Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Mars on March 28, 2006, 12:40:35 pm
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I was playing the Freespace Port, and then the ported Freespace 2 demo, and then I tried to play the main campagin, but I realized, the missions in Freespace 2 seem to be missing something prevailent in Freespace 1, FS2 Demo, and many user made campagins: i.e. it feels kind of... flat in a way. Obviously this is MY PERSONAL OPINION, there is no need to pull out your holy-water equipped flame-thrower (located under your seat), I just want to know peoples thoughts: if anyone else has noticed it, then what it might be.
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I agree to some extent. Maybe because shivans are such sissies in FS2 :p
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You haven't explained what you think is missing. Saying that it "feels kind of flat" means nothing.
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Probably the sense of utter hopelessness in FS1, compared to FS2 where you actually put up a decent fight against the Shivans, winning the war for the most part.
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Yeah i know what is meant here.
Idk, the utter sense of hopelessness is captured in a way, but also it isn't.
Shivans were just exterminating anything in sight, but command had one last rouse up it's sleeve, which was to close the jump node to capella.
By that time in the game in fs2, i just sort of feel like oh great, i gotta defend against shivans that don't stop coming.
You know it sucks, everything's taken a beating, but what else is there to do?
Also another reason some of the sense of utter hopelessness is remembering that you're just a pilot doing what command asks of you.
So, you're not a mindless drone, you're actually doing something tactically about the invasion.
With me it places a different feeling on the shivans invasion of gtva space with juggernauts.
The sense of utter hopelessness was probably felt for the better part by the civillians, all they get to hope for is a safe escort while getting evacuated.
And a lot of the transports in the last mission of fs2 get destroyed on their way out of capella.
IDK, trying to compare fs1 and fs2 in these respects is a little difficult, in fs2 the problem at hand was definitely a bigger problem than only having earth destroyed.
Both games relied on last resort tactics to save all.
In fs1 it was more like feeling lucky about finding the ancients information on the lucifer, in fs2, it was information they had for while, they actually applied closing a jump node.
It's just simply hopelessness isn't as greatly stressed being a dog of the gtva, you have plenty of things to keep your mind on than feeling hopeless completley.
In the before last mission in fs1, catching up with the lucifer at the node gets a little panicky, and destroying the lucifer just has that last stand feeling to it.
In the last missions of fs2, i can't really explain what the overall feeling was to it there, in that part of the game you lead your own squadron, and you really focus on doing the best possible job(or else you don't pass some missions), plus the last missions of fs2 really puts in some big problematic situations, like escorting a tons of ships with only one wing.
Plus managing your own squadron doesn't get easy in that game anyway, sometimes the AI is screwy when you order it around, plus defending all those medical ships in that one mission really gets this through your head. As opposed to the last stand with the lucifer being told to follow it into subspace and destroy it's reactors, defending a convoy is so much harder. In my opinion fs2 is more consequential when you f*** up than fs1 is.
Anyway, that's a take on it all:p
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Maybe idk what is meant. I wrote a lot. :lol: