Originally posted by kentonio
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Originally posted by Bugs ****ing Bunny
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This game is like the opposite of Freelancer in terms of design decisions. Freelancer had completely ludicrous scale, with a planet being only a few hundred times the size of your little starfighter. It had a small number of systems. It didn't have seamless transit between systems. What it did have were environments with interesting backstory that made exploring rewarding, a main story mode with a plot that was interesting and well-executed if not groundbreaking with characters that you liked, and furthermore set you up at the end with a ship sufficiently powerful to do postgame stuff. This game has none of that. It also had a control scheme that was intuitive and fun, and didn't require some ridiculously expensive joystick with 10,000 buttons. In fairness to that last point, you can play Elite: Dangerous reasonably well with an xbox gamepad, but there aren't enough buttons so you are forced to do certain things with the keyboard.
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