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Strike Suit Zero: Director's Cut [PS4 / Xbox One / PC review

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    Strike Suit Zero: Director's Cut [PS4 / Xbox One / PC review

    Managed a break from studying long enough to play the training mission. Twice.
    My first advice is to change the control scheme to "Colonial" then the fighter handles more like the jets from Battlefield, with the pitch on the right stick and everything else on the left. That just feels more natural (to me at least).

    Flight is pretty tight, the weapons aren't overpowered (so far in the game), although the targeting missiles seem to be one-hit kills on smaller craft, which I hope changes later on with stronger enemies. Looks all shiny in HD, unlocks will keep me replaying missions until I get them all.

    Did anyone else take a dip?
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    #2
    i am also interested in picking this up as i love space flight/fight sims. but as far as i know this game has the apparently genre typical problems with difficulty balance and lack of mid mission checkpoints. seems even the DC update didn't sort this out. i remember i hated the Starlancer escort and protect missions they almost made me cry and i eventually gave up on it. the only space flight sims i enjoyed and completed were the X-Wing/Tie-Fighter games.

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      #3
      There was a checkpoint mid-training mission actually. I turned the game off just after the basic control tutorial, and was asked if I would like to continue from the last checkpoint or restart the mission.

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        #4
        I grabbed this, played a few missions the other night. Enjoyed what I played, it was a little basic thought so far and I'm not really sure what the point of the Strike Suit is yet.

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          #5

          The weapon to save Earth from the Colonial weapon, naturally.


          The change of controls for remote play is a little annoying considering it swaps the sticks back to the way I don't want them.

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