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 Space Rangers 2 Interview - interview
(hx) 08:10 AM CET - Feb,21 2006
Gamecloud has posted an interview with Cinemaware Marquee producer David Mercer and Elemental Games' director of development Dmitry Gusarov talking about Space Rangers 2, their sci-fi RPG with turn-based combat. Excalibur Publishing already released Space Rangers 2 in Europe (check out this review), but Cinemaware Marquee has exclusive rights for the North American release, with the retail version due out in March 2006.
Gamecloud - The game seems to have both planet and space based gameplay. How does Space Rangers 2 handle these aspects of the title?

David Mercer -
They are two very different approaches. Space gameplay is turn based. The way the universe is constantly moving and changing, a turn-based system really allows you to run through your available options and formulate a strategy. You can point and click to execute turns, you can execute multi-turn traveling maneuvers by mapping out your trip then executing your turns as necessary, or you can engage auto combat so that the combat free flows and doesn't stop between turns. It really ends up being up to the player to determine which methodology best suits his or her playing style.

Now, planet battles are very different. Planet battles turn into Real Time Strategy gameplay - you control a robot building factory from which you design your combat robots from a large variety of equipment choices. Once you've created that perfect robot for your combat situation you dispatch them to fortify your bases, capture enemy bases, or just flat out obliterate the enemy. One nice little twist is your ability to take first person control over one of your mechanized monsters and really jump into the game play - you can blast away in first person shooter mode or strategize from above by organizing your attack groups. With SR2 it's all about options, you really never need to approach an objective in one particular way. You imagine it a certain way, you do it.

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