E3 1999: Best of Show (A. Wolford)
By: Bubba 'Masterfung' Wolford Date: 1999-05-20 Before I left for E3, I had a flurry of questions from many of my friends and coworkers on what E3 is about and what it feels like to be part of such a monumental event. "It's difficult to describe." I said, "the event is so huge and elaborate that writers often spend the entire first day simply trying to get a grip on the layout of the place." Make no mistake, however, each and every gaming journalist lives for E3. The opportunity to see and articulate my excitement about new products is breathtaking and in some cases, heartbreaking. Based on my experience, this years' E3 offered such a plethora of new "hard-core" products that I bring into question whether hard-core simulations are actually declining or perhaps on the rise and if so, for how long? In the face of this influx of great games, finding the best of the best is a difficult task. Nevertheless, I have compiled my list of what I consider the best of what is coming for Combatsim.com fans for the rest of 1999 and into 2000. My specific emphasis is on jet simulations, which I felt was the most competitive arena at this year's event. Best of Show: Jet Simulation Choosing between the beautiful blonde, brunette and redhead has always been difficult. In many ways that is how I feel when choosing between the best pointy-nose simulations. How can one choose? Well, after taking into account the initial "look" of the prize, the outward eye candy, I quickly move toward what really makes these beautiful women sing: what is inside their hearts. For jet sims this means flight model, mission structure, choices in operations and weapons deployment, modeling of the radar in BVR and ACM, structure and complexity of enemy and friendly AI and even the structure of the game itself. All these elements can make or break a simulation and when each is just right we have perfection. On the minds of most who emailed me about E3 before I left, were questions dealing with Jane's A-10 and F/A-18. Upon arriving at the Jane's division of Electronic Arts booth, CJ Martin was firmly planted in his seat flying his latest build of F/A-18 with a tremendous smile upon his face. He was explaining in great detail how the APG-73 radar was going to be working in the F/A-18E and how extensively they were planning to model the various new munitions now being utilized in Yugoslavia.
Janes F/A 18 Expect to see various versions of JDAM, JSOW, SLAM-ER and Aim-9X along with a Helmet Mounted Sight (HMS) in Jane's new simulation! In addition, I was granted permission to get my hands on their new simulation and put it through its paces. Visually, Jane's F/A-18 has some of the best graphics I have ever seen, clouds being the most obvious. The cockpit is modeled in total 3D with choices of D3D and Glide, resolutions will be offered for a high as ones video card and monitor can support. While the flight model is currently derived from Jane's F-15, Jane's F/A-18 will be simulating all the characteristics of the F/A-18.
The Hornet scooting away with a full load of fun for some unlucky target. The first thing I went out to do when I got my hands on the controls was to find out how the plane feels in yaw rate, pitch and roll. CJ reminded me several times that the flight model is only ~50% done and not to expect too much right now while the product is still in pre-alpha stage. Even so, the flight model seemed very good. Stalls and flat spins are on par with Microprose' Falcon 4.0. Low speed nose authority is a huge asset to the F/A-18, even in it's "E" configuration. After testing stalls and spins, CJ could see I was slowing the plane for some low speed testing and quickly pointed out that low speed maneuverability remained in the 50% undone list. I smiled and chuckled as he could see I was not going to leave any stones unturned. Weapons' testing was limited due to the pre-alpha build as were landings, although I was able to drop some unguided munitions on some local, unsuspecting hangers and fuel tanks. Explosions quickly brought to mind those of F-15, which were always impressive. What was even more impressive was that the simulation is set to ship this year, so hard-core activists will have two simulations from Jane's to keep them happy this Christmas. Although A-10 was not displayed, excitement about its 1999 release has everyone excited.
Fox three! The F/A-18E in BVR running the 414 engines in full burner! Multiplayer is offered in cooperative mode or head to head. This is a big change since F-15 when most players felt cooperative multiplayer was a must for any new simulation to be compelling. With the Super Hornet, flying side by side with your buddy will be a true pleasure. DI's Super Hornet One simulation that was a big hit this year with all our writers was Digital Integrations Super Hornet. Visually, this game seems on par with Jane's F/A-18 and in fact carrier operations are even more detailed. But since Jane's F/A-18 is not as far along as Super Hornet it is still a tough pick.
