E3: The Sixth Report
Zombie Virtual Reality
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Spearhead is an interesting new game coming from Zombie. Most
likely you haven't heard much about this title, if at all.
Not much coverage has been done on it yet, but this simple
simulation might surprise you.
Spearhead is a simulation of the Abrams Main Battle Tank.
It is unique in that it walks a tightrope between
simulation and action game. While it retains much of the
feel one would expect from a tank simulation, it is so
simple to get in and play that some of the typical
DOOM/Quake fans are showing interest in it.
The presentation is done simply, but effectively.
Graphically the game is very cool. Natively supporting 3dfx
cards, it blends detail with speed. Textures are taken from
photographs of actual tanks and terrain. Sound effects are
great so far, actually including spin-up and spin-down
sound effects for the M1's turbine engine in addition to
the various weapon sound effects.
As far as a campaign goes, it will be somewhat similar to
the current iteration of Su-27. The game will come with a
small collection of single missions, and a simple-to-use
mission builder that will allow a wide variety of missions
to be put together by fans.
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Spearhead will by no means be a "hard core" tank simulation -
but it will still carry a significant degree of realism.
Consider this: Spearhead is being put together by a
development team that worked on SIMNET - the Army's
monsterous tank simulation facility. This means that you can
expect exceptional multiplayer smoothness compared to the
accustomed standard.
Not to mention that you can expect these guys to accurately
evaluate what aspects of tank combat are important to model
just right in a sim and which can be safely left out in the
interests of keeping the game simple. Driving performance
is affected by the slope and terrain type that the tank is
on. The game will model the M1's laser rangefinder and
automatic shell drop compensation according to its type.
You can operate the coax or jump into the commanders' ring
mount to fire the heavy machine gun, and the ring mount's
270 degree traverse limitation is accurately included.
Naturally a big machine gun like that isn't much fun
without infantry to hose, and Spearhead will deliver.
Infantry units are articulated polygonal men, like those in
iPanzer '44. They will usually be positioned as guards at
key points. Sometimes they'll go running out of a building
when you lob a HEAT round into it, after which you can give
them the machine gun treatment, or if you're feeling
particularly cruel, "put them under the tread."
There will be more features to the gameplay, but many of
them haven't been actually implemented yet as of the E3
presentation. Eventually the game will support smoke
grenade launchers and full thermal sights. Helicopters
exist in the game world currently, but the attack AI for
them is still under construction. The game supports force
feedback, although the exact implementation hasn't been
finalized yet. However, I must confess that struggling to
keep the machine gun trained on running infantry while the
FF Sidewinder bucked under my grip was much more fun than
some members of Congress would like you to know.
While we have yet to see whether the final version of
Spearhead will lean more towards simulation or action game,
it was entertaining to jump into. We're looking forward to
learning more about the how this dark horse develops.
F-22 ADF/TAW
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With EF2000, sim fans had finally found the successor to the
throne held by Falcon 3 for so many years. Unfortunately, the
sequel to Falcon 3 has been taking more time to arrive than
the people expected. So it is with great anticipation that
folk of the simulation kingdom are looking for news of the
heir apparent, TFX3.
The surprise is that the heir will instead be a set of
twins, after a fashion. The name TFX3 is not used as often
by the crew at DID now, since the game has split into F-22
Air Dominance Fighter and F-22 Total Air War.
To widen the appeal of F-22, DID has taken steps to improve
features in the game to make it more accessible to the
general public. The interface will be familiar, yet more
logical and attractive. The missions and campaigns will be
somewhat simpler in concept. There will also be more
selectable options to make playing easier. Furthermore, the
game will take advantage of Win95 in providing
context-sensitive help.
Sounding too easy? Never fear, the game will be as serious
as its predeccessor in virtually every respect when realism
is cranked up to the max. For true sim fanatics, the Total
Air War expansion promises to be a top-notch addition,
aimed at the hard-core crowd. F22:TAW will include a truly
dynamic campaign of incredible detail and scope. While both
ADF and TAW will model the strategic level control of the
AWACS command station, only TAW will include the WARGEN II
dynamic campaign AI.
DID is shooting for the very pinnacle of flight combat
simulation, and the effort shows. The 3dfx accelerated
graphics are truly incredible. The virtual cockpit is
probably the best in computer gaming. Theatre
communications promise to be vastly improved. "SmartPilots"
will be improved (and joining them will be "SmartTanks").
