E3 is the ultimate of the crazy trade shows, and it gets a
little wackier every year. Last year just wasn't that great
for PC sim fans at E3 - In truth, the console wars stole
the show. It's a heck of a trip to cross the entire country
to see what's cooking this year, but the news we've brought
back should make it more than worthwhile. We went into the
heart of Atlanta, learning about new sims amidst the
settings of the last Olympic games.
Let's make one thing perfectly clear. Start saving your
money now! There are a tremendous number of sims in the
works and they all look absolutely incredible. If you don't
have a 3dfx card or other superhot 3d accelerator plan for
that as well. Companies have been really taking the
requests of game players to heart and it shows. Once again,
the overall level of quality of the '97-'98 sims is going
to be absolutely amazing, and you really are going to be
happier if your hardware will allow it to play at its best.
Since there is so much information to cover in regards to
E3, we'll divide the reports up a few sims at a time. This
way you can get the hardcore information quickly and in
bite-sized pieces. Anyhow, on with the good stuff:
First off is Longbow 2. At Combat Simulations, the staff
has been hypothesizing that whatever Longbow stuff Andy
Hollis has been working on will have the Longbow, the
Blackhawk, and the Kiowa Warrior in an
environment similar to Ultima Online (Or Warbirds, if you
prefer). As it turns out, we were about two-thirds right.
Instead of being an expansion, they're cracking out a
sequel. Longbow 2 looks absolutely incredible, and it's
feature list literally reads like a sim fan's fantasy
wish-list.
LB2 supports the aforementioned three helicopters
(technically four if you count the original non-Longbow
Apache). The Apache and Longbow basically return unchanged.
The development team has stated that they will tweak the
flight model more and make some minor adjustments to the
avionics, but basically it will retain the same flavor and
balance that Jane's mastered in last year's killer sim. The
Blackhawk makes its first playable sim appearance since
Gunship 2000, and it is a welcome sight indeed. The
Blackhawk's purpose will basically be for troop transport
and infantry fire support.
Additionally, one of the developers commented that it will
probably follow the AirLand Battle 2000 doctrine and also
be a potential command ship for the tactical commander. If
implemented, this means that from the Blackhawk you could
place movement and attack orders much like the proposed
AWACS commander position mentioned for TFX3. The Blackhawk
has no weapons, save for at least a right-side doorgunner
position. Unfortunately, it seems there are no plans to
include the ESSS hardpoint winglets on the Blackhawk
(external stores support system).
We spoke recently with the pilot of a Blackhawk who had
this to say:
"At Fort Bragg, the 82nd Airborne division and the 159th
Aviation Regiment and Fort Campbell, with the 101st
Airborne and 160th Special Operations unit, they combine to
total over 300 UH-60's and all, I repeat ALL of them use
their ESSS wings on their missions. I do realize that we
don't carry weapons, but please acknowledge the fact that
we are a just as capable platform as the AH-64. I have test
data on film showing the UH-60 carrying a full load of
hellfires and test firing. The advantage we have over the
64's is the fact that we don't have to go home to reload."
To date plans for Longbow 2 allow the Hawk to behave as a
"slick" able to provide good covering fire for ground
troops and as a commander's station.
The Kiowa Warrior wasn't implemented in time for E3, but a
little questioning brought forth the basic concept.
Basically the Kiowa will literally function as a scout
helo. Its large MMS "beachball" sight will allow TADS
acquisition and designation while fully masked and allows
visual imaging at very long ranges compared to the Apache
with it's less powerful, chin-mounted TADS suite.
Supposedly it will carry a light weapons load as well, but
it's basic purpose will be to make positive target ID at
distance and under cover before the Longbow exposes itself
and moves in.
Longbow 2 will also have a virtual cockpit. This was
totally unexpected but is indeed a welcome sight. From the
pilot's seat, you can actually see the copilot's helmet bob
and turn in the front seat as you manuever for position and
he tries to put ordinance on target. Seing the airframe
swinging around in your frame of reference also gives a
kind of "seat-of-your-pants" feeling as to what the
helicopter is doing. Finally the virtual cockpit view is
also slewable, allows padlocking onto targeted units and
also viewing incoming missiles. For the bitmap purists
there is no cause for alarm. LB2 will still support the
traditional views as before. It previously seemed that
Jane's was being too conservative to try something as
potentially radical as a virtual cockpit, but this is
clearly not the case.
Another totally unexpected thrust is that LB2 will have a
dynamic campaign. Andy Hollis seemed to have considerable
reservations against making a fully dynamic campaign, so
much so that many of us were not expecting a truly dynamic
campaign from Jane's for at least another year or two.
However he did mention that once dynamic campaigns become
feasible without their typical drawbacks he would do it. He
has held true to his word - just much faster than we
expected. No wonder they call it the Origin Skunkworks!!