Cat launch in Super Hornet. While I did not get a chance to test DI's Super Hornet for as long as I flew Jane's F/A 18, both seemed to be close in accuracy to the real jet. DI's Super Hornet, however, seemed to have an incredible roll rate which needs to be tuned down. Furthermore, since the flight model had been fully implemented, I tested Super Hornet's low speed maneuverability. Unfortunately, it seemed closer to that of an F-16 rather than an F/A-18. The producer of Super Hornet and I talked about the lack of nose authority for a minute and he mentioned several times that when they get the actual F/A-18 pilots to fly the simulation, they will ask about the low speed AoA authority of the simulation in its current state. Since I am the only person I know who had the opportunity to fly both Jane's and Digital Integration's version of the F/A-18E, I feel I have a unique right to decide which game "felt" better. Although my choice is muddied a bit since neither is finished and DI's version is much further along than Janes, I still feel that Jane's F/A-18 was closer to actual performance characteristics.
Super Hornet. Jane's campaign structure is supposed to be "semi-dynamic" like that of F-15, but in the words of CJ Martin, "still more dynamic that F-15." Meanwhile, DI responded that theirs is a dynamic campaign. When pushed they stated that in actuality it is more of the same "tree" concept that Jane's was implementing. Flanker 2.0 Perhaps the most anticipated Jet Simulation of E3 was Strategic Simulations Inc. (SSI) Flanker 2.0. When we first arrived in SSI's booth Friday morning Flanker 2.0 was having trouble getting started as Carl Norman was fighting with the computer. He mentioned a new build was to be downloaded that day and would be installed ASAP. Only a few minutes later we were in a closed door meeting, seeing for the first time since last year's E3 the progress of the newly designed Harpoon4. Saturday I made a return visit to SSI's booth to get my hands on Flanker 2.0. Carl Norman was flying the simulation (the newest build) and getting spanked by an F-16 and F-15 who were tag-teaming on his lowly Su-33 (the navalized variant of the Su-27.) Their tactics were unyielding and very impressive. It has become clear that the AI in Flanker on the higher levels of difficulty may be the most impressive ever seen.
Flanker 2.0. Carl offered me the chance to land on the desk of the carrier and I quickly agreed. He restarted the simulation for me and set me about 10-15 miles from the carrier on my way to a near final approach. I put my hands on the Thrustmaster F22 PRO and TQS while Carl mentioned he would act as my LSO for the landing and handle the keyboard. I quickly agreed and concentrated on getting my Su-33 on track to make a proper final approach. It has been a long time since I had flown Su-27 version 1.5 and I don't have that many hours in the Su-27 to begin with but the Su-33 flight model was very good and extremely responsive. At this point only Falcon 4.0's flight model remains an equal to Flanker 2.0, which I would put just ahead of Jane's F-15. As I approached the carrier I made a perfect touchdown on the deck but somehow boltered. "Shoot!" I thought, "how could I have missed?" Carl, being equally as suspicious, went to an outside view and checked the aircraft. I had seen him hit the "hook" key but apparently he did not get the key all the way down because it was evident that my hook was still tucked under the Su-33. Quickly he exited the training mission and reloaded it and started me again. This time he not only lowered my flaps, gear and hook but also ensured they were down by moving to an outside view. They were all down and this time when I hit the deck, feeling the plane come to a neck-snapping halt rewarded me. Very nice! Although the Su-33 looks nice and flies well, Flanker 2.0 will have a tree-like structure in the campaign. As anticipated, no ground objects will move in any of the missions. All the components that made Flanker 1.5 so successful will return in Flanker 2.0 along with an improved flight model, better graphics (they are the best of the show), improved AI and of course, carrier operations. The Mission editor looks excellent and makes a very welcome return. Clearly, this is where the real hardcore fliers will be spending a great deal of time editing and creating custom missions for the Sue. The problem I have with Flanker 2.0 are the use of non-existing production weapons and the fact that the Su-33 was not really designed to be a true multi-role aircraft like the F/A-18C-E, F-15E or F-16C. Using the R-77 (AA-12) for me is like flying a JSF simulation right now. It does not exist as production hardware. Sure the Russian Air Force (RAF) likes to fly the R-77 to air shows and demonstrate that the unit is in testing, but there are doubts that the missile will never see the light of day due to lack of funding. As a result, including it in the game only displays for me how desperate the Su-27/ Su-33 is for a true BVR capability. I would find it much more enjoyable to use the AA-10 ALAMO C in semi-active mode, which would give a much better feel for authentic BVR combat and realism. Pretending the Su-33 is a true multi-role aircraft is like claiming that the "new" F-14D is a multi-role airplane too. Sure the F-14D can drop GBU munitions and can carry various load outs of dumb bombs at various combat configurations but just like the Su-27, the F-14A was really designed as a combat intercept aircraft which was later updated to carry a dual role in it's "newest" configuration. Attaching ground pounding munitions, "don't make the Su-33 or F-14D an F-15E or F/A-18E".
