E3: The Second Report
The next stop in our E3 exploration takes us to the
secretive halls of Microprose. Microprose has a large room
at the show with a significant amount of security present.
Attendants use radio gear like Secret Service personnel,
and you actually have to be escorted in to get to see what
they have to offer.
The first hint that something special is going on is the
new logo. The old 80's logo we've been so familiar with
over the years is being replaced with a hip new stylized
logo, and after seeing their latest offerings for E3, you
can't help but feel that this is symbolic of the company
itself. The once awesome game giant is remaking itself,
breaking its bonds and preparing to rise again.
M1 Tank Platoon 2
For quite some time we were pretty much in limbo
over M1 Tank Platoon 2. Microprose would always act a
little circumspect whenever someone would ask about
the game. Did it exist? Was it merely a concept on
paper or was there an actual program?
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For quite some time we were pretty much in limbo over M1
Tank Platoon 2. Microprose would always act a little
circumspect whenever someone would ask about the game. Did
it exist? Was it merely a concept on paper or was there an
actual program? Just in time for E3 Microprose decided to
lift the curtain of secrecy on their sequel to M1TP.
Microprose was acutely aware of how highly regarded their
original tank simulation was, and after the unfocused
disaster of Across The Rhine, they were determined to
recapture the standard they originally set with M1TP. M1
Tank Platoon 2 is a demonstration of what happens when a
company makes a "no-holds barred" attempt to conquer the
tank sim genre once again.
The feel of M1TP2 is due in no small part to Tim Goodlett.
Be glad he's working on your behalf because his attention
to detail in designing the game rivals that of fine scale
modelers. As senior game designer, his work is in
determining how the game will play and what kind of details
will be present. I questioned him at length and found that
he not only knows his tanks, but also seeks the kind of
perfection gamers dream about. He wants the game to be as
accurate as possible otherwise HE won't be satisfied!!
First off, M1TP2 has been in development for over a year
and is due around New Year's Day at the earliest.
Microprose has insisted that the game actually be
programmed and designed on Pentium 90's. The result is that
the game has a few less polygons than some games at the
show, but it runs so smoothly that I thought the demo
station was using a 3d accelerator when in fact it was
running totally without exotic hardware. But its worth
noting that the final version will also support 3dfx...
You can fight all the battles from this screen or
get down and dirty with the real fun in the tanks
themselves. Even better is the degree of tactical
control over your units. You can instruct them to
merely assault the enemy, get hull-down and engage
the enemy, perform a hit-and-run manuever, bypass the
enemy completely, or retreat.
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You control a platoon of M1 tanks directly as well as
various support units of different kinds indirectly. Expect
the usual M60's, M113's, M2, M3, and so on. The game play
takes place on a realtime tactical map and in the 3d world
environment. In the tactical map you can see the terrain
and obstruction layout while giving orders to the various
units. In addition to the regular orders you can put a time
delay on them so that you can plan ahead considerably.
This part feels a lot like the tactical map in iM1A2. You
can fight all the battles from this screen or get down and
dirty with the real fun in the tanks themselves. Even
better is the degree of tactical control over your units.
You can instruct them to merely assault the enemy, get
hull-down and engage the enemy, perform a hit-and-run
manuever, bypass the enemy completely, or retreat.
Tim has suggested that they might also allow tying certain
orders to the master clock. The upshot is that you could
theoretically order a unit to travel to waypoint 1, firing
on any enemy while on the move, then find cover and engage
any enemy from cover until "H-hour", by which time the
other units with similar orders have all assembled and
everyone performs a coordinated assault. WOW. Lets hope
they get "down and dirty" with this AI programming!
The detail is expertly done on the actual models. While the
polygon count is actually a little low to allow it to run
well on a P90, the artists have produced some top notch
artwork that makes it work very well. The tanks have
beautifully animated rolling tread and turning road wheels
that bounce over the terrain. SAM units have rotating radar
screens with articulated launch rails and turning turrets.
Bradley AFV's have tow launchers that swivel up and lock
into firing position. Hind helicopters have spinning rotor
heads. Even HMMMV's with TOW mounts have their ring turrets
swivel to face the enemy.
To go into all the details that the game offers would take
far too long for our purposes but we'll provide a few
tidbits: If you drive the tank in a sloppy manner you can
break the tread and immobilize yourself, like in a real
tank. Penetration and overpenetration is well modeled. You
can fire a sabot round straight through a treeline to hit
the unit behind it, or shoot two enemies with one shot if
they are lined up properly and the shot retains its energy.
The killing power of sabot tank rounds decreases over
distance but missiles have the same killing power at all
ranges. Reactive armor gradually loses effectiveness as it
is used up in the course of a battle. If an M1's turret is
hit and the ammo goes up, the blowout panels will blow off
to the sides to vent the blast away from the crew. Small
arms fire against the M1 will ricochet in a small shower of
sparks.
