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 Post subject: Wing Commander - SNES
PostPosted: Wed Aug 20, 2014 9:56 am 
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Lucky Bastard
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So, not likely having the budget availability to purchase a new desktop PC to play this when it comes out has really bummed me out. I may not be able to play SC when it first comes out as other life things will be getting in the way of justifying the outlay necessary for an upgraded PC, esp. one that will satisfactorily run the game.

I got my first taste a week or so ago on Elmo's new rig and, man this game looks beautiful. It renewed my love of what got me started in all this...

That's right, Wing Commander for the SNES.

Tried my SNES only to find it is not powering on. Was hoping to play it as I originally experienced it and also because I remember all the convoluted controls on the SNES controller. This was not to be.

Fired up my SNES emulator on my PC and have gotten right back to playing. I still suck at it and hate asteroid/mine fields with a passion, but it is all that I remember and more.

Things then that didn't make sense to me all do now. I never understood the "Damage Report" VDU screen. It seemed extraneous, but now I note that if my computer system is damaged, it seems to affect the weapons charge time. The taunting menu never seemed to do anything as well, but when I taunted a Krant fighter escort away from his patrol pattern around a Ralari Destroyer I couldn't close distance on without getting lit up, well it just all made sense.

Knowing what Chris Roberts wants in his game now reflects what he attempted to do back then but was limited with what hardware was able to do at the time.

Still loving old school SNES Wing Commander and I plan on loving SC and Sqadron 42 when I eventually have the rig that will be able to play it.

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PostPosted: Thu Oct 02, 2014 12:30 pm 
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I missed this post a month ago. Yeah, while I haven't gone back super-recently, I remember all these features. There's a reason Chris Roberts is the guy I'd been wanting to turn to for a super-immersive fighter pilots in space game for, like, a decade when he announced Star Citizen. I didn't jump in to Star Citizen with both feet blindly. I did so because I loved the things he innovated with twenty years ago with the crappy tech we had at the time, and I immediately knew that he was back because he legitimately believes he can make far fewer compromises now to deliver that experience that he was only able to approximate (and was still amazing even so) then. I grew up on that experience. It was a formative one in my taste and appreciation for games and interactive storytelling.

And I want more.

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