The LB2 dynamic campaign will hold true to the vision of
Falcon 3's dynamic campaign. In LB2's case it is very
likely that they will actually pull it off successfully.
Starting conditions will be somewhat randomized to make
each campaign play a little differently from the last.
Ground and air assets will commence fighting each other in
a strategic system. From this, the computer will assign
several possible missions. You choose the mission you want
and have at it.
The beauty of this is that the way the system is designed
it is not overly score-dependent. EF2000's campaign
progress, for example, depends heavily on what score you
achieve in destroying your target and so on. In LB2, what
happens simply depends on what happens in the war. So if
you can't nail your intended target and instead decide to
raid the enemies' front lines in a tank-busting mission you
might still succeed because you may have damaged some of
their front-line power. Now going after opportunity targets
has a whole new meaning because you will be destroying
units that will have a direct effect on the progress of the
campaign. To help prevent dynamic missions from being
overly repetitive, many scripted missions are also included
within the dynamic structure. In these missions, you may
get orders to insert a ranger team deep into the enemy's
rear, scout positions, or so forth, so that you're not
always doing the same kind of thing endlessly. This is a
novel solution to Andy's dynamic campaign concerns, and it
sounds like a winner!
Longbow 2! Click the image for a larger shot...
The graphics on the 3dfx chipset are looking incredible. (Ed.
Note: At this time there is no commitment to any other 3d
hardware..) All the craft are finely detailed as they fly
around gorgeous bumpy terrain. The crew turn their heads
around inside the cockpit as they fly much like in Comanche
3. Rockets and missiles have truly dramatic lighting and
smoke effects. Finally, the topper is that the rotor blades
undergo "coning" as you pull heavy torque on the blades - a
very nice touch!
Finally, multiplayer should be a total blast. The word is
that the game will support internet, network, and modem
play. You can fly in any of the helicopters. In the
Apache/Longbow you can play Front Seat/Back Seat
multiplayer (You might also be able to play
pilot/doorgunner in the BlackHawk, but this is not clear
yet.) Typical deathmatch play is supported as well as
cooperative campaign play. Here's where you can really
wring the multi-platform design to it's best use and try to
make the teamwork synergy happen. It's early to say for
sure, but odds are LB2 is going to be the Falcon 3 of
helicopter sims this Fall, as early as September.
Now we'll shift gears to a sim you almost definitely
weren't expecting. If you're a hard core gamer and a reader
of Next Generation magazine, you may have heard of a small
team of programmers called "Innerloop". They guys are
basically a "demo group" from the Norway scene where they
had invented a new way of drawing detailed terrain at long
distances and high speeds. They were known for a little
demo of a snowboarding girl on amazing terrain and were
investigating some kind of flying game.
As it turns out, they ended up getting very serious about
that flying game and got picked up by Eidos to make JSF:
Joint Strike Fighter. JSF is basically the Innerloop
equivalent of Jetfighter II. It's purpose is to let the
player fly either the Lockheed Martin or the Boeing Joint
Attack Strike Fighter (JAST) proposed aircraft for the
upcoming competitive flyoff. You will get to fly both jets
yourself and see which one you like the most across three
campaign scenarios.
The game looks extremely promising. You have detailed,
light-sourced graphics that look amazing even without a 3d
card. The terrain has much more physical shape detail than
you would expect in a non-accelerated game. Additionally,
first impressions of the game's physics modeling and
ground-landing gear physics make it appear to be
approaching that of A-10 Cuba!
Maybe it has to do with InnerLoop's physical proximity to
Britain, but the game has some remarkable resemblances to a
next generation TFX2:EF2000. The whole cockpit/MFD
interface feels very similar, with a persistent virtual
cockpit and familiar looking MFD screens. A really great
touch is that when you look down at your hands and feet,
they all mimic your movements on the controls in a very
natural-looking fashion. Even your knees can be seen moving
as you work the rudder pedals. Hopefully we'll get to see
more like this in the future.
There's many more sims we have yet to cover from E3, so
keep tuned to Combat Simulations as we continue to preview
more of the upcoming products of this fantastic season.
FLASH!!
This spotted on the newsgroup:
Please please please ! with the Internet play allow both
positions to be manned in 1 ship, But allow this to be done
without 2 Internet connections, In other words I have 2
comps. LANed together with an Win95 LAN, and 1 machine has
a modem and I have 1 Internet account. Will LB2 allow my 2
LANed machines to man both positions AND fly against (or
with) others over the Internet ??
Andy's response:
I ran this by the team and...
In short, yes. But it ain't easy. You have to set up all of
this in a Win95 network, then within LB2, use TCP. Win95
doesn't care whether the TCP addresses are local or remote.
Some things about Win95 are pretty cool...--Andy
In other words, WIN95 has the features that allow this
already in place!