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This "10 Best" list heads to the stars�literally�with sci-fi simulations, those games that let you be Luke Skywalker, Han Solo or a big-ass robot. (We want to apologize in advance for the use of "robot." These devices can alternately be referred to as Mecha, Mechs, HERCs, Gears, BattleMechs, Mechanized Armor Units, Power Armor, Loaders, Battle Armors, Boomers, Human-Emulation Robotic Combat Units with Leg-Articulated Navigation, Walking Beer Cans or�well, big-ass robots.) Star Raiders for the Atari 800 was probably the first real graphical sci-fi sim, but as usual we�ll focus mainly on games released in the 90s. However, you have to start a few years earlier, when two guys in England created the game that took the genre a step into the future�
Elite
Developer and Publisher: David Braben and Ian Bell (1984)
Elite
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For many long-time gamers, especially those based in the UK, this is the definitive sci-fi simulation. First released in 1984, it was a remarkable achievement, serving as the blueprint for a number of future games. Possibly the most open-ended game ever created, it gave you a ship, a world and basically said, "Here you go�now make some money." You flew from world to world, trading, pirating, smuggling, upgrading your ship, ad infinitum. The only objective in the game was to achieve the rank of Elite, and once there the game didn�t stop; rather, it pulled an Energizer bunny and kept going, and going, and going�. Looking back on the series, one thing stands out�it�s somewhat overrated, substituting length of play for depth (something rectified by the more story-based Privateer games). However, there�s no denying its influence.
Wing Commander
Developer and Publisher Origin Systems (1990-1998)
Wing Commander: Prophecy
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Chris Robert�s original Wing Commander was an astonishing game for its time, and each subsequent edition, with perhaps the exception of the most recent, has been an event. While at its heart it�s merely an entertaining shoot �em up, it was the first game of its type to present its storyline in a more movie-like fashion. Each edition upped the ante in technology and production, with the fourth edition, The Price of Freedom, crossing the $10 million cost barrier. Until X-Wing, this was Star Wars for your PC.
Privateer
Developer and Publisher Origin Systems (1993)
Privateer
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Chris Robert�s homage to Elite. This game mixed the storytelling and production of Wing Commander with the open-ended trading and combat of Elite. The final result was a game that many feel bettered both of its predecessors, giving more depth to the former and more of a point to the latter. While a sequel was produced, it was that in name only (see our "Inessential" list). A third version, which was featured as a cover story in this magazine two years ago, remains in development limbo; however, the standard rumor is that it will reappear as massively multiplayer game a la Ultima Online.
X-Wing
Developer Totally Games
Publisher LucasArts (1993)
X-Wing
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The world�s most popular sci-fi series finally gets a true simulation treatment. George Lucas has said all along that footage of WWII combat was the main influence on the combat in Star Wars made Larry Holland, who cut his teeth on WWII flight simulations, the obvious choice to helm this game. Obviously influenced by Wing Commander, it had terrific missions and story, superb (for the time) cut scenes and non-texture mapped polygonal ships. The atmosphere was superb�this was really Star Wars for your PC.
Multiplayer BattleTech
Developer and Publisher Kesmai (1994)
Multiplayer Battletech
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The definitive online BattleTech experience. Choose from a set pool of �Mechs and enter into battle with scads of other people from around the world. There are Clans, plenty of intrigue (the players take this stuff seriously) and perhaps most importantly, tons of backstory that keeps things interesting. Originally available on GEnie, the most current edition, BattleTech Solaris, is playable on GameStorm (www.gamestorm.com), while an updated version, BattleTech 3025, is due next year.
TIE Fighter
Developer Totally Games
Publisher LucasArts (1994)
TIE Fighter
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Further proof it�s good to be bad. In fact, it�s even better. Once again, Holland and LucasArts delivered the goods with this wholly new game, with the astonishing atmosphere (dig those sound effects) and gameplay to die for. Flying the fragile, but incredibly maneuverable TIE fighters for the Empire proved to be an even more exhilarating experience than being the good guys in X-Wing. Our "Game of the Year" for 1994, and PC Gamer�s "Best Game of All-Time" for 1997. (Somehow it got less great in subsequent years. Go figure.)
MechWarrior 2
Developer and Publisher Activision (1995)
MechWarrior 2
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It was one of the first games to suffer from excessive delays�it was over a year late!�but it was also the definitive BattleTech game. While subsequent games, whether it�s the seemingly thousands of variations Activision released in its wake, or the more recent sequel, feature better graphics and production, this is the still the benchmark. Stomping around vast wastelands in giant mechanized battle machines never looked, or sounded, so good.
Terra Nova: Strike Force Centauri
Developer and Publisher Looking Glass Technologies (1996)
Terra Nova
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A poor seller that�s adored by the few that played it, the game essentially was Starship Troopers for you PC (in fact, it would have been that had Looking Glass been willing to secure the license). Run around in bodysuits over extremely well-rendered outdoor terrain shooting things. But those Looking Glass guys can never get their genres straight: Is this a sci-fi simulation without the craft (just a bodysuit) or one of the first next-generation shooters? Who cares, it was all good.
Archimedean Dynasty
Developer Massive Developments
Publisher Blue Byte (1997)
Archimedian Dynasty
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Privateer gets wet. And German. Another of those games that is loved by all who actually bothered to give a weirdly-named game a break, it was your basic mercenary/trader game set in an aquatic world. It had fantastic graphics�some of the best before 3D acceleration became the norm�and a compelling (and deep) plot. A sequel is in development, but based on the performance of the original, we�d probably be lucky to see it in the US.
Independence War
Developer Particle Systems
Publisher Infogrames (1998)
Independence War
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Developer Particle Systems promised a "fully-working space ship in a box" and they delivered. It defined itself by offering more realistic physics modeling (hey, is that� inertia?) than other games on this list, a (relatively) simple interface that allowed complex commands, plenty of challenging combat and a surprisingly strong story (with an amazing 14-minute introductory movie).
Almost But Not Quite
You could probably swap in any one of these games for any one of the "best" choices. And someone would still disagree with you.
FreeSpace�Take your pick of either game in this series. While their Internet play doesn�t really work particularly well, they deliver excellent solo space combat action. (Interplay)
Heavy Gear 2�Some redemption for the poor quality original. Great mission design. (Activision)
MechWarrior 3�Probably the best-ever game at giving you the feeling you�re in a really big vehicle. Too few missions, though. (MicroProse)
X-Wing Alliance�If indeed it�s the last of the "classic" Star Wars sims, it�s a worthy sendoff. (LucasArts)
Sci-Fi Simulations to Skip
Not all games reach for the heavens. Some wallow in the cesspool of mediocrity. And then there are these games�.
Battlecruiser 3000AD� Long on design but short on implementation, it has its fans, but the initial release wouldn�t run for more than a few minutes without crashing. (Take 2)
Frontier: First Encounters�This bug-infested game brought the Elite series to a rather ignoble end. It deserved better. (GameTek)
G-Nome�With quality products like this, you�d think the principles involved would have difficulty finding work. Instead, they got lots of cash and helped form ION Storm. (7th Level)
Privateer 2: The Darkening�What happens when you let marketing rename your game. As The Darkening, it was merely a bad-to-mediocre Privateer-style game. As a sequel, it was a disaster. (Origin Systems)
by Steve Bauman
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