Games developed by Looking Glass Studios, Inc.
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Flight Unlimited II
Flight Unlimited II moves Looking Glass' flight simulation series away from its aerobatic origins and into the world of general civilian flight simulation, with the Beechcraft Baron, Piper Arrow, de Havilland Beaver, P-51D Mustang and Trainer at your disposal.
In addition to featuring the most detailed terrain yet seen in a PC flight simulator (11. 000 square miles of the San Francisco Bay Area created from satellite photography and real-world elevation data), Flight Unlimited II also introduced numerous other advanced features, such as fully integrated air traffic control (along with other air traffic), detailed weather systems, night flying and lighting, VFR or IFR navigation, objective-based adventures, and online flight lessons.
Flight Unlimited III
Flight Unlimited III arrived on Windows in 1999, and it aimed to make desktop aviation feel surprisingly weighty. Instead of treating flying as a simple arcade stunt, the title leaned on simulation-minded controls and a broad atmosphere of realism. Pilots could step into cockpit views, adjust guidance, and explore a sprawling map meant to reward patience. For many players, it felt like an invitation to learn rather than merely to win, with systems that encouraged tinkering and slow, deliberate approach patterns.
What made the experience compelling was its blend of flight dynamics and scenic presence. Wind behavior, drag effects, and the stubbornness of real-world momentum shaped how turns unfolded and how stalls announced themselves. Cities, coastlines, and terrain features were rendered with enough clarity to spark curiosity about where you might land next. Even when the visuals were not aiming for modern photorealism, the sense of scale stood out, giving every climb and descent a tangible rhythm.
The simulation also carried a strong sense of immersion through planning and navigation. Choosing altitude and managing speed were not chores; they were part of the story. Radio-style cues, waypoints, and practical route decisions pushed players toward thinking like aviators. You could treat a flight as a timed assignment, yet you could just as easily wander and enjoy the arc of sunlight over the panel. That flexibility helped it remain approachable for newcomers while still rewarding veterans.
In its sound design and overall feel, the game tried to honor the texture of flight. Engine notes shifted with throttle and power settings, and cockpit ambience contributed to the illusion that you were sealed inside a real machine. Mission variety and free-flying options offered different motivations: some sessions chased objectives, while others prioritized sightseeing and technique. Community creativity, including shared routes and hardware tweaks of the era, also kept the simulator interesting long after its launch window.
Of course, no late-1990s PC simulator was flawless, and Flight Unlimited III shows its age in ways that modern systems render obvious. Yet its ambition remains easy to appreciate: it delivered a convincing flight sandbox at a time when many competitors leaned toward simpler thrills. If you want a window into how Windows enthusiasts first chased realistic aviation on consumer PCs, this title is a notable artifact. It captures a particular moment when learning the skies felt adventurous, not merely technical.
Jane's Combat Simulations: Attack Squadron
Jane's Combat Simulations: Attack Squadron is a World War II flight simulator based in the European theater. There are two campaigns: one Allied and one Axis. Fourteen flyable aircraft are included: the standard fighters such as the Spitfire, P-38, Mustang, BF-109, etc., as well as several bombers and even the German jet fighter, the ME-262. Each aircraft features a fully modeled cockpit with authentic details. The terrain and game area includes all of Europe and Great Britain using real satellite terrain data.
In each mission, the player pilots a squadron aircraft and can give orders to his teammates. Missions include patrolling, interception, ground support and strategic bombing. One of the main features is the ability, in bombers, for the player to switch positions between the pilot, nose gunner, tail gunner, side gunners, ventral turret, top turret and bombardier. This is especially fun in multiplayer mode, as multiple players can crew a bomber while others try to shoot it down.
The game is modifiable with new appearances and models. In addition, there is a mission editor so players can create their own.
Thief II: The Metal Age
After Garrett's previous adventure, the repercussions of his actions have changed the political landscape. The Hammerite religion has crumbled and a new leader named Karras has risen to convert many of these fanatics to the mysterious Order of the Mechanists. Meanwhile, a new sheriff has arrived in town and has been effective in cleaning up crime, perhaps too much so. This is bad news for Garrett, whose profession as a master thief puts him on the wrong side of the law. However, as the risk increases, so does the amount of treasure available to a skilled thief.
Thief II: The Metal Age retains much of the gameplay and abilities of the original Thief: The Dark Project, but also offers a few new items for the protagonist to use. These include exploration orbs, which can be thrown to see around corners, and flash mines. The core of the gameplay is still stealth, formed by Garrett's ability to be quiet, stay hidden and keep signs of trouble out of anyone's sight. Garrett's main weapons are his sword, his club and an assortment of arrows, each with a special power. Each level presents a variety of objectives, as well as various objects that do not belong to the protagonist, but are nevertheless valuable and can be stolen.