Physics will be improved. Finally, we'll get to see a
high-quality ACMI system as requested.
While the 3d graphics may look a little familiar in some
ways, they're far more sophisticated than before. The
terrain is heavily texture-mapped and light-sourced to help
bring out its features better. No texture seams are
evident. Cities have excellent detail and should blend
nicely into the rural areas. Terrain will be much more than
endless rolling hills and the occasional similar mountain
range - now the terrain shapes will have a wider variety of
types and designs. The models of the various jet aircraft
are all rendered with careful attention to detail.
Contrails are beautifully done and actually have a little
touch of wingtip vortices. Even the roads will have actual
traffic, so you might have to be careful the next time you
do an emergency landing!
The Virtual cockpit will be similar, but nicely improved.
Instead of relying completely on four sets of transparent
arrows to get positioning cues (which is good but not
perfect) the game will have a large reflection of the
cockpit on the top of the windscreen and only two rows of
arrows. Not only will it look more realistic inside the
cockpit, but it will be easier to keep references. MFD's
will now be in true SVGA and will support touch screens for
easier navigation.
In-theater communications may turn out to be the best ever.
AWACS will be constantly staying on top of things,
vectoring aircraft and changing orders as necessary to
compensate for developments. To increase its flexibility,
the AWACS system actually supports a vocabulary of over
10,000 words! That's over one-third of the vocabulary a
person will typically draw from in daily speech. Needless
to say, you can expect AWACS to play a MUCH expanded role
in your missions. This kind of comms immersion should also
go a long way to achieving that "suspension of disbelief"
that is the holy grail of all simulators.
An ACMI system has been a heavily requested feature for
quite some time now, and F-22 will deliver. Now we can
examine the battles after the fact with great detail so as
to evaluate which manuevers worked best and which ones
failed. The discerning pilot will make good use of this
feature to hone his skills. For novices this should prove a
real godsend, and for moderate and even accomplished pilots
it will be a valued back seat critic to make them better
pilots still.
The Total Air War campaign will have considerable
detailing. It allows thousands of possible starting
situations, which can be saved to a file and shared with
friends. You could start in the given region and say
"Countries A, B, and C will be hostile, while Country D
will be neutral tending towards friendly, E and F will be
friendly" - add to that the ability to alter the starting
resources for each country and other as yet undisclosed
conditions, and it becomes plain that the dynamic campaign
scenario can be really tweaked to satisfy many "What if's".
As has already been mentioned a number of times from
various locations, Total Air War will let you jump into the
role of the AWACS theatre commander. From this "gods eye"
perspective you can direct the units in battle and
personally jump into any operating F-22's in the game. This
will give you a much more personalized control over the
war, and give something of the feel of Flying Nightmares 2,
but from the position of the air services rather than
controlling the entire war singlehandedly.
Finally, the Total Air War dynamic campaign system features
resource management. In EF2000 (and most modern sims, for
that matter) there was never a compelling reason to not
take the sexiest, most advanced weapons around. Why take
the Sidewinder when you can have the ASRAAM? Why chance the
slick bomb on a precision strike when you can take
laser-guided bombs all the time? TFX3 will change that with
realistic resource management. Don't take the fanciest
smart weapon if you don't have to, it may not be around
later when you really need it.
Military advisors have stated that the exotic weaponry will
run out within the first few days of war even if stockpiles
have been prearranged, and now you'll have to face some of
the same difficult decisions. In Desert Storm, exotic
weapons were used somewhat sparingly, and thus lasted
throughout the war - your supplies may not last as long if
you use all the good stuff first! Fortunately there will be
resupply efforts, both by truck convoy and train. But look
out! These resupply vehicles will actually have to make the
trip to your base and can be destroyed by enemy raids,
forcing you to make do with the tools at hand.
Turnabout is fair play, however, and one of the more
satisfying parts of the war will be nailing enemy supply
efforts, forcing them to rely on older technology
equipment! Taking out those supply convoys suddenly becomes
a matter of critical import!
In this particular kingdom, we can expect F22:ADF to make
its appearance around October. However, not very long
afterwards, the would-be heir from the Falcon family will
return in an attempt to reclaim the throne. Falcon IV and
F22: ADF are destined to meet in what promises to be the
most exciting and explosive air combat duel in simulation
history!! Watch for breaking coverage of the battle as the
events unfold.