On the other hand they did manage to get species design down cold.? For instance the map was now connected by "wormholes" meaning that you could only travel from system to system, thus removing one of the cool things from the original where you could fly to any point. It also removed many of the features from the original that made it unique. When it finally shipped in '98, Pax II, the interface was indeed gee-wiz, but at the same time it was harder to learn because it was no longer based on the OS's own GUI. After four years when it looked like the game was finally getting ready to ship in '97, word came down that it was going back into the shop to change the graphics to appeal to the new standard for game interfaces (uh-oh) and that in order to get it out on time it would be Windows only. First it was late, then it was later, and then it was really late. There they started a sequel to Pax that was supposed to run on both the Mac and Windows platforms, to be released by Blizzard. "After Pax was released the designers moved on to form their own company, Heliotrope Studios. Maury Markowitz' excellent summary of the game's tortuous development says it all: Although the original Pax Imperia is an ambitious game that came very close to being the 4X game that got everything right, the sequel unfortunately falls far short of that aim. Pax Imperia: Eminent Domain is a competent sequel to Pax Imperia, a classic 1993 Macintosh-only 4X space strategy game.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |