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07-18-2006, 03:00 PM
Khan may have said that it's very cold in space, but we are heating things up with a phaser barrage of space gaming! So, man action stations as The Escapist (http://www.escapistmagazine.com/issue/54) hits warp 54 in this week’s issue, “In Spaaace," in 3, 2, 1 ...
Allen Varney: Wing Leader (http://www.escapistmagazine.com/issue/54/4)
"The once-dignified halls of the Consumer Electronics Show turned raucous. That day, the entire Lucasfilm booth staff huddled in a tight, silent knot before the Wing Commander monitors. They watched for a long time." In Wing Leader, Allen Varney tells the story of a company named Origin and the space game that changed the world.
Adam LaMosca: Lost in the Void (http://www.escapistmagazine.com/issue/54/10)
The Unfortunate Trajectory of the Space Sim Game"I was raised on science-fiction as much as science fact. My imagination populated the cold, sterile universe depicted by that poster on my bedroom wall with exotic alien races and epic conflicts. Yet I look at the science-fiction games of today and I can't help but feel saddened." Adam LaMosca's Lost in the Void traces the decline of the space sim.
Phillip Scuderi: Footprints in Moondust (http://www.escapistmagazine.com/issue/54/15)
"There is an air of tragedy about Noctis . As I peer from the narrow confines of my helmet, my natural excitement at gazing upon features that nobody has ever seen before is always muted by the knowledge that nobody ever will see them, except for me." Phil Scuderi explores space and the meaning of free will in Footprints in Moondust.
Pat Miller: My Own Private Galaxy (http://www.escapistmagazine.com/issue/54/19)
"Space is pretty cool, I guess. Ships, you know. Guns and aliens and cargo smuggling and intergalactic rebellion and all that. But you know, there's an awful lot of it. People kind of forget that, I think." Pat Miller muses on the emptiness of space, and the perfection of Escape Velocity in My Own Private Galaxy.
Shannon Drake: Development in a Vacuum (http://www.escapistmagazine.com/issue/54/21)
"Being stuck on an island in the middle of the Atlantic Ocean definitely carves deep markings into the way we approach game design." Shannon Drake interviews Magnus Bergsson, of Icelandik developer CCP.
Allen Varney: Wing Leader (http://www.escapistmagazine.com/issue/54/4)
"The once-dignified halls of the Consumer Electronics Show turned raucous. That day, the entire Lucasfilm booth staff huddled in a tight, silent knot before the Wing Commander monitors. They watched for a long time." In Wing Leader, Allen Varney tells the story of a company named Origin and the space game that changed the world.
Adam LaMosca: Lost in the Void (http://www.escapistmagazine.com/issue/54/10)
The Unfortunate Trajectory of the Space Sim Game"I was raised on science-fiction as much as science fact. My imagination populated the cold, sterile universe depicted by that poster on my bedroom wall with exotic alien races and epic conflicts. Yet I look at the science-fiction games of today and I can't help but feel saddened." Adam LaMosca's Lost in the Void traces the decline of the space sim.
Phillip Scuderi: Footprints in Moondust (http://www.escapistmagazine.com/issue/54/15)
"There is an air of tragedy about Noctis . As I peer from the narrow confines of my helmet, my natural excitement at gazing upon features that nobody has ever seen before is always muted by the knowledge that nobody ever will see them, except for me." Phil Scuderi explores space and the meaning of free will in Footprints in Moondust.
Pat Miller: My Own Private Galaxy (http://www.escapistmagazine.com/issue/54/19)
"Space is pretty cool, I guess. Ships, you know. Guns and aliens and cargo smuggling and intergalactic rebellion and all that. But you know, there's an awful lot of it. People kind of forget that, I think." Pat Miller muses on the emptiness of space, and the perfection of Escape Velocity in My Own Private Galaxy.
Shannon Drake: Development in a Vacuum (http://www.escapistmagazine.com/issue/54/21)
"Being stuck on an island in the middle of the Atlantic Ocean definitely carves deep markings into the way we approach game design." Shannon Drake interviews Magnus Bergsson, of Icelandik developer CCP.