Players can adjust minutely with pitch and yaw abilities via the shoulder buttons. The control feels smooth and good. The craft is sensitive and responsive, and it feels heavy, like a real craft, yet maneuverable and relatively easy. Dropship is essentially a vehicle-based game and takes place mostly in the air. In the dropship, players receive messages from HQ and are often told to refocus their missions in mid-mission.
Players can also drive a jeep and hopefully even other vehicles.
I am still incredibly excited about playing this game all the way through, and am very happy it appeared here at ED3. The answers to our questions came in spades, as we saw the first levels being played along with several sequences of recorded footage showing the game's multi-function nature. What we learned is that Dropship isn't a lamely designed, suckily textured piece of random code, which is kind of what we had lurking in the back of our heads when we first saw the initial screenshots in April. What Edward went to great pains to explain is that Dropship takes advantage of the PS2's inherent power like no developer could ever do with PlayStation, and that's to generate huge, polygonal worlds, that need no fogging and never show a slowly drawn-in background. That's because the world is always present in polygonal form at all times, thanks to PlayStation 2's massive data pipeline.