We also wanted to make use of some of the DS’s unique features such as the stylus in the mission planning stage. On DS, again it was pushing the DS with best 3D engine we could and giving the player the most realistic flight combat game on DS while making sure the game was suited to the younger DS market and not overly complicated.
The engine we are using is pushing the PSP to its limits so a very fine balancing act was needed to be carried out to maintain the action and frame rate while giving as many visual effects, etc. With PSP the main challenge was trying to make the challenge in the game as dramatic and as close to the 360/PS3 versions as possible. On the PSP and DS we needed to make sure the game was more pure action focused. Also, if we had more time we would have liked to have developed more of story around the game including proper developer diaries and making the player feel much more that they were playing the part of the pilots in the game.Īnother issue was the different technologies of the two consoles and how they handled their graphics and multiplayer capabilities, which meant a lot of tweaking and optimising, had to be carried out on both platforms to make sure we got the very best out of both consoles. The final one giving IL-2 purists the game they would want to see and two levels of extra challenge for other players.Ĭreating the game for the console itself was not too difficult, there were some features that we were a little too ambitious with the first time round such as co-operative play.
For PS3 and 360, we have created an arcade product that will appeal to the general mass market on these consoles but then scaled this up in two increments, Realistic and Simulator modes. The PC game is a very serious hard-core product and we needed to look carefully at the console market and what they would want from an IL-2 game on each platform.
What were some of those challenges were there features you were forced to eliminate or cut back?_ĪP: OK, well I would say the main challenges were catering the game play itself for the console market. _ GD: Developing for a console certainly has some limitations that you don't necessarily face when creating for the PC. We feel that this will be a massive hook for the game and something that will be really popular. We have four modes: Dogfight, Team Battle, Strike and Capture the Airfield. The console versions have also allowed us to create some awesome multiplayer gameplay. The tutorials eased me into the game and quickly I was in combat, shooting down German bombers and protecting queen & country. But it wasn't - the game was very easy to pick up & play. IL-2, in its former iterations, had a heavy emphasis on simulation and I was worried that the translation to simple controllers on the console would be difficult. The game supports up to 16 person multiplayer and has more than 50 missions in its campaign.ĥ05 Games sent me a copy to review and I had a great time playing. And one of the first great games of this season is a console version of the old PC favorite, IL-2.įrom Dover to Stalingrad, IL-2 Sturmovik: Birds of Prey allows you to take to the skies in more than 40 era-authentic aircraft and take part in some of the biggest air battles in the European theater during World War 2. But, fortunately, the drought is quickly coming to an end. We're forced to search the bargain bin, play second rate games or replay old favorites. Following the glut of games that release during the winter months, we're faced with a drought during the summer.
IL-2 Sturmovik Complete Edition Game – Overview – Free Download – PC – Compressed – Specs – Screenshots – RIP