You just pick one of a handful of airports, hop in, and get to work setting up traffic cones. I had assumed there’d be some element of constructing my own airports and/or charting out the financial future of my travel business, but none of that’s included in AirportSim. I will say, though, that I was pretty surprised to find AirportSim doesn’t include any airport building or management aspects. Loading and unloading luggage in particular made for a good time, as I creeped inside cargo holds and operated conveyor belts, which occasionally went sideways, resulting in the personal effects of passengers flying every which way. Stuff like this would often occur half an hour or longer into a scenario that would then have to be abandoned, and that just felt terrible.īut I’ve gotta imagine these rough edges will be smoothed over in the coming months, and when things worked properly, I could definitely see potential in the chaos of navigating a complex schedule of incoming and departing flights, all of which demanded to be serviced in a timely manner. The worst of these bugs were situations that left me wholly unable to progress, like one time where all the passengers got stuck in the jetway for seemingly no reason and were left to seizure bizarrely in a giant pile. I saw characters and objects fall through the world, textures in the distance coming to life with bizarre movement, and controls suddenly not working for me, leaving me unable to interact with certain objects or complete tasks necessary to the scenario. It’s worth giving a big, fat caveat that AirportSim still isn’t slated for release until later this year, and the version I played was therefore not finished, but boy oh boy, did I run into some insane technical issues.
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