Even the added hazards help assert this feel of realism to the whole environment you’ll be playing in. The bigger crew exists for this but it also helps remove the sense of role-playing in the management: you probably have to send more people to the gunning positions than you’d like to be relatively successful, which is unfortunate as this game is very deep in how you can role-play an actual bomber crew squad. It’s just making it harder by giving us more enemies rather than making you perfect your strategy and tactics. It’s not broken or anything but it hardly feels like there was thought put into it at all. Here it feels messy and almost infinite, for no reason. In the original, there was a decently appropriate rate of enemy spawns and what those enemies were. This all sounds great (and to be truthful, it is) but the game lacks direction from the first critical mission (and pretty much after that as well) about how it approaches its difficulty. The new enemies are a nice change of pace and the new campaign (yep, you heard me, a brand new, surprisingly long campaign was added!) make the game feel fresh at first. The plane has a substantial amount of gun-power, with seven machine guns that can be manned by one crew member each. The playable parts (crew and plane) and upgradable like the rest encountered in the main game. While the gameplay is itself the same, there are definitely some new items and content added here: you now use a really big bomber plane (The American B-17), a nine person-crew (that enhances the strategy the original already encouraged) and a couple of new enemy planes and ships. The levels look roughly the same, but they were never the focus as the game plays linearly throughout the levels. The core gameplay, UI, and aesthetics remain the same, so there’s nothing to talk about that already hasn’t already been mentioned.
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