I wonder how much of a sim it will be. Not sure I'd want to be the bombardier and have to sit for a long time only to get to stare at my screen and push a button ... once. Granted I still like the idea, it will be interesting to see how much they gamify it and how much they do not.
With VR there’s plenty of other emergent gameplay opportunities you can do. You could vomit in a barf bag, talk to crew mates, smoke a cigarette, flip through a magazine, double check your emergency parachute, etc.
MicroProse Returns with the Mighty Eighth, a 10-Player WWII B-17 Simulator
31–40 of 75 posts
Re: MicroProse Returns with the Mighty Eighth, a 10-Player WWII B-17 Simulator
#32For anyone interested, this company is unrelated to the original Microprose from a corporate history perspective, it’s just some people who bought the name “Microprose” at an IP auction. However they have enlisted Wild Bill Stealey as some kind of advisor, so they are at least attempting to connect with the history. (Wild Bill was one of the two founders of Microprose. The other, Sid Meier, has his own things going o…
Re: MicroProse Returns with the Mighty Eighth, a 10-Player WWII B-17 Simulator
#33When will we get a Tie-Fighter Remake for any VR headset. Battlefront VR experience showed the viability. I'd fork out 1000€ plus for that game.
I'm not sure how TIE Fighter's mechanics would translate to modern sensibilities, and I say this as someone who loved the LucasArts games (at least part of the reason I'm a graphics programmer today!) and currently has, well, a not-insubstantial investment in flight simulation hardware for modern titles like DCS/Falcon BMS/various IL-2 things. House of the Dying Sun ( https://store.steampowered.com/app/283160/House_o…
It seems like space sim combat ... almost is too weird, or twitchy or something or other to actually enjoy. At least I've found the more sim like it gets when it comes to sort of dog fighting combat the more it just gets immediately disorienting / feels to the user very random.
It's a strange thing.
Re: MicroProse Returns with the Mighty Eighth, a 10-Player WWII B-17 Simulator
#34Earlier quoted context omitted.
With VR there’s plenty of other emergent gameplay opportunities you can do. You could vomit in a barf bag, talk to crew mates, smoke a cigarette, flip through a magazine, double check your emergency parachute, etc.
Bail out over enemy territory and get captured
Re: MicroProse Returns with the Mighty Eighth, a 10-Player WWII B-17 Simulator
#35I wonder how much of a sim it will be. Not sure I'd want to be the bombardier and have to sit for a long time only to get to stare at my screen and push a button ... once. Granted I still like the idea, it will be interesting to see how much they gamify it and how much they do not.
In the late 80's and early 90's real time was a feature of simulations. It's what made them simulations. And as dull as flying a WWII airplane out and back sounds...Microprose's Silent Service let you operate a submarine across the Pacific in real time. Of course, you could also speed time up if you wanted. But a "base frequency" of real time means the game play is not centered around "story mode." In simulation it m…
Re: MicroProse Returns with the Mighty Eighth, a 10-Player WWII B-17 Simulator
#36For anyone interested, this company is unrelated to the original Microprose from a corporate history perspective, it’s just some people who bought the name “Microprose” at an IP auction. However they have enlisted Wild Bill Stealey as some kind of advisor, so they are at least attempting to connect with the history. (Wild Bill was one of the two founders of Microprose. The other, Sid Meier, has his own things going o…
Re: MicroProse Returns with the Mighty Eighth, a 10-Player WWII B-17 Simulator
#37Earlier quoted context omitted.
For games specifically designed with VR in mind? Yes, the experience is dramatically different. For many people, the suspension of disbelief is there, and you absolutely feel present in the space. Good VR titles force you to move many more muscle groups than keyboard/mouse or controller games. Your brain stays much more engaged when you have to, e.g., duck out of the way of an incoming projectile. For games where VR…
What's the big deal? I had that suspension of disbelief in Zork I.
Re: MicroProse Returns with the Mighty Eighth, a 10-Player WWII B-17 Simulator
#38When will we get a Tie-Fighter Remake for any VR headset. Battlefront VR experience showed the viability. I'd fork out 1000€ plus for that game.
I'm not sure how TIE Fighter's mechanics would translate to modern sensibilities, and I say this as someone who loved the LucasArts games (at least part of the reason I'm a graphics programmer today!) and currently has, well, a not-insubstantial investment in flight simulation hardware for modern titles like DCS/Falcon BMS/various IL-2 things. House of the Dying Sun ( https://store.steampowered.com/app/283160/House_o…
Re: MicroProse Returns with the Mighty Eighth, a 10-Player WWII B-17 Simulator
#39We can't personally go back in time and experience what it was like to be part of a bomber crew. But for a museum-sort-of piece, maybe this fits the bill.
Re: MicroProse Returns with the Mighty Eighth, a 10-Player WWII B-17 Simulator
#40Earlier quoted context omitted.
Interesting tidbit, thanks. Where does an IP auction tend to happen?
When companies get dissolved, go bankrupt, or just to make a quick buck they sell or license IP, trademarks, etc. to extract value out of whatever was left. This is how you get the Polaroid and Kodak brands on all kinds of cheap electronics, or company revivals like this. Sometimes only the brand name and logo survive, with no actual IP, tech, knowledge, or personnel being passed on.