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Rage Software: Typhoon Interview
By Geert Vervoort with Leonard Hjalmarson
 

  In November of 1996 DiD released EF2000 to the world, an innovative simulation marred by the usual crop of bugs.

Then somewhere in the summer of 1997 version 2.0 was released and contained the following items:

  • DOS version of EF2000 V2.0 (known in Europe as EF2000 Evolution)
  • Enhanced Windows '95 version of EF2000 V2.0 (previously called SUPER, complete with TEN compatibility)
  • Graphics+ upgrade for 3DFX and Rendition cards (this upgrade will take full advantage of a 3DFX or Rendition chipset. It can only be used with the DOS version of the game)
  • A comprehensive 350-page manual
  • A detailed strategy guide published by Sim Tech (cut version of the original)

At that time I penned these words:

"EF2 v.2 is the best all-around modern military jet sim out there, and will probably age very well. Sure, SU27 has a fabulous flight model, and B2B has some awesome avionics, but who else puts it together with a dynamic campaign, a decent wingman command structure for good tactical play, and incredible graphics? And the avionics in EF2000 can stand on their own, requiring dedication to learning the systems. "

In December of '97 DiD released F22: ADF. Virtually every area of game play was expanded or improved beyond EF2000. The graphics component improved terrain, objects, effects and damage textures and even added multiple cloud layers. Lighting effects weren't up to Longbow 2, but missiles glowed and explosions were spectacular. However, F22: ADF lacked a dynamic campaign, which reappeared for Total Air War.




But even though the missions in ADF were scripted, the environment was very active and "felt" dynamic (at least until you had flown the same mission a half dozen times). Air and ground action abounded, showcased beautifully by the Smartview system which was upgraded to supply voice interaction simultaneously. Finally, the AWACS component was an entirely new direction for this level of simulation design, adding a component of immersion not previously seen in the genre; a percursor to the Theatre Commander mode of Total Air War.

As a result, DiD scooped TWO Top Games Industry 'Oscars' at Milia d'Or Awards Ceremony in Cannes, France in February for F-22 Air Dominance Fighter. F-22 ADF secured the 'Best Simulation' award and went on to win the 'Grand Prize Game' award.

Click to continue

 

 

The genius of Total Air War was the sum of four factors: 1) a relatively light learning curve, 2) a fully dynamic campaign system; 3) the integration of the Theatre Command and AWACS modes; 4) a real time gods-eye view of the action.

Total Air War simulated virtually all of the F22s actual systems, yet its learning curve remained relatively light compared to a product like FA18, because the F22 is designed that way. You could exercise a great deal of control while interacting with ATC, FACs, AWACS and your wingmen in a dynamic and continually changing Universe. The immersion factor was quite high, and your ability to play the game while managing the war added immensely to the fun.

Typhoon!

Fast forward to January, 2000. Things have changed, and a few months ago DiD was purchased by Rage software. Many of the team working on Typhoon left the company, and doubt was expressed as to whether Typhoon would ever see the light of day. Furthermore, if the product was continued, many wondered whether it would be of the same calibre as the award winning EF2000 and Total Air War.

It's too early to make any calls in that direction, but last week we talked to Don Whiteford at Rage Software about the next EF2000 simulation.

Q: Will Typhoon simply be trying to compete with the other available and upcoming sims or do you plan to introduce some truly revolutionary and innovative features to the flight sim genre?

A: Flight simulations have followed a formula for many years… quick combat, training mission module, campaign of some form, etc. We have always tried to introduce fresh ideas into our products, either on the technology level or from the design point-of-view (SVGA, full texture mapping, 3DFX, virtual cockpits, refuelling, AWACS, etc). After looking at the recent batch of flight sims, we decided it was time for a fresh approach.

The focus of our efforts has been on the gaming experience and combat immersion rather than the switchology of the aircraft. Flight modelling and handling have been a key focus, and every member of the team has done time in the real Typhoon simulator at Warton.

The emphasis is also on the pilots in the game, rather than the hardware. In short, pilots will be very busy in the hot seat fighting against the clock. The interface is something special, as well. To me, Typhoon feels more like a true successor to EF2000 than F-22 ADF or TAW ever were. I believe we'll be offering something quite different to the rest of the sim producers.

Go to Part II.

 

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Last Updated February 02, 2000