
We got the chance to interview Saitek Category Manager, Richard Neville, on their line of Pro Flight products. In case you have not heard of these premium flight-sim peripherals, you may want to check out their selection at the official site. We would like to thank Richard Neville as well as Alex Verrey for their assistance in making this interview possible. Check out bigger images of the above products after the break!
Q) So to start, could you tell us how many people you have working on designing the Pro-Flight peripherals???
A) It varies depending on the product! Usually each product is worked on by one of our product designers with occasional design review meetings where everyone else (well… me) gets to influence things.??.. (cont.)
Q) What kind of a design process is used in developing new Pro-Flight peripherals? How much are real pilots used in this process?
??A) Product ideas come from a combination of researching the market and actually talking to simulation fans – most of our customers need no urging to suggest product ideas and features! We also have contacts with a number of actual pilots who we consult with to further ensure we’re keeping on the right track with everything from features to getting the right ‘feel’ for a controller’s movement.
??Q) What are the biggest challenges faced in developing the Pro-Flight line of peripherals?
??A) Probably the biggest challenge is trying to please as many people as we can. Flight Simulation might be a niche market within the wider context of PC gaming, but as you know within that niche you have a number of different sub-categories of aircraft. Just within civil aviation alone you’ve got to try and account for anything from props to ‘heavy iron’ and all the different variants within each of those. That and trying to squeeze as much into a product as we can so the sim fans feel like they’re getting value for their money.??
Q) The X-52 Pro is a nice improvement over the standard model but why create the incremental ‘Pro’ and not move to the next iteration of the HOTAS series altogether???
A) It was purely a reaction to our customers’ feedback. They loved the X52 but wanted even better build quality and more from it – the MFD is a perfect example; people wanted to display information from their sims on the MFD, so we implemented that feature with the Flight Simulator X Radio Stack display. We also included an SDK so that some of those bedroom coders out there would be able to create plug-ins for their own games; it wasn’t long before there were plug-ins available on our forum for Flight Simulator 9, IL-2 and even X3: The Threat??, but don’t think that we’re not looking into how we can further the HOTAS market – there’s already been some feedback from our customers about where we can go next and we have been listening.
Q) How would you describe the flight simulation market currently???
A) It’s in a tiny bit of a lull at the moment, but that’s mostly because it’s compared to the boom of two years ago with the release of Flight Simulator X. It never truly goes away though – there’s always new people discovering flight simulation for the first time or existing simmers looking to upgrade their hardware, and finally being able to run the newer simulators. It should start picking up again next year thanks to the Black Shark add-on for LOMAC and Oleg Maddox’s Storm of War, to name just two. Even the less strictly simulation-based games like Tom Clancy’s: HAWX should serve to interest more people in the genre. Then of course looking further ahead you’ve got Microsoft’s next version of Flight Simulator which is somewhere over that horizon…??
Q) How is development coming on the Saitek Pro-flight Instrument Panel???
A) It’s good thanks. It’s definitely proven to be the hardest thing we’ve ever done but it’s coming along nicely and we should be getting it out there pretty soon.??
Q) Will the instrument panel have an open-source API???
A) As with the X52 Pro we will be shipping it with an SDK that will enable end users with programming experience to create interactions with other sims (or, indeed, any application that they care to).??
Q) What titles will support the panel at launch???
A) It’s supporting Flight Simulator X out of the box and we’re hoping we’ll get support for other titles from the community, as we did with the X52 Pro. Flight Simulator X is the main focus partly because of the amount of the market who use it but also because of the excellent SimConnect part of the sim, which gives easy access to the data we need to hook into to make a product like this work.??
Q) If you can, tell us about the type and capabilities of the screen being used on the panel.??
A) It’s a QVGA TFT screen that can display 256,000 colours and it looks superb!???
Q) Can you guys drop us any hints on the next Pro-Flight peripherals being developed?
??A) Not yet! But be assured that we are continuing to work on a number of projects.??
Q) And last, is there anything you would like our readers to know about that we have not covered here???
A) Sure – just to remind people about the two new Pro Flight products we’ve got coming this year: the Pro Flight Switch Panel and the Pro Flight Headset. There’s some info out there already but look out for the press releases closer to the products shipping this Fall. Also, if you’ve got a suggestion for a product that you’d like to see then we’re always happy to have your feedback. Use our forum at http://www.saitekforum.com and let us know what you think.?
I had a vague idea of what to expect from seeing it played briefly at this year’s E3 Media and Business Summit. At least, I thought I did. I guess seeing it played in a brightly lit convention room flooded with fellow gamers is a lot different than sitting down in a darkened room to play it by myself.
The design of the necromorphs is perfect. They look to be inspired by Rob Bottin’s and Lance Anderson’s work in John Carpenter’s 1982 film, The Thing. This fact alone did not bode well for me, as growing up The Thing was the only movie to ever really scare me. The idea of something using your own body for its grotesque purposes just creeped me out, and still does. Killing these abominations is a matter of tactics, just not spraying and praying. You have to dismember them first by blowing off their limbs/tentacles. This will usually kill the creature. If you try shooting it in the torso or head on the other hand, you will usually just piss it off. Trust me, don’t piss them off if you can help it.
