Welcome back to ground zero.
It would appear I am off to a slow
start. I'm not real big on showing off works in progress. I think
Nabokov said it best when he compared such practice to displaying one's
sputum in public. Don't worry, that's the only Nabokov I can quote
offhand, and I can't even actually quote it, can I? I do know how
properly to pronounce his name, though, which is quite an accomplishment
these days as I understand things.
There was a time
not long ago when even I had very little hope for this game. I've looked
to other games to pick up on where Subspace had left off - to the
Tribes variants which have now been all but abandoned; to Allegiance
with its long, slow conflicts and weird, abstract, Subspace-esque game
balances; to the potential Infantry once seemed to have and the promise
Hyperspace still holds for some. I look forward to Tribes 2 and to
PlanetSide and TeamFortress 2, but over the past year one thing has
become clear to me. Subspace has a monopoly. Certainly more
sophisticated games have come along in terms of both realism and
abstraction - the strategy's been more involving and the combat more
intense - the teamplay's become more interesting.
I've
been told teamplay is the future; surprise, kids: it isn't. All that
philosophy that informs the gaming industry's directions - it is all
good, and it creates games that are wonderful in their own way, but I
have to wonder if anyone will ever again get the mixture right. The
mixture of vastness and close combat; of fast action and cool patience;
and indeed of teamplay, mad chaos, and the lone wolf ethic all rolled
into one. It's probably bad business, and frankly it's probably not
sound design - but Subspace has it, like that or not, and it's what
keeps us rolling along.
But you knew that by now, didn't you. :)
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