MicroProse Returns with the Mighty Eighth, a 10-Player WWII B-17 Simulator
vrfocus.com
vrfocus.com
(Wild Bill was one of the two founders of Microprose. The other, Sid Meier, has his own things going on.)
I’m unclear as to whether this new Microprose has rights to any of the original Microprose games, either in a “rereleasing the original” or in a “doing a remake” sense. Obviously TakeTwo has a lot of the rights — either that they bought directly or that Sid/Firaxis had and they acquired when they bought out Firaxis — which is how they can release new Civ and XCOM and Pirates. I think Sid owns Silent Service too, to pick a random example of one they haven’t done anything with, though I don’t remember for sure.
Though it's not just tech. The Pan American Airways brand seems to periodically get slapped onto some regional airline.
This includes the original MicroProse Mighty 8th (https://retroism.com/b-17-flying-fortress-the-mighty-8th/), along with the Silent Service games, F-117A and F-19, the original Sid Meier's Colonization and a bunch of others. Though there are some notable MicroProse titles missing from their catalog: M1 Tank Platoon, the original Gunship and Gunship 2000, and F-15 Strike Eagle III all jump out at me.
Then a history section that starts off with "American video game publisher and developer founded by Bill Stealey and Sid Meier in 1982."
And waaaaayyyyyyyyy down in the footer? Contact info in Australia.
Nothing about who runs it now. Nothing about their personal relationship with Microprose or the general genre of "war-themed games". Nothing about how delighted they are to be able to revive this much-loved brand and their hopes to carry it forwards to new glory.
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In their subreddit, I did find a link to a Kotaku interview with the CEO of New Microprose: https://www.kotaku.com.au/2020/05/the-australian-who-brought... - he used to run the Australian division of the folks behind ArmA, including a spin-off designed for military training, which feels like something he should be crowing about in the "who are we" section. He does claim to have been profoundly influenced by Original Microprose's games.
Kotaku asks him about the rights to Original Microprose stuff and his response is a whole lot of corporatespeak that I parse as "hahaha yeah that sure would be nice, but nope. Maybe someday if we can cut a deal with the various companies that own them, don't hold your breath though."
Planes feel weighty, wind is simulated well, the damage modelling and physics are minutely detailed, and graphics have recently been updated with deferred shading and other enhancements.
The latest [map & battle][2] also includes Western favorites like P-51, P-38, P-47, Typhoon and Spitfire Mk.IX.
Here is a [blog post][3] I wrote about it. More to come, including an imminent one discussing ideas to make the game more approachable to a general audience that is more used to War Thunder, and some wishes for the powerful-but-tricky mission editor.
[1]: https://il2sturmovik.com/
[edit] historical note: my grandfather was a tailgunner in B-24s.
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.
http://www.lonesentry.com/blog/bendix-chin-turret.html
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 means the player experiences the simulation at the same pace real world events might unfold.
The quintessential game of the period might be Microsoft's Flight Simulator. Which is only a game in the sense that the consequences of a bad day don't cost very much.
That could be some seriously tense gaming.
I wish they'd re-release that somewhere ... granted I haven't looked. It might not have aged but I could go for a something like that again, maybe not full sim... more casual friendly.
Processor: 1.8 GHz
Memory: 512 MB RAM
Storage: 2GB HDD
Please stay off the grass.
Since I was the only one on staff who didn't have school in the morning, I always got stuck with the crappy morning shift. Which means I had to clean the store and restock and reprice all the shelves, and I barely got time with customers, which was actually the fun part.
But there was one shining star in that morning shift -- that's when all the reps came in to talk to the manager about which software would be on the prime shelves, and handed out free copies for the staff so we could play the games and then talk them up to the customers.
The Microprose rep was always awesome. They would bring a bunch of copies of the games for us to play and keep, and they had the rights to the coolest properties (Star Trek, Magic the Gathering, etc).
That job sucked but I think I still have some of those free games in a box somewhere.
I've done a dozen patrols with different 2-4 player crews and it's kinda fun.
House of the Dying Sun (https://store.steampowered.com/app/283160/House_of_the_Dying...) might be the closest thing going I'm aware of on the current market, as an arcade space fighter game in VR. Doesn't have the same theming, but it's at least space fighters doing space fighter things in space!
