|
Back to page 1
I Need Air Support!
One feature that Atomic Games has not developed for the game is air power. I believe we should be allowed to allocate points, through the resource screen, for pre-planned air force bombing runs---a method available in the game with off-shore artillery. I foresee purchasing a bomber formation to drop ordnance on the map during a certain battle. For example, in the resource allocation screen, the purchasing unit could be presented as follows:
Heavy German Bombing Formation Run (60 points)
Let's say we chose this option, a large formation of Ju-88 bombers would execute a bombing run at a random time during the battle. The bombers would have been given a specific ground reference point, but accuracy would not be guaranteed.
To continue with this hypothetical scenario, once the battle began, bombers would be on their way. Perhaps we could also be given updates on the ETA of the formation so we would know the approximate time of their arrival. Naturally, where the bombs eventually landed would be out of our control, and in some cases could even fall on our own troops! (After all, errors did occur in real-life battles). Carpet bombing, where a random portion of the enemy's map would be selected, might also be an option and would certainly add more depth to the game.
Fig. 4. Up close and personal: Click For a larger image and detailed explanation.
Miscellany
The sound in CC-III has been enhanced over the last version. There are many more sounds over all, and they have more feeling to them. 3D sound is still not in the game, which is unfortunate. I would like to see added support for my Diamond MX300 A3D, or for the Creative Labs EAX (environmental) extensions.
The mission builder, "Battlemaker," has been enhanced to accommodate more features and allows greater customization than the last version. Making your own battles has never been easier with the plethora of new troops, tanks and weapons.
Multiplayer is supported on the Microsoft Gaming Zone (MGZ) on a modem, via Direct Cable Connection or LAN. Two players is the maximum for multiplayer. I found multiplayer to be stable and fast on both the MGZ and LAN, and playing another human is the ultimate Close Combat experience!
The manual is well written and offers tons of history, as well as explaining the inner workings of the game. Whether you are a new or experienced player of the series, you will appreciate the effort that went into its creation.
[Esc] . . . Doh! One change that drives me insane is the remapping of the [ESC] key. In CC-II, I could cancel a planned, but not yet executed, firing order or movement by hitting the [ESC] key. In CC-III, when I hit [ESC], the game asks me if I want to quit the current battle! I HATE THIS! During the beta test phase, many testers complained about this change in the newsgroup but to no avail. Alas, this "feature" made it into the final code of the game. [Ed., Now, how does that old proverb go? "You can't teach an old dog . . ." ]
Summary
Close Combat III: The Russian Front is a worthy addition to the series and is sure to become another instant classic. What started out as a straight-forward battlefield management game has now matured into a full-blown battlefield management simulation. If you have never before played a Close Combat game, you will undoubtedly find the interface complex, and at times, overwhelming. My advice is to be patient; give yourself time to become familiar with the interface. Eventually, it will begin to make sense and you'll really begin to appreciate the planning and workmanship that went into its design.
Click to continue
|
|
Ratings
Graphics: 90%
While not 3D accelerated, it has the best 2D graphics I have seen to date. The faster 2D speed is essential for higher resolutions!
Interface: 90%
The interface has become more sophisticated yet remains very friendly. Icons can be a bit confining on the map and spacing isn't always the best but is done well, overall. Change that ESC button (I call it a bug) please!
Fig. 5. The Historical Grand Map. Click for enlarged image and detailed explanation.
Sound: 90%
Sound has been improved over the first two games. Troops not only sound off about what they are seeing, but also feeling! This chatter adds to and amplifys the sense of immediacy during battles. Sorry, no 3D sound yet.
Artificial Intelligence: 95%
Overall, the AI is very good. Tanks sometimes don't always choose the best way to implement the orders you give, but overall it's nicely done.
Stability: 99%
Look, Ma! No crashes! Kudos to the beta testers!
Multiplayer: 95%
I experienced virtually no hiccups on the Gaming Zone with a 56K modem. The 100mbs LAN was simply outstanding: no hesitation at all.
Overall Rating: 95%
Excellent simulation/strategy game. In a class of its own.
System Requirements:
- - Windows 95/98
- - Pentium 133 Mhz computer or equivalent
- - 32 MB RAM
- - 60 MB hard drive space
- - SVGA Video card supporting at least 800*600 resolution
- - 4X CDROM
- - 28.8 modem for online play at Microsoft Gaming zone
- - Network card for LAN play for 2 players
-
Recommended:
- - Windows 98
- - Pentium 233 (Pentium 2 to run high resolutions)
- - 64 Meg RAM
- - 500 MB HD space
- - 3DFX Banshee chipset, Matrox G200, or NVidia TNT chipset for good, fast, crisp high resolution scrolling.
- - 12X CDROM
- - 56K Modem or higher
- - 10/100mbs Network card for LAN
-
|
|