Your weaponry will consist mostly of unusual tools such as a plasma cutter. You will get a couple more standard military weapons, but ammo is nice and sparse in the game leaving you constantly hungry for more. You will also get some other engineering hardware which allows you to move things from far away, a sort of engineering telekinesis. Issac also gets to play with a stasis tool which slows down whatever object he hits with it. This can range from a fast-moving obstacle to a fast-moving tentacled infant-monster (creepy). This, coupled with your finite inventory space can lead to much pondering over what to keep with you and what to leave behind.
There are several other cool gameplay gimmicks in the game, even having to do with zero gravity, however I will not spoil anything more for you. Dead Space is one of those games which you just have to experience for yourself. If I can tell you one thing in this review, it is that if you usually enjoy shooters, creepy survival-horror titles, or sci-fi horror in general you will love Dead Space and should buy it right now. Go and support quality productions like this. There are far too few of them to let this one pass you by. And for goodness’ sake, try playing in the dark to start with just to get the full effect. Good luck…
Usually, we are nothing but excited with sandbox games. The freedom one derives from exploration can be quite liberating. In an RPG it is also equally nice to have some sort of overall quest which ties the whole thing together. TaleWorlds has decided to just keep with the sandbox part of that equation, ditching an overall quest and thrusting gamers into the unknown.
The battlefield strategy employed in these large skirmishes is vital as one false swing or direction can mean the turn of the tide. Commanding troops is done easily by shouting commands at them. They are fairly basic commands but mirror what a human being would be able to shout while riding into battle. This adds an additional element of realism to the combat, as knights in the middle ages did not have GPS or other high-tech gadgets with which to organize themselves.
The character development is fairly complex, TaleWorlds taking a queue from Daggerfall in asking you a series of questions to determining your base character. From there, you allocate some skillpoints are off you go. Along the way you level up your character, increasing your skill points and personal wealth.
Reel Deal Millionaire’s Club manages to walk this line of graphics and budget nicely, as it is the first time I can remember a Phantom EFX game with 3d elements to it. All of the cards are 3d as is your character’s avatar. Yes, you heard me: in this Phantom EFX title, you will actually create a full-bodied, 3d avatar for your player. After creation, the avatar will sit in your ‘place’ at the table game and react to the game’s outcomes in an often humorous manner. I chuckled after losing a big bet in blackjack at seeing my avatar slap his forehead in disbelief. It was as though his small, pixelated mind had bonded with my own. While the 3d characters are not exactly the most attractive Johns and Janes this side of the Mississippi, they are modeled nicely enough, especially when viewed in their ‘shrunken’ state at the bottom of your screen.
Not to spend too much time discussing the graphical overhaul of the game, Phantom EFX has added eleven new slot machines to the game which are not found on any of their other titles. As usual, their video machine UI’s are crisp and vibrant. However, I did experience an odd bug in which the machines were completely silent while the MP3 player was active. Turning the player off unmuted the machines. I expect this and other bugs to be fixed in subsequent patches as is often the case.
Phantom EFX has a new edition of their popular Reel Deal Card Games series out. This one, dubbed the ’09 edition, contains over 80 card games for you to experience. While most of the Reel Deal series has something to do with casino gaming and is marketed as such, Card Games ’09 is geared to the average card player. By card player, I do not mean poker necessarily, although that is included within this game too. I mean the player of games such as solitaire or bridge. Even without it being casino-focused, the games featured in this product all have a gambling component. Nothing ventured as the old saying goes! If you are familiar with Phantom EFX’s previous games you should have no problem adjusting to this one. Their UI’s are consistently friendly and show a good degree of forethought. 
I suppose I would too if someone came up to me with a bone through their nose.
Although the destructable environment was a little bit too easily destroyed, it sure was fun taking that place down to kibble.
The Wizard was a great long range direct damage dealer. While the dogs were doing their thing and the spiders and disease slowly crumbled the undead, the Wizard’s spells simply decimated the remaining remains. I can imagine the Witch Doctor could play through the game without an issue by himself (although, what fun is that?). The Wizard would be a cautious solo artist, taking care to watch mana at all times because when it runs out, you’ll die quicker than a ninety year old smoker.


So with the original King’s Bounty released in 1990, the game’s rich universe cooled its heels while franchises such as Heroes of Might and Magic and Disciples took its place. All of these popular games knew where they came from, and King’s Bounty is even listed as the genesis of the Heroes of Might and Magic series in its third installment! It is now 2008, eighteen years since the release of the original and Atari, 1C, and Katauri Interactive have brought the King’s Bounty universe back to life with King’s Bounty: The Legend.
The combat is fully turn-based and brings a good deal of that old-school gameplay to the more modern aspects of the game which allow it to feel fun and not stale (often times in gaming, ‘retro’ means stale).
**This issue has an update to it in the Live Updates section. Another issue which I found to be irritating is the game’s auto-save feature which does not save your status prior to a battle. I found this out the hard way when I bit off more than I could chew by attacking an undead castle. I was slaughtered and had to load a game that set me back quite a bit. Manual saving is easily done, however the game is so engrossing you will find that you forget to do it!
All of these elements combine wonderfully in King’s Bounty: The Legend, which succeeds in bringing the fun of classic turn-based strategy games into the 21st century, improving on them with modern features when possible. It delivers approximately 40 hours of gameplay and you will probably play through the entire game as each of the character types, not to mention all of the different army makeups you could possible have. This kind of replayability makes King’s Bounty: The Legend one of the easiest game purchases you will ever make.