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X rebirth cockpits
X rebirth cockpits











The other info is hidden, and in a nod to the modeled interiors of the ships and stations, bringing it up means your character swivels in his chair and pulls up a monitor.

x rebirth cockpits

There's info of the immediate target set into a monitor on the dash, and everything else on screen is positional. I can move in every direction (but not roll Q and E on the keyboard do that), and select weapons, ship states, and drone activities without having to burrow into a nest of menus. I'm holding a joypad and flying without any of the odd contortions that I associate with the series. Rebirth's simplification is, in part, achieved by immersion: I'm in a cockpit with a limited view of space (previously you were basically a floating head, with an uninterrupted view). There's no time to get comfortable, but that wasn't much a problem because Rebirth is surprisingly accessible. The demo is set-up as three fights beside a large station and an asteroid field, and scales from a fight against two inert ships, to taking part in a station defence with multiple ships, and then a final battle against a large ship. I can't say I got a true understanding of what it's like to play Rebirth, but I still managed to explore a little, and discovered that there's a lot you can do in an open-world in ten minutes.Īt least they're a repeatable ten minutes. The demo that was sent to me was the Gamescom floor demo, and it wasn't set up for the sort of game X is. On the evidence of the previous games, I'd need about a week to get myself settled comfortably in the cockpit of Egosoft's vast space sim, and I was never going to get that.

x rebirth cockpits

There was always going to be a catch when I finally got my hands on X Rebirth.













X rebirth cockpits