And what really amazes me is that combat's near-complete refusal to deal with aerial fighting is coupled with a refusal to at least take advantage of the flight in other non-combat missions. Getting AI to work properly with a z-axis is probably insanely hard to code, and I'm sure that designing maps so that they don't feel confusing and constrictive while encouraging more strategic use of flight is probably hard to do.īut these are problems that should have been basic priorities to solve from the start when you're making a game with an emphasis on near-free flight.
What baffles me, is how did they not take advantage of this in mission design? Enemies are largely grounded and they go for the really lazy "SOMETHING'S PREVENTING YOU FROM FLYING HERE!" route with combat in certain areas. I wish the movement mechanics were utilized in a great single player game because the flight/hovering was arguably the best part to me.
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