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Video Game Gazette |
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| Review of Total Eclipse for the 3DO | |
Before the release of next generation systems, almost all shooters fell into one of two classes: (1) ones that used vertical scrolling with a birds eye perspective; and (2) ones that used side scrolling. There were exceptions, such as Zaxxon, which used primitive 3D engines, but these were in the minority. 32-bit game systems revolutionized shooters as they had the potential to render 3D worlds, and thus have games with a Z-axis. These games were not totally unprecedented, as they had their roots in arcade games like Hydra. However, their execution was different, as the terrain consisted of texture-mapped polygons rather than sprites. This allowed you to pass by the side of terrain and see it from a different perspective, whereas a sprite is two-dimensional and thus has no side. One of the first such shooters was Total Eclipse. Although it was one of the first of a new breed of shooters, it was also one of the last traditional shooters that ran along a preset course. It was superceded by games such as Operation Jumpgate that used a first person perspective and had wider courses, and then by flight simulation style shooters that did not have courses at all. In this sense the game really fell between the cracks. It did not have the real flight experience that you find in simulations, and nor did it have the traditional manic action that is associated with shooters. I think that fans of shooters should give this game a try, if for no other reason than to play a different kind of shooter. Although there are certainly better shooters to play, casual gamers will enjoy the game as it is very accessible. It is also the kind of game that you can pick up and play for 10 minutes without being drawn into a three-hour marathon. This aspect may appeal to fans of classic arcade games. |
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