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STAR WARS: SQUADRONS
PC Gamer
|October 2020
Dogfights worthy of the franchise finally return
NEED TO KNOW
RELEASE October 2, 2020
DEVELOPER EA Motive
PUBLISHER In-house
LINK bit.ly/307aZhi
After playing Star Wars: Squadrons, I’m mad that it’s taken 21 years for EA and Lucasfilm to remember that flying a damn X-Wing is cool as hell. But here we are – with new proof that getting in a cockpit and blasting through a space dogfight is still one of the best ways to experience Star Wars.
It only took a few minutes to assure me that EA hadn’t screwed anything up here. This is genuinely the 2020 reimagining of X-Wing vs TIE Fighter I hoped it would be. While flying might be a bit more forgiving than it was in those games 20-plus years ago (I ricocheted off walls a few times without taking too much damage), this is still more sim than Rogue Squadron. It’s first-person only. You have to manage your power system between shields, guns, and engines to suit the moment; you can also rebalance your shields from front to back, which will help more skilled players survive dogfights. Aiming your standard laser cannons doesn’t give you a leading target reticle that tells you exactly where to shoot, so you’ll have to get a feel for that yourself, eying the speed and distance to your target.
Even turning takes finesse. Like a racecar, at half-speed your fighter can make tighter turns, key for avoiding missiles or other players on your tail. Just dodging a missile felt like an exciting accomplishment, and I felt like a bit of a badass when I managed to rebalance my front shields to the rear when I started getting shot, then corkscrewed away from the enemy on my tail. It takes some coordination to do all of those at once, let alone follow it up with a kill.
यह कहानी PC Gamer के October 2020 संस्करण से ली गई है।
हजारों चुनिंदा प्रीमियम कहानियों और 10,000 से अधिक पत्रिकाओं और समाचार पत्रों तक पहुंचने के लिए मैगज़्टर गोल्ड की सदस्यता लें।
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