But this isn't true just of the M1, the same physics and
graphics detailing applies for heavily armored aircraft
such as the Hind or A-10. And lest you think only the A2G
and G2A engagements are modelled, let it be known that
airborne units carry AA weapons and will engage EACH OTHER
as well as ground units. TOW missiles have sighting flares
in the tail and fly in a matter that simply *looks* like
they're being steered optically.
The game is designed to be modular, and will allow
future games to interface with it even if they are
more advanced in some respects. What kind of vehicles
will be modeled hasn't been determined yet, but our
guess leans towards the A-10 first, with the
possibility of a Bradley or Apache as well (Gunship
2010?).
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Furthermore the game is designed to be modular, and will
allow future games to interface with it even if they are
more advanced in some respects. What kind of vehicles will
be modeled hasn't been determined yet, but our guess leans
towards the A-10 first, with the possibility of a Bradley
or Apache as well (Gunship 2010?).
The campaign is dynamic with you as the "small cog in the
machine". Your ability to affect the war is quite limited
at first, but as you rise in rank you will be given a
larger command and can have a larger effect on the war.
However, you are still only a piece of the puzzle, and the
war may do well or poorly despite your influence.
The terrain engine itself is very well done, possessing
great depth-of-field and "fencepost" type treelines. It
isn't the fanciest one around, but it does an excellent job
of showing true distances at low altitude while retaining
its framerate - which for followers of tank sims, is no
easy matter. Finally, between the terrain engine design and
the strategy options you can go "hull down" a whole lot
easier than in the original M1TP (and most other tank games
for that matter).
M1 Tank Platoon is simply looking fantastic. The sequel to
the game that set the standard for tank sims is on it's
way, and it is looking poised to do it once again.
European Air War
Click the image for a larger screen...
1942: Pacific Air War was for many gamers the seminal work
for a WWII simulator, just as Falcon 3 was for modern jets
or M1 Tank Platoon was for tanks. As good as the game was
it's a little long in the tooth, so it was a real
disappointment at last year's E3 to see that European Air
War was shaping up to look and play exactly like the
original PAW except set in Europe. Many folks weren't very
excited about that prospect, and Microprose has taken
notice.
The Bad News is that European Air War isn't going to be out
according to the original projections: a Q497 or Q198
release looks more likely. The Good News is that the delay
is due to the fact that the game has been completely
redone. Once again, the game was developed and programmed
on P90s to help improve the speed on typical gamer's
systems, but it should also support 3dfx cards and the
advantages they bring, and now is designed for Windows 95
instead of DOS.
For the most part the game will play a lot like
the original, but with improved flight models, damage
modeling, campaign play, and graphics. In other
words, everything you loved about PAW is still
present in EAW, but all the things that could benefit
from recent advances will be improved.
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More Good News follows. While the game has been completely
overhauled, the designers haven't lost the vision of the
original game. For the most part the game will play a lot
like the original, but with improved flight models, damage
modeling, campaign play, and graphics. In other words,
everything you loved about PAW is still present in EAW, but
all the things that could benefit from recent advances will
be improved.
Campaign play is rather pseudo-dynamic. Essentially there
is a large pool of missions that you might be assigned to.
They are picked somewhat at random, although usually there
will be some kind of logical flow from the results of one
mission to the assignment of the next mission. You will fly
with a particular historical squadron from either the
British, American, or German side and watch your career
progress throughout the war with them.
The game takes on a bit of the role-playing feel here. The
men in your squadron have seven different statistics that
determine their abilities in the game. Over time, they will
gain experience and improve in their skills and thus become
more and more effective assets to you. This also gives you
a very strong incentive to protect your men. If your men
are constantly getting shot down and replaced by FNG's,
you'll find that your effectiveness as a squadron will be
greatly diminished.
There are other elements to the game that represent the
men. You need to allow your men time to rest, so if you're
always taking that ace out to fly cover for you, you'll
find that his skills degrade as he becomes more and more
exhausted, and the lack of experience won't help your new
guys manage to become effective replacements to cover his
position when he's staying at the base.
A whole new concept to military combat sims was put in to
make the results of battles more realistic when compared to
real events. In EAW, for the first time, morale will become
a factor. Each time someone is shot down during a battle,
there is a chance that that side's resolve may falter and
they may attempt to break off and run home. This prevents
unrealistically high kill counts for the player, and gives
the chance for the player to escape a losing battle without
requiring the silk elevator or worse.
In EAW, for the first time, morale will become a
factor. Each time someone is shot down during a
battle, there is a chance that that side's resolve
may falter and they may attempt to break off and run
home.
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Another nice touch is that as you rise in rank you will be
able to customize the markings on your plane, and
eventually that of the entire squadron. While this may only
be a point of vanity within the game normally, it will very
much come into play during multiplayer events.
There are other nice graphical details. Pieces of the
aircraft can shower back when shot or break off when the
airplane is destroyed. If you need to bail out, you
actually have to slide the canopy back before attempting to
bail. Finally, if you are hit, blood splatters against the
windscreen, making a gruesome sight to watch as your
favorite pilot descends for the last time.
On the machinery side, the plane's flight models will be
very authentic, taking the levels from PAW several steps
further. Damage and physics modeling will be quite intense.
