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- O.K., we blew it. We forgot to publish Phil's review in the last
- issue! Sorry, Phil. As promised, here's the entire review of Tie
- Fighter.
-
- TIE FIGHTER from LucasArts
- Reviewed by Phil Sandler
-
- Computer Graphics Memory Disk Space
- Minimum 386DX-33 VGA/MCGA +1MB EMS 15MB
- Max/Rec. 486 +2MB EMS
-
- Control: Joystick (recommended), Mouse
- Sound: Sound Blaster, Sound Blaster Pro, Sound Blaster 16, Awe32,
- PAS, Roland MT 32 /LAPC-1
-
-
- Reviewed version 1.0 on: 486SX-33, 4MB RAM, Sound Blaster 2.0
- Reviewer recommends: 486DX2 for maximum detail level, 2MB EMS,
- 1MB disk cache, sound card, good joystick
-
- In Tie Fighter you play the role of a starfighter for the tyrannical
- Empire in a game based on the classic LucasFilms production
- _Star Wars_ (or, quite probably, _The Empire Strikes Back_). It is
- your duty to complete seven tours of duty (called Battles) so the
- Empire might better tighten its stranglehold on the galaxy. Tie
- Fighter boasts many small but significant improvements over its
- predecessor X-Wing, and resolves most of the complaints players
- had about the original game. While the game suffers from a weak
- ending, it is still a fantastic display of ingenious design and
- programming.
-
- DOCUMENTATION
-
- The documentation consists of three articles: the reference card,
- the Starfighter Pilot Manual and The Stele Chronicles. The
- Chronicles includes a nice story that leads into the plot of the
- game, specifications for ship types, and a walk-through of ship
- systems and displays. Since the combat chamber provides its own
- mini-tutorial and the plot of the game has little to do with the
- pilot's history, reading The Chronicles is hardly a necessity. It
- is a decent read, though, and is certainly informative. The Pilot
- Manual gives a detailed description of the basic interface, the
- cockpit, weapons, and on-board information systems. This works well
- as a reference for those who wish to learn by playing. The
- reference card is the most important piece of documentation. Every
- important in-flight command is included in the form of a simple list.
- It is this card that will probably be used most frequently by
- beginner and veteran players alike.
-
- THE BASIC INTERFACE
-
- The first thing the player sees on start-up is the copy protection.
- Three symbols and a page number are given, to which the
- corresponding word must be found. The symbols are meaningless, so it
- is really just a matter of finding the correct page and typing in the
- word at the bottom. As documentation lookup goes, this is easily
- tolerable. Once the registration officer has been satisfied that
- the area is clear of space pirates, the registration desk becomes
- available.
-
- Players who are familiar with X-Wing will feel right at home in Tie's
- front end. Getting around is a matter of pointing at the appropriate
- location and clicking with either the mouse or joystick button. After
- entering the pilot's name, the player may press <ESC> to call up a
- menu that includes pilot records and medals, backup options, and
- difficulty settings. There are three levels of difficulty, which can
- be described as follows:
-
- EASY- You are basically just another cog in the huge machine that is
- the Empire. Your wingmen and other allied flight groups will do most
- of the damage, while you perform the odd heroic act. This level is
- much too easy for any but the least experienced pilots.
-
- MEDIUM- You are a pilot with potential. If you are skilled enough,
- you may win favor and promotion. This is the perfect level for those
- who felt that X-Wing was too difficult, but still desire a reasonable
- challenge.
-
- HARD- You are the Scion of the Dark Side, the Darling of the Empire,
- the Rebel Exterminator! You will be expected to complete tasks that
- would make even a Jedi Master balk. You will surge up through the
- ranks and become a General, but more importantly you will advance
- quickly in the secret order of the Emperor. The force had BETTER be
- with you if you play at this level . . .
-
- The exit in the registration room leads to the main concourse, from
- which the whole space station may be accessed. Doors lead to the film
- room, tech room, training simulator, combat chamber, battle
- selection/view cut-scene room, and battle hanger (briefing room).
- The film room allows the viewing of films saved from previous missions.
- Though the VCR options are identical to those in X-Wing, they are still
- quite impressive. Any object may be viewed from the vantage point of
- any other object, and a free floating camera can be positioned anywhere
- in the combat theater. The scope of this feature is incredible; it's
- much like watching a movie where YOU are the director, and YOU play the
- starring role. The film room is also an important place to study "what
- went wrong" on failed missions.
-
- The tech room is a showcase of every ship in the game (barring only the
- "mystery ship"). All of the ships are shown in 3-D, and may be rotated
- to view from different angles. Some new ships include the escort
- shuttle and assault transport, which sport deadly rear turrets, the
- corellian transport (like Solo's Millennium Falcon), new mine and
- container types, and variations on capital ships. The additional ships
- add dimension to the game; different enemies require fresh strategies.
- The tech room itself has very little to do with gameplay, but it IS
- nicely done.
