Apache Havoc by Empire/Razorworks (U.S. Release)
by Eric Marlow |
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Mission Building There currently is no single mission or campaign builder present in the package although you do have the ability to create a mission on the fly from within a running campaign. I found this to be a nice feature, as the default campaign missions do not bring you in contact with the enemy as much as I prefer. In building a campaign mission, you can use the map interface to check your recon information and plot your waypoints accordingly. You do not have any control over the number or type of aircraft in your mission, though several helos always seem to tag along. Multiplayer With the US release is quite fresh I am still searching for some playmates to help me test the Internet and LAN performance. In reporting to you I would prefer to give you a robust report rather that simply stating that 1v1 works. I don't personally trust the validity of reporting, but I've read on various news groups that 1v1 on the internet works, but there are issues with lag. LAN via IPX seems to work well, but I'm not clear on how many players have been connected to a mission. The developer offers that the number of human players in a multi-player game is limited only to the available bandwidth. Gameplay Lack of proper wingman control is the most frustrating aspect of Apache Havoc. You are given the ability to control your wingmen through one of three options: FLIGHT GROUP, WINGMEN, and LOCAL BASE. Identifying voice calls is difficult because the same voice actor is used for all flight, wingman, base and other flight calls enormously limiting situational awareness. Calls to ATTACK MY TARGET generally have a good response. I have yet, however, to have my wingmen respond to a HELP ME command. Through the mission, wingmen generally seem to be "on rails," meaning that they do not attach themselves to you, the flight lead, but to the mission at hand. Getting your base to respond is problematic as calls for airstrikes and assistance generally go unanswered. From what I understand, the bases will only respond if there are assets available. Instead, some kind of acknowledgement, positive or negative, should be given. |
There is no provision to sit in the front seat co-pilot/gunner (CP/G) position. All tasks are done from the pilot seat in the rear. Similar to Longbow, you have access to all CP/G functions from the pilot's position. Overflights of enemy ground units result in widely varied responses: one time there is no response and next time all hell breaks loose. It would be very easy to criticize the AI here, but some variability in aggressiveness keeps me on my toes. Hey, maybe they were on a lunch break or playing dead? I generally found the missions to be a challenge, even on some of the easier settings. I really didn't find myself disinterested at what the game had to offer other than I would have appreciated more battlefield assets - you tend to see the same types of objects over and over again.
Graphics Quality and Support The most striking feature of Apache Havoc is without a doubt the graphics. Direct 3D is the only API for Apache Havoc: Glide is not an option. Of the two graphics cards I tested (Diamond Viper TNT and Diamond Voodoo2 in SLI) both appeared to be excellent platforms for running Apache Havoc. The only difference in capability between the Voodoo 2 and the TNT was that I was able to observe the rain falling with the TNT and the rain didn't appear with the V2. The objects modeled in Apache Havoc are incredible. The graphical rendering of the helicopters is without question the best in any helo sim anywhere. My favorite effect is how the glare on the cockpit on the outside of the helo changes as the angle of view changes.
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