing us to what they would expect from an Underworld 2002, and that put a lot of pressure on us :-O"
Answer: Shorter and duller.
Thanks!
Narrative and Control of the Narration: Neither game has significant control:Be sure to check out the rest. Thanks!
Doug: The narrative of thief was in the cutscenes. Deus Ex combines in into the game, but neither game has significant control, so why did you integrate it?
Warren: A lot of it was my frustration with Thief. I produced it for years and it (the narrative) was so minimal, that I got frustrated with it. Thief was constraining in gameplay. What we wanted to do was bring together a variety of things. We wanted to bring out some action, some stealth and role-play. Inventory management, object manipulation, and conversations. We wanted to include conventional role play conversation into Deus Ex.
Doug: But the player can't impact the narrative..
Warren: The conversations talk to you about the world, and that propels you through the narrative.
The current manifestation includes more-or-less complete support for System Shock cyberspace. 0.2.9 builds on 0.2.8d by adding depth cueing, proper colouring for objects and softs/logs, plus sorting of objects and architecture.
You can grab this release here
If you dont know what TSSHP is then read this quote from their website:
The basic idea is to reverse-engineer and then re-engineer System Shock. Why? Well, partly to preserve the legacy of the great Looking Glass studios. Partly to bring a classic game up to date. But mainly because we think it's tremendous fun.
Some fine work here, keep it up guys! :)