-
- The training simulator that was (in X-Wing) a string of platforms has
- been replaced with a long, twisting tube. The tube is filled with
- targets which the player can destroy for extra time, and obstacles that
- grow increasingly difficult as levels progress. The purpose of the
- simulator is to get a basic feel of how the different ships respond,
- and also to hone targeting skills. After completing a minimal amount
- of levels, the player is awarded a training patch. Most players should
- have no trouble navigating their way through enough levels to earn the
- patch.
-
- The combat chamber serves as an opportunity for pilots to get the feel
- of what real combat is like in a risk-free environment. The missions
- provide an in-flight tutorial through messages from wingmen or the
- command center. All goals--primary, secondary, and bonus (more on
- these below)--can be discovered by pressing the "g" key while in the
- simulator. The combat chamber's missions are, for the most part, a
- nice prelude to the real thing. However, a few of the missions are
- more difficult than those in the battles themselves! Tie Interceptor
- Mission four is arguably the toughest mission in the game.
-
- The battle selection room gives a short description of available
- battles and allows the viewing of end-battle cut-scenes for completed
- tours. The mid-battle cut-scenes, which often include dialogue
- between Emperor Palpatine and Darth Vader, can not be accessed in
- this manner. The only time they may be seen is when they are
- "awarded" for completing the necessary mission. The player must
- achieve victories in seven battles to complete the game, four of which
- are available at the beginning. The battles themselves still follow
- a linear progression--that is, the second mission in a battle can not
- be flown without completing the first mission. There are still no
- winning and losing paths. This was a problem in X-wing, since it was
- possible to be hopelessly stuck on a difficult mission for long
- stretches of time. In Tie Fighter, however, the problem is resolved
- by allowing the player to change difficulty levels, use
- invulnerability (and still get credit for the mission), and/or opt not
- to finish secondary or bonus goals.
-
- The briefing room consists of the mission map, a flight officer, and a
- dark, mysterious figure in the background (not present for every
- mission). Clicking on the map shows the combat theatre complete with
- all spacecraft known to be in the area, and provides primary mission
- objectives and instructions on how to complete them. The officer's
- questions add detail to the story, and put each mission in perspective
- in regard to the whole battle. The officer can also provide
- information on expected enemy opposition (not always accurate) and
- available reinforcements. I don't want to give too much away about
- the dark figure, but let me just say that his advice is the key to
- entrance into the Emperor's secret order. All in all, the briefing
- room provides valuable information, but only to a limited extent.
- REAL info on a mission can only be obtained by entering the mission
- proper.
-
- THE SIMULATION
-
- All of the previous topics I've covered, the basic interface, the
- tech room, the film room, etc., are really just window dressing
- surrounding the real game. The "meat" of Tie Fighter exists inside
- the simulation itself. Once you drop into that cockpit, you are
- transported into the Star Wars Universe, an as yet unsurpassed
- medium of (though I hate to say it) virtual reality. Every ship
- has its own agenda, and will do whatever possible to complete its
- objectives. Enemies and friendlies alike react realistically to
- the player's actions; an attack on an unsuspecting flight group
- will undoubtedly result in a fast and vicious counter-attack.
- Likewise, firing missiles at a capital ship might cause it to
- release its own barrage of missiles. More on enemy artificial
- intelligence below.
-
- The flight model is geared more towards entertainment than realism.
- Control is simple and intuitive: push the joystick forward or back
- to point the nose of the craft down or up, move the joystick to
- either side to turn. Pushing button two on the joystick allows the
- craft to roll without changing its orientation. Speed may be
- adjusted in a variety of ways involving keyboard commands. A decent
- joystick provides perfect control of ship movement.
-
- At the highest detail level, the graphics are simply astonishing.
- New shading adds much depth to the original polygon-based engine.
- If you don't have a DX2 or Pentium, don't fret! The game still
- looks very nice with all detail turned off. The quality of
- animated sequences ranges from excellent to disappointing. In
- particular, close-ups of speaking characters tend to look rather
- blocky, while ships rocketing past the "camera" are breathtaking.
- The dialogue in these sequences leaves much to be desired, as well.
- Admiral Thrawn stating very simply "This Rebel stronghold has no
- hope of escape" did not ring true to me at all. The music is
- basically the same that played through X-Wing--no great improvement
- there, but this was really not an aspect of the game that needed
- improving. Some new digital effects have also been added. Racing
- too close to a tie fighter or raking an enemy with laser fire will
- produce effects that are straight out of the feature films. All in
- all, the "bells and whistles" fans will be quite pleased with the
- improvements made in this package.
-
- The biggest and best improvements this game holds over X-Wing involve
- the in-flight information systems that are available to the player.
- The push of a button will call up the mission goals screen, a new
- and improved 3-D map, a log screen that records in-flight messages,
- or a threat display that gives information about targeted craft.
- The CMD display has also been altered to show the target's
- orientation--an extremely useful improvement. It would have been
- nice to have been able to jump straight from one screen to another
- (i.e. map to log screen), but this is a rare and unimportant
- oversight.
-
- The mission goals screen very simply states whether a goal is
- complete, as yet incomplete, or an utter failure. Goals range from
- inspecting harmless containers to leading assaults on capital ships.