Each plane will feature 16 distinct locations that can be
hit. Wingtips, wings, tailplanes, rudder, engine, even
yourself in the cockpit can all be hit individually and
damaged according to the exact position the bullets land.
Also as before, cardinal views and a virtual cockpit with
live working instruments will be supported, giving players
the situational options to fit their tastes. The game is
likely to support force feedback in the final version which
is a welcome sight when you're flying twitchy propeller
aircraft.
EAW has gone from a questionable situation of being the
typical "more of the same" sequel to being an exciting new
simulation that retains the flavor of it's predecessor. Now
all WWII fans have another reason to be excited over the
coming sims!
Falcon 4
Click for a larger image...
We had seen the early version of Falcon 4 at the last E3,
where it really didn't merit very much attention at the
time. This year Falcon 4 is really coming together. It's a
simple fact that Microprose simply MUST do well with Falcon
4. They have a legendary reputation with Falcon 3 that they
don't want to squander. Spectrum Holobyte was surviving
mostly on the success of it's Falcon series, and Microprose
needs it to do well to remake its image.
The good news is that F4 is turning into a real killer.
Just a glance at the latest screenshots shows how amazing
the game is looking. The imagery is really the first
generation of photo-quality model texturing done in sims.
As you might already know, F4 will support several methods
of handling situational awareness. Cardinal views,
"Padlock-in-a-box" ala US Navy Fighters, and the virtual
cockpit will all be supported. Microprose wants the
situational awareness solution to fit the preferences of
the user - a very commendable design decision considering
the extra work needed to pull it off.
Colors become darker and subdued when flying under
a cloud, and correspondingly brighter when flying out
of its shadow into the clear. F-16's have the
appropriate "stealth" gold tint coating to their
cockpit canopies, and the other craft have a similar
attention given to their models.
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The attention to detail in the game is looking very
impressive. Clouds will not simply be a semi-transparent
textured plane, a squarish polygon, or a solid ceiling
(unless appropriate for the weather condition at the time).
Game clouds will be complex polygons with irregular "puffy"
shapes. This promises to make merely skimming the tops of
clouds exciting. Colors become darker and subdued when
flying under a cloud, and correspondingly brighter when
flying out of its shadow into the clear. F-16's have the
appropriate "stealth" gold tint coating to their cockpit
canopies, and the other craft have a similar attention
given to their models.
Click for a larger image...
Ground weapons look especially fun. While you have the
traditional CCIP bomb dropping method available, there also
is the Maverick EO acquisition that looks like it was taken
right out of a CNN broadcast. The missiles and bombs all
work according to their own flight models and so behave in
a very convincing fashion.The actual explosions are truly
impressive. In addition to the typical flame/smoke
explosion, you also have an animated ground shock wave that
blasts out over the fields - looking very much like it came
straight out of a Vietnam documentary film. Finally,
substantial craters are left at the impact sites of bombs
as well.
Shooting down aircraft is just as impressive, though. AA
missile launches are very dramatic, with great looking
smoke trails. Hitting an enemy may cause them to smoke and
lose power, go spiraling down out of control, or simply
explode dramatically in a dead center hit. When the
aircraft explode, there is the actual explosion and a rain
of pieces of the aircraft trailing smoke - again just like
a documentary film. Some of the pieces may actually be
scorching a trail of fire across the sky as they drop,
possibly resulting in a secondary explosion and further
scattering - until the pieces crash into the countryside
below. Finally, the puff of smoke from the initial
explosion hangs around in the air for about a minute. All
these factors combined with high frame rates, photo-quality
textures, and detailed terrain results in a visual feast
that really gives a feel for the airborne battefield.
Click for a larger image...
F4 will also have many of the things that one would
naturally expect. There will be multiplayer internet play,
possibly including cooperative campaigns. ACMI black box
recorders will be back so you can examine your performance.
F4 will run under Windows 95 and NT4, even supporting
multi-processor systems. 3dfx support will be included,
although visible ground textures may not be very distinct
at long distances so as to fit all the textures within the
small texture memory size available within the 3dfx card.
Finally, the flight model is looking extremely
good. It is a very active model that looks like it
will approach or surpass the flight model quality of
Su-27. You really get the feeling that the Falcon is
moving through some kind of fluid medium rather than
merely pointing it around the sky.
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Finally, the flight model is looking extremely good. It is
a very active model that looks like it will approach or
surpass the flight model quality of Su-27. You really get
the feeling that the Falcon is moving through some kind of
fluid medium rather than merely pointing it around the sky.
It won't be possible to go into further detail at the
moment, but the early results are looking good.
A tremendous amount of effort has gone into making Falcon 4
live up to its legendary predecessor. In fact, one of the
managers present confronted me to ask point-blank what he
thought about how they were doing with their new sims. When
I responded favorably he seemed quite relieved - explaining
that the company had been investing a considerable amount
of time and money (and therefore risk to their
shareholders) to make sure that their new generation of
games were something special. The way things look so far,
their new philosophy should spell great news for both the
company and the players.