Flanker 2.0.
In the end, it was Jane's F/A-18 that stole my heart. Even though it is the least far along that either DI's F/A-18 or SSI's Flanker 2.0, it is my impression that Jane's F/A-18 will offer the best of the best for Jet simulations this year. Look for Jane's F/A-18 to be released in Q4 1999. Best of Show: Shooter Last year we were shocked and captivated by Tom Clancy's Rainbow Six. Red Storm Entertainment's Wendy Beasley made a funny comment to me recently that since they were so new at last year's E3 in Atlanta that they were desperately trying to pull people into their booth and ask them to just "take a look" at Rainbow Six. What a huge difference a year makes! This year their booth was so packed it was hard to even see the monitors! The sequel to last year's smash hit has been called Rainbow Six: Rogue Spear. In our LAN group here in Houston we consider Rainbow Six a stable horse of entertainment and of immense value. I was excited to see what Tom Clancy's Entertainment was going to offer in the second edition in the series and I was even more impressed than I expected. Rogue Spear's game maturity, AI complexity, graphics, design, and mission structure remain unequaled. The game has so many enhancements it is almost impossible to list them all.
This is the box to find in September! First off, the enemy AI now has psychological components that dictate how they respond to your presence. When I was watching one of the design engineers' play, he entered a room with three terrorists inside, startling one of them. Two were talking with their backs toward the player so they did not see him (Ding Chavez) enter the room. One saw him and reacted in absolute panic and terror. You could almost see his eyes widen with terror as he swung his weapon around, brought it to bear and began firing wildly, striking and killing his two buddies in front of him and totally missing the player. Quickly and swiftly he was dispatched. The design engineer chuckled lightly and smiled widely while commenting, "He lost control when I came in the room. This was a great example of how some terrorist AI players will react differently to your approach. He panicked and fired his weapon wildly due to his lack of training and fear factor." Veteran AI will not panic and will instead silently stalk you or hunt you in groups. Some enemy AI players may just run due to fear or try and hide when they hear gunshots from your weapons or see your teams. How often the AI panics will be modeled after the level of difficulty you choose to play, I suspect.
Rogue Spear peek action. Also new is the dedicated sniper. He has his own crouch position to maximize the accuracy of his shot. However, once you are zoomed in, moving makes the aiming reticule huge and it does not tighten up as quickly as the other weapons. Crouching and staying still are the keys to a successful sniper as is a good firing position. Camouflage is still a key to Rogue Spear. Finding a good firing position where you can see the enemy and not be seen is still paramount in the game. Many missions have high weeds to help in this respect, such as the new 747 takedown mission which was heavily requested by players. Additional updates to the game include the ability to move while crouched (duck walk). You can even order your players to run and they will duck down and move quickly. Weapons are abundant in the game including the new .50 caliber sniper rifle. All of my personal complaints from the original have been addressed. Making the flash bangs and frag grenades more effective was a major goal of the Rogue Spear team. Flash bangs now not only blind you for a few seconds but also display a "colorful cloudlike smudge" on your screens that rotates colors as in real life. One Tom Clancy employee apparently offered to find out first hand if this is what happens when a flash bang fires in your eyes. Apparently he agreed! Fragmentation grenades now spray more shrapnel, which was demonstrated in a room with that was well populated with objects that take damage. This is another area of significant improvement. Don't drop a frag grenade near your persona or he will be in for a real bad day. Also, enemy AI will no longer just shoot you when you look into a room. Now they are forced to react like a real human by drawing their weapon (if it is down), lining a shot, and pulling the trigger. Do you always have to enter a room to scope it out? Now you can use the new "peek" action which allows your persona to peer around doors and look inside while only exposing your head for a few seconds. This, in addition to the AI having become more "human" makes for safer "takedowns." One of my questions was with respect to multiplayer. When playing "randomized with terrorists" many times players would materialize in rooms with one or more terrorists standing right next to you! This would leave you dead .3 seconds after the action started. Randomization has been recalculated and more safe areas have been added for players to be started in on each map. Players can now take damage in specific body parts. Getting hit in the head will still mean instant death. Getting hit in the leg means dragging it along while you continue the mission, albeit at a much slower rate. Being shot in the arm may mean not being able to shoot with accuracy. More than once I saw a terrorist take a shot in the leg and being forced to drag his bad leg through the snow, searching for the safety of cover. The storylines and maps have been created with the idea of "this could really happen" in mind. Clearly, this new shooter simulation from Tom Clancy's has cranked up the bar of excitement to the highest levels ever. Release for Tom Clancy's Rainbow Six: Rogue Spear is September. Do yourself a favor; do not miss Tom Clancy's Rogue Spear.
