My words for Falcon 4 are: "staying power".
This game, in its original or modified form, has been in the hard drive of all the computers I had since 1998. Falcon 4 never ceases to amaze me. The fact that nobody yet could come even close to create something like the fantastic virtual battlefield built around the simulation will likely be the topic of another blog entry, but let me vent some right now. We live in a world where the quality of a simulation is measured in number of polygons and textures. Yet, we still come back to Falcon 4, Close Combat, Combat Mission (the original three) or [insert your oldie here] ... We play them, mod them, resuscitate them from an old operating system. Anything to keep the lights on within some niches that mainstream game development wants filled with dirt. The other day I was talking about this very issue with a reader of this blog: where did creativity go?
Enough digression. Let me share something about a dogfight I had yesterday.
|My office has a window to the Balkans.|
|The "3" key opens a virtual, non clickable cockpit that can be viewed with TrackIR. Great for dogfighting.|
|No amount of TrackIR goodness is enough to replace bad aerial tactics. In this screenshot I'm looking at my six, keeping an eye on a Mig-29 that is saddling up on me.|
|The computer controlled Mirage does not overshoot. He pulls up and rolls into my slowly climbing Falcon. This maneuver is similar to the so-called a "high yo-yo", or maybe to a lag pursuit roll. The wing trails in the background show my turn as tighter than the Mirage's one. That explains my lack of airspeed egressing from the turn fight.|