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I enjoyed it.
The idea of all of the vehicles in the original game going on complex conditional tracks is a neat one. It probably saved on CPU cycles, but I imagine allowing them to go off-rails, so to speak, increases the flexibility of the enemy AI by quite a bit.
Successful video game projects being the result of a tight focus makes sense, and Lair's failure due to the lack of it seems to have some merit.
A 3DS version of the Rogue Squadron games would be nice to see. I did enjoy the games quite a bit.
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