747 Takedown was one of the most requested missions. My choice for E3 Best of Show Shooter: Tom Clancy's Rainbow Six: Rogue Spear. Best of Show: WWII Simulation This year and the latter part of last year we were bombarded by prop driven WWII simulations. It was a grand year for lovers of the 1940's era and this year there are even more WWII simulations coming to grab your attention (not to mention your $$$)! We could review which simulation represented the best flight model or mission structure, or we could talk about which planes you can fly, but these topics are getting old. This year I was dazzled by innovation. The Microprose division of Hasbro is offering a new experience for sim gurus: the chance to man the .50 caliber machine guns in the B-17 Flying Fortress!
The B-17's lower dual .50 guns firing in full fury. Watching the simulation on screen was outstanding! Each crew member is individually modeled and can move and take command of different gun emplacements on the plane if another member of the crew is incapacitated. Of course for the best accuracy, the player will be forced to take control of the guns. Each gun placement is modeled just as in the real aircraft. Viewing the outside of the plane while the guns were lighting up sent chills down my spine. In addition to being able to control the guns, drop the bombs, or fly the B-17 Microprose gives you the ability to take command of fighters that are also in the game. Three American and four German fighters are modeled: the P-38 Lightning, P-47 Thunderbolt, P-51 Mustang, Bf-109, FW-190, Me-163 Comet and Me-262 Schwalbe.
The Nordon bombsight as seen from the bombadiers station. Multiplayer is very well represented in B-17 II as dynamic re-entry of players is represented in either cooperative or adversarial mode. Overall, I found B-17 II to be a real breath of fresh air. Graphics are outstanding and will support most if not all 3D cards.
Guns blazing at a German Me-262. My E3 pick for Best of Show WWII Simulation: Microprose B-17 II Flying Fortress Best of Show: Strategy Game Microsoft entered the gaming scene with a roar years ago, introducing many new games. One of these was anticipated as a successor to Civilization. When it appeared, Age of Empires (AoE) was very much like a mixture of Warcraft from Blizzard and Civilization from Microprose. However, gamers praised the game as setting forth a new modus operandi on how real-time strategy games operate. It had a plethora of strategy options and was designed from the ground up for multiplayer. Ensemble Studios made the game for Microsoft and immediately put themselves on the map. This year I got a good look at Age of Empires II: Age of Kings (AoK) and what enhancements were new. First off, the team has designed the structures and equipment to be "scaled" to their correct sizes. Thus buildings look enormous and troops look highly detailed.
Castles are new in AoK. Notice the cavalry formation. Diplomatic options and trade have been totally redesigned for more player options. Diplomacy in the first AoE was virtually non-existent. It was a case of developing your teams as quickly as possible and being the first to make the strongest troops and immediately attack. Economies are also new to AoK. Being able to sell and buy on local markets or through trading routes is outstanding. Economic warfare has always been considered a highly desirable asset in gaming. Age of Kings looks to be one of the first games that could allow you to almost defeat your opponent without ever fighting him which I consider a novel idea of strategy. Also new to AoK is the formation option. This should make a huge difference to players of the game. No more trying to get those pesky horse archers and cavaliers to stay slow enough to keep that new catapult from being devastated by a quick attack. From what I saw there was about 6 formation options. Excellent idea! There are also new civilizations in AoK, which now total 13. Each has it's own unique attributes, unit, buildings and technologies. The AI has been redesigned and allows players to give soldiers new orders such as Follow, Guard, and Patrol. In addition new aggression levels are implemented for soldiers. This should allow each player to totally customize his individual soldiers in different areas of the map based on the aggressiveness of his neighbors.
Even ships are to scale now in AoK. Campaigns are focused on historical characters like Joan of Arc, Genghis Khan and William Wallace, which allow you to feel closer to the game play. It should be cool to fight along the lines of such great historical figures! Maps are now larger and are randomized for increased play value especially in multiplayer. In addition there is a new game mode where players have to protect some strategic assets, Royalty, while simultaneously trying to kill the royalty of your enemies. This should make multiplayer games especially interesting! Look for Age of Empires II: Age of Kings to be released in October of 1999. Microsoft's Age of Kings looks like a very worthy successor to Age of Empires and should be a classic!
Resolutions in AoK can go up to 1280x1024! Color depth is in 32 bit! Beautiful! My pick for Best of Show Strategy Game: Microsoft's Age of Empires II: Age of Kings |