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Spring TGS 2001: Sky Gunner

Little has changed since the last time we saw this action game.

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Although it looks like a promising game, the build of Sky Gunner on display at Sony's booth was essentially the same one that the company was showcasing at Fall TGS 2000. For those who are unfamiliar with Sky Gunner, here's a brief rundown. You assume the role of one of three gunners--these are inhabitants of a city called Rive, and they all own unique propeller-powered aircraft and various air-to-air weapons. The entire setting of Sky Gunner seems to borrow from late 19th century mechanics, as your planes boast visible gears, pulleys, and levers.

We only had access to two of these characters at the show, but the level on display gave us a good idea of how the story unfolds. Mysterious airships launch an attack on Rive, and it's up to you to repel the aggressors. Your plane's missiles will automatically lock onto enemy targets as well as modular parts of larger ships, like engines and gun turrets. You also have access to machine guns, in case you run out of your primary weapons. The most notable part of Sky Gunner is the way its camera functions. The camera will always point toward whatever enemy you're currently locked on to, so as you fly past an enemy, or as an enemy flies past you, the camera will pan to keep that target in plain view. This means that you'll have to constantly input controls based on the enemy's location, not based on the direction you're moving. Regardless, after five minutes behind the stick, we became fairly acclimated to Sky Gunner's unique control and camera system.

This game should be available in Japan and North America later this year.

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