- Mission objectives are now broken down into three categories:
- primary, secondary and bonus goals. All primary goals must be
- achieved to complete the mission; if even one is failed, continuing
- is pointless. Secondary goals usually involve the dark, mysterious
- figure in the briefing room and the secret order of the Emperor.
- These goals MUST be completed in order to see the extra cut-scenes
- associated with the order. Bonus goals remain hidden until
- completed, and are mainly for extra points, stature, and bragging
- rights. Some of them are virtually impossible for all but the best
- of pilots.
-
- The new map feature improves on the map in the original game in
- nearly every way. The map has been "fixed" so that a targeted craft
- will STAY targeted after returning to the cockpit. In X-Wing, the
- desired craft had to be re-selected after leaving the map, which was
- especially annoying when there were dozens of craft to cycle through
- in order to find the correct one. Also, because the map was only
- two-dimensional in X-Wing, it was hard to get an overall feel of
- where crafts were positioned in relation to one another. This is
- not the case in Tie Fighter. A tap of the spacebar will toggle
- 2D/3D mode, which provides a much better picture of the current
- situation. Additionally, the selected craft's heading is now
- represented by a line from the craft to its destination. If the
- craft is attacking, the line will be drawn to its target. With these
- improvements, the player can easily jump to the map screen, determine
- attack priorities, and act accordingly.
-
- The artificial intelligence in Tie Fighter is slightly better than
- that in X-Wing. While a single starfighter still has no real chance
- against a human opponent, flight groups tend to lean more towards
- team tactics then they did in the original game. A targeted fighter
- may fly away in a straight line, offering up his tail pipe for an
- easy kill. However, the rest of the flight group may fall in line
- behind, ready to cut to pieces anyone who falls for "that old trick."
- The actual flight patterns of the better (i.e. Ace, Top Ace) pilots
- seem to have improved slightly as well. Instead of feinting one way
- and turning the other, the "new" pilots sometimes gyrate in crazy,
- unpredictable ways. This makes for a much tougher kill. Some
- fighters also seem intent on stalling instead of attacking, which may
- force the player to complete other objectives in less time. These
- new tactics work fairly well, and are a small step forward for the AI
- in this series.
-
- TIE FIGHTER MINI-FAQ
-
- There have been a lot of questions about specific features/improvements
- in Tie Fighter posted in the Usenet newsgroups. Here are some quick
- answers to some Frequently Asked Questions:
-
- Is the game better than the demo?
-
- Yes, it is much, much better. The Tie demo has much more in common with
- X-Wing than it does with Tie Fighter. None of the new features are
- showcased in the demo, which leads one to wonder why LucasArts even
- bothered releasing it.
-
- Do I still have to drop to DOS to back up my pilot file?
-
- No. Tie Fighter provides in-game pilot backup which, while not perfect,
- certainly gets the job done.
-
- Is the game still linear? Are there winning and losing paths?
-
- There are no winning and losing paths, but new features and optional
- goals help alleviate the problem of linearity.
-
- Does the game include a mission builder?
-
- No, but there have been rumors that the final mission disk will include
- this capability. We can only hope . . .
-
- Does the game allow the player to give orders to other flight groups?
-
- No. This is on my "wish list" for future mission disks as well.
-
- Is there more "story" in Tie than there was in X-Wing?
-
- Yes. The officer's questions and the dark figure add some nice
- background plot to the game. In-flight messages also often hold
- twists and surprises.
-
- What's this about a new tractor beam weapon?
-
- This weapon gets developed during the course of the game, but its
- usefulness is very limited (to say the least).
-
- Does the whole "fight for the Empire" theme turn into a "defect and
- fight for the Rebellion" theme?
-
- Nope. Through the whole game you fight for the Dark Side. Kudos to
- LucasArts for not giving us a "good guy" ending.
-
- Why does the registration officer's voice sound so familiar?
-
- This is unconfirmed, but I believe the voice belongs to Sam (Max?
- The dog) in LucasArts's graphic adventure SAM AND MAX HIT THE ROAD.
-
- A SINGLE COMPLAINT
-
- The only major problem I had with this game was the weak, anticlimactic
- ending. I was expecting something of the same
- magnitude as the incredible final mission trench run in X-Wing. I
- was sorely disappointed. The final three missions are among the
- easiest in the game, and the final cut-scene is decent, but hardly
- spectacular. The ending to Tie fighter is a MAJOR let down. We can
- only hope that the mission disks hold more in the way of final battles.
-
- CONCLUSION
-
- Tie Fighter is a game of many small improvements over its predecessor.
- Although the basic look and feel of the game is the same, additional
- elements provide a much more dynamic atmosphere once inside the
- simulation. The graphics, sound, and story line have also been
- improved. Since I considered X-Wing a nearly perfect game, and Tie
- Fighter addresses most of the complaints people had with X-Wing, I can
- only give this game my very highest recommendation, in spite of its
- sub-par ending.
-
- This review is Copyright (C) 1994 by Phil Sandler for Game Bytes Magazine.
- All rights reserved.
-
-