1. Painkiller - PC
2. Front Mission 4 - PS2
3. Wasteland 2 - PC
4. Arcanum - PC
5. X-COM Terror from the Deep - PC
6. Military Madness - TurboGrafx-16
7. Unreal - PC
8. Shadowrun - SNES
9. Warcraft III - PC
10. Dungeon Keeper - PC
11. Final Fantasy X-2 HD - PS3
12. Descent - PC
13. Quake Mission Pack 2 - Dissolution of Eternity - PC
14. Quake 2 Mission Pack 2 - Ground Zero - PC
15. Sokobond - PC
16. Hybrid Heaven - N64
17. Sonic the Hedgehog - Genesis
18. Castlevania - NES
19. Super Castlevania IV - SNES
20. Castlevania III - NES
21. Castlevania II - NES
22. Castlevania Rondo of Blood - Turbo CD
23. Heretic: Shadow of the Serpent Riders - PC
24. Fractal - PC
25. Kirby's Adventure - NES
26. Pillars of Eternity - PC
27. Bioshock 2: Minerva's Den - PC
28. Command & Conquer Generals: Zero Hour - PC
29. Robin Hood: Prince of Thieves - NES
30. Punch-Out!! - NES
31. Doom 3 - PC
32. The Even More Incredible Machine - PC
33. Contra - NES
34. Dark Forces - PC
35. Jedi Knight: Dark Forces II - PC
36. X-Wing - PC
Made several attempts at the trench run last night, but after the third time where the game just decided to randomly kill me (probably some bad collision detection with a pillar) I set it down and went to bed. Then this morning I had an apostrophe; who says I actually need to fly down the trench? So I targeted the nav buoy marking the intended entrance, flew at a safe height to nearly where the exhaust port should be, then reinforced the shields and dove. I entered the trench and the port is right there; a quick shot and a victory cutscene is my reward.
X-Wing is a lot of fun if you're into combat space sims. There's a good mixture of assault and defense missions, and frequently one turns into the other midway through. The game also doesn't try and railroad you on The One True Path to mission success. If they give you a mission objective all that matters is that the objective is met, not how. Skipping the trench was one good example, another is the mission two before. That one requires you to fight your way through a large starfighter screen to take out a com satellite. One attempt I accidentally hit the hyperspace button and the outbound vector is right towards the com sat, and the jump gets aborted midway through because a Nebulon B frigate is in the way. It let me skip the entire fighter screen, take out the sat with a torpedo and boogie out to hyperspace. Sure, my mission score was shit, but all objectives were met.
It does have some flaws though. If you've played TIE Fighter or XvT you'll notice that several UI elements are more primitive. Instead of a 3D model showing facing of your target you get just a small blueprint. There is no subsystem targeting, which makes the mission where you need to destroy a Star Destroyer's shield generators quite a bit harder, as you need to get close enough to line up the shot manually. Instead of being able to see a ship's shield, hull, and system levels you instead get a single status string which is either OK, SLD DN, HULL DMG, or DISABLED, which just keeps you from knowing vital information about your target's status (friendly or enemy). Finally, the missile lock indicator is a little light on your dash, not a box on your reticle, and there is no being fired at indicator. It's all the little things that were clearly improved in the sequel. I do have to give them credit for maintaining those flaws in the port to the XvT engine (which is what I played), as it keeps things authentic.
The bigger thing that irked me, though, was the way respawns were handled. During a mission there might be a couple of groups of TIE Fighters, Alpha 1-3 and Beta 1-3. Many times if you destroy all fighters in a group then a new set of fighters will respawn. However, in all but a couple cases these respawns only happen when you kill every fighter. If you only kill Alpha 1 and 2 and leave 3 alone then Alpha squadron won't respawn. Several times I ended up exploiting this to block respawns of a dangerous enemy; it was much easier to just keep a single guy off my tail than three. But I didn't like having to do so because it felt like the game was penalizing me for dogfighting well. Many times you'll have a situation where there's some fighters screening a squad of bombers. You knock out the fighters to get to the bombers, then midway through killing the bombers the fighters respawn and start nipping at your heels. And some missions have unlimited spawns (or simply a huge number) which makes fighting them feel rather pointless.
But all in all I enjoyed myself. Now I have two mission packs available, each of which is 20 missions (with a few missions that have a choice between two engagements). The base game had 38 missions, so the two combined equal another full game.