Game Card Project Sylpheed (Xbox360)

Genre: Shooter
Publisher:
Square Enix
Developer:
Game Arts
Release Date:
10.07.2007
Number of players:
n/a
Type:
Spaceship
Reality Factor:
Science Fiction
Age:
Futuristic
Project Sylpheed Headquarters
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Preview

Project Sylpheed Preview

Having shifted publishers to Microsoft Game Studios from Square Enix (for North America and Europe), Project Sylpheed is one of, if not the first game on the Xbox 360 to even resemble a flight simulator. Most anyone who has played some sort of flight simulator will know that using a joystick is the best way to fly. So moving that experience over to the 360’s controller changes things just a bit.

One thing about Sylpheed is that the tutorial is a must. Trying to understand all of the games features simply by playing is not going to happen. There are so many sub-controls that cannot be learned except through the tutorial. It was expected to need a few trial runs to get used to flying around with the analog sticks, but the button scheme was more than a handful as well.

Thankfully, the majority of gameplay functions reside within the bumpers and triggers. It’s theoretically possible to play with only those and the thumb sticks, which is great. Getting used to the rest of the controls took only a little longer. Then it was safe to fly.

While playing, one game came to mind: Descent Freespace. Probably the best game of its class. Sylpheed carried over many features from the 13 year old title and its eight year old sequel. These include team commands, a large assortment of changeable weapons, and a worthwhile storyline to boot.

Taking place in the 27th century, war erupts between two sects of humanity, with a civil-war style of friends fighting friends. The anime-style art seemed a bit cartoon-ish for the cold of space, especially when hearing those voices while trying to mow down enemy gunships. It was oddly cute.







More than that is still unclear. From the look of it, the storyline is more on the side whereas the action is most important. Gameplay itself is rampant, as flying through a small area with hundreds of other ships should be. What isn’t easy to understand.

With so many things happening on the screen at any given time, it’s very easy to lose track of what the mission is, what targets should be eliminated first, etc. Communications fly back and forth, but never is there any direct order given. There is no way to find out which enemy ship is causing the most problems to the fleet meant to be protected, nor is there an organized list of targets of opportunity.

Getting confused while flying through a war zone is not uncommon, but some kind of selection system is necessary. It would be fine if changing selected targets didn’t function so slowly.

Finally, there’s the barrel roll. Not only is it an internet meme, it is also what tilting the left analog stick all the way does. To this day no simulator or game with flying in any way has needed such a control, and for good reason. It’s useless. While it is nice to be able to do a continuous roll whenever the feeling arises, it really ended up getting in the way of actually turning.

Project Sylpheed looks like an average game with quite a bit going for it, especially if online play catches on. Set for release on July 10th, this arcade shooter will have very little competition against it on any system.
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