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JANES Fleet Command
by Eric "Snacko" Marlow
 

What Jane's HAS done is to allow the user (albeit an advanced, familiar-with-programming user) to modify what is called "doctrine" files that control the AI of the ships and planes. You'll find more about this feature below where you can download some files modified by Ron Hunt.

I could have done without the included in-game videos. The live action footage is present in the game before missions to give you a sense of environment and also to give you information for your upcoming mission. I found it odd that US Navy officers were in a combat situation in their dress whites. Maybe they got called into the situation room during a formal occasion?

I'm usually forgiving with regard to the acting in PC games, because let's face it - we are not buying the games for Tom Hanks or Meryl Streep-caliber performances.

But in Fleet Command the performances and dialogue got to be so ridiculous I hastened to hit the escape key to bypass the scenes altogether. I think even gamer/non-naval types will get a chuckle at the statements made about how "their worst enemy is surprise", and "the art of command comes in bringing order from chaos", and "the cost of panic is defeat." I guess Jane's was trying for something different than the standard mission overview briefing. They got it.

Beyond these two issues, I found gameplay to be quite enjoyable. You are free to employ any tactic you see fit, and at times must fully engage all available power to attain your objectives. Although the mouse plays a big part in the control of your assets, Janes has thankfully provided some shortcut keystrokes to allow you to specify commands more readily.

Search

On one particular campaign scenario I was tasked with destroying the enemy's fleet of submarines. I had a large space to search and I was able to sortie just about every ASUW asset I had: P3-Orions, Vikings, and Seahawks all took part in the hunt. It took me a while, but I had control over the types of detection devices used (dipping sonar and sonabouys) and the search areas I wanted them to perform. Eventually I was able to destroy my quarry and the world was a bit safer as a result of my efforts.

Click to continue

 

Helicopter

Graphics Quality and Support

The Glide and Direct 3D APIs are supported in Fleet Command. Direct 3D goes up to 1024x768 on my Diamond Viper V550 TNT as well as my Diamond Voodoo 2 SLI setup. Although the sim does include real-time 3D rendered objects, frame rates did not appear to be a problem. I did notice that scrolling the screen in D3D seemed to be a bit slower that it was for Glide, however.

Some of the objects articulate - SAM batteries, jet blast deflectors, F-14 wings, and ship propellers all move for effect. One of the best visuals is watching a SAM or cruise missile take off from aboard ship. The Phalanx close-in weapons system will also engage in-bound missiles by firing off its deadly shield of bullets. A hit on an in-bound missile produces a spectacular explosion where the remains of the missile continue on their flight path until they fall into the sea.

Damage

The objects in the game were rendered quite nicely. While they won't stand up to comparison to the objects included in EAW, Apache Havoc, or even Longbow II, they represent a good balance for a game that was not intended to be a first-person action simulation where terrain and battlefield assets modeling are paramount.

Sound Quality

I was very impressed with the sound included in Fleet Command. Everything from jets taking off on the carrier to comms traffic and explosions were done very well.

The environment is really enhanced when the fur starts to fly and you are receiving comms chatter from all over the map. The effect is quite similar to 688i where you are receiving many comms calls, all at the same time.

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