For me, the question of how you'd do a modern TIE Fighter remake becomes "how do you make assumptions about how space combat works in your game-universe that line up with the Star Wars films, and also lead to fun gameplay?" Since the space combat from Star Wars (at least ANH) was basically "Dambusters, in space!" you can draw lots of inspiration from World War 2-era aviation and combat. However, given an environment where gravity doesn't play and everything has ridiculous thrust-to-mass ratios, you lose some of the interesting bits re: altitude/energy trades and everything just turns into a "Pull as hard as you can" circle fight in the within-visual-range (WVR) / basic fighter maneuvers (BFM) space, which is where most of the iconic Star Wars dogfights-in-space happen. Beyond Visual Range (BVR) combat isn't really a thing in Star Wars, because Rule of Cool indicates that dogfights are cooler than slinging missiles at each other based on sensors. In the films, the writers/VFX people created the scenes they wanted by creative fiat -- in a game you need the mechanics to drive to the experience you want, and that's a challenge given Star Wars' apparent assumptions about how space combat works.
Of course there's all sorts of interesting assumptions you could make instead, but then you're just making a space arcade-sim game, not a Star Wars game.
Nope, I've clearly never thought about this. At all. Clearly.
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.
Incidentally, this is another reason to be excited about the second coming of Microprose -- I'm unclear on the exact relationship, but I believe I read that some of the same leadership responsible for TitanIM is associated with the new Microprose.
TitanIM is a defense simulation engine, using Outerra, which is a world-scale 3d+terrain engine. Tech demos of Outerra are around, and there's at least a few TitanIM videos floating around. I've been out of the sim/training niche for a couple of years, but I believe Titan is still being marketed as a competitor to Virtual Battle Space (VBS) which is the ArmA engine, but expanded and specialized for training, and sold into government with the associated contract support, etc.
I have no idea if this overlap in leadership means Microprose might have access to/be using the same tech stack as Titan for the new Microprose games, but if they are, it could be pretty darn cool.
I used to imagine how to improve game play in the X-wing series, but not really outside the existing mechanics (just tweaking max speed, weapons load, or shielding). I have such fond memories. I started out in web programming largely to the web community around the game.
The Mighty Eighth reminds me of a take on Star Wars space combat game play that I wished was explored more, like the gunner role in a Y-wing, or what it's like to be the crew a Corellian Corvette taking on other similarly sized ships.
This game was so much fun. And the damage model was superb. I really miss that.
It has no issues with needing to walk around, but still has a bunch of different types of gameplay.
Of course the only thing with all this.. they're trying to make a game that avoids motion sickness.. but flying in these planes during maneuvers could be a vomit fest anyway.. so the game still might make some people sick.
Still.. this is the genre that would make me consider getting a VR headset. I'd echo the call from others for a Tie-Fighter/X-Wing remake with a VR headset.. that'd be really fun.
I wonder how accurate they'll keep the shooting mechanics. As a casual player, I never would have thought to aim three crosshairs to the side of a Messerschmitt coming side-on.
I assume the same thing exists on real combat planes now.
(Of course these are next to useless in space combat sims, as in most games ships maneuver like fighter planes with zero inertia. They're also useless in real air combat these days, as everything is done with missiles from beyond visual range. But sure looked nice on Top Gun.)
We 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.
They’re plenty of fun but not really important in terms of illuminating anything about the era of flight and combat they reproduce.
Totally stunned to see this post on here today!
https://www.nintendo.com/games/detail/f-117a-stealth-fighter...
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 is tacked on, or not deliberately handled, it can be a vomit fest. Playing Half Life 2, for instance, is possible in VR but it's very unpleasant. Playing Half Life Alyx, which was built from the ground up to be a VR experience, is incredible.
(I'm not invested in it myself, just making the point.)
Other parts are downright dangerous. Apparently the headset being close to your eyes causes pupils to involuntarily dilate right as you are shining a bright light into them, creating really nasty eye strain problems for VR game developers and presumably later for their customers. Addictive behaviors are almost certainly more addictive in VR; this is why casinos create their noisy everyone-is-out-here-winning illusions in real life; one can only imagine the damage that VR gambling and pornography could do.
I am still waiting for a resurgence of arcades with the introduction of something like powered exoskeletons. These are being developed for military and mechanical contractor use, where you want to give people the ability to lift things and stuff, but transducers are often bidirectional and going the other direction, that ability to provide force-feedback can be used to suspend someone basically in air and give them a considerable amount of control of their environment: you are in a airplane cockpit, and it really shakes like an airplane cockpit. Playing VR games now, everybody laughs about how you we're trying to bend down and pick up a gun, but you accidentally grabbed Phil’s foot on the coffee table. Relatively amateurish. But that sort of pod exoskeleton could be used to go for a virtual run—no, not on this planet: on the moon.
https://www.youtube.com/watch?v=xggfdrtpFT0
This appears to be an exclusive press release to vrfocus.com. However they've apparently been sent many more images than they have chosen to display, for some reason. They seem to have modeled an entire B17 interior, and it is gorgeous:
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