GameSpot's Crimson Skies Preview

Developer:
Microsoft

Publisher:
Microsoft

Target Release Date:
Summer 2000
By Chris Lombardi
3/15/00

Every once in a great while, a fresh game concept comes along that grabs hold of a gamer's heart, sinks its nails in, and won't let go.

Even before you know who's developing the game, before you know what "engine" it will use, or how many jillions of polygons it will push, before you read the bullet-point list of features or know which washed-up actor will do the voice-overs in the cutscenes... you're in love. Your first thought: "This is a game that I will - no, must - play." Your second: "I hope to God the game developers don't screw it up."

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This preview can also be read in the March issue of CGW.

Such was my response when I caught wind of Microsoft's upcoming Crimson Skies. All I had to hear before I started pining away with lovesickness was this: It's an air-combat game set in a speculative 1930s. It's got slick, tricked-out prop aircraft, aircraft-carrier zeppelins, a nutty pulp-fiction storyline, and - and this was the clincher for me - a '30s-era Big Band/swing soundtrack.

The universe of Crimson Skies is the brainchild of Jordan Weisman and his pals at the FASA Corporation, the tabletop gaming folks who brought the BattleTech and Shadowrun gaming universes to the world. According to Weisman, founder of FASA and now the creative director of the Microsoft games division, Crimson Skies was a labor of love, a project developed after hours by Weisman and the FASA crew. The game began as a tactical board game of air-to-air combat, similar in style and mechanics to the popular Car Wars board game. You chose an aircraft, outfitted it with weapons, and then dueled on hex-grid maps using an elegant set of rules for fire and movement. The board game was published in 1998 and has since sold more than 10,000 copies - a decent showing in the ailing tabletop gaming market.

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Click to enlarge

When FASA was purchased by Microsoft in January of 1999, Weisman saw an opportunity to free the Crimson Skies universe from the limitations of text and cardboard and make it more fully realized in the multimedia realm. When Microsoft gave the go-ahead on the project, Weisman joined his band of designers and artists with veteran flight-simulation developer Zipper Interactive, and the digital incarnation of Crimson Skies began its taxi for takeoff.

Next: An alternate universe