Each ship has shields on each side that take damage independently of each other, just like in the shows and movies. Shield management proves surprisingly intuitive as well. Up accelerates, down decelerates, and holding up all the way initiates full impulse, maxing out speed. Left Stick steers of course, whereas the D-Pad manages speed. The controller inputs are relatively intuitive while providing a high degree of control over the starship's numerous abilities. Players pilot their ships from a third-person view. Space flight and combat is a big part of what makes this a legitimate Star Trek game. Piloting a starship isn't as simple as riding a mount around like you'd do in a typical MMO. One of the things that makes Star Trek Online so different from Neverwinter is that it has two completely different methods of traversal: space and ground. But Star Trek Online is a much different game, so the developers went to the extra trouble of developing entirely new controls and UIs for it. I expected Perfect World to simply borrow Neverwinter's controls wholesale, since that game already works just fine (with a bit of a learning curve). Reworking the controls and User Interface (UI) was the next step in getting Star Trek Online to work on consoles. These improvements look quite pleasing to the eye in motion, although the actual performance of the game on Xbox One is comparable to Neverwinter, which suffers from occasional slowdown during complex scenes and crowded areas. Graphical enhancements include brand new High Dynamic Range Lighting (which seemingly confirms enhanced colors for the Xbox One S console), deferred rendering (a shading technique), and specular light probes. The first thing Cryptic and Perfect World did was update the looks of the game to bring them up to Xbox One and PlayStation 4 standards. To make the game feel at home on consoles, some updates were in order. Star Trek Online is still going strong on PC, but it's also a six-year old game.
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