At this year's E3, Eidos has returned to it's old stomping
grounds for sims with four new products: Flight Unlimited
II, Flying Nightmares II, Team Apache, and Joint Strike
Fighter. All of these sims are amazing ground-breakers that
should leave any fan drooling. Put together they are an
incredible series of punches that will surely put Eidos
squarely back into the minds and shopping lists of sim fans
for some time to come. Could this be the same company that
was once known as Domark? Read on and find out why we're so
amazed.
We've already covered Joint Strike Fighter, but there is
one more thing worth adding that fans should love to hear.
The enemy planes are not faked at all. In most sims, the
movement of the enemy planes is usually simplified to make
the enemy AI routines simpler to write. In JSF the enemy AI
actually is a "virtual pilot" who puts in control responses
to steer the jet just like the player does. This makes the
behavior of the enemy jets feel much more realistic.
Flight Unlimited II
Note rain drops on the windshield! Click for a larger
image.
Flight Unlimited II is going far further than the scope of
the original game. In the original FU, the area that one
could fly around in was so restricted that the company
basically described it as an "acrobatic gymnasium for
planes." The sequel has expanded so much beyond that that
it is now beginning to encroach into the territory of MS
Flight Simulator. Technically FU2 isn't a combat
simulation, but it has enough new features to make it an
interesting alternative. For starters, Flight Unlimited II
now covers all of San Francisco and the surrounding area in
absolutely incredible detail, literally displaying every
street and terrain feature.
Lost your in-game map? Head on over to AAA and
pick up a street map, it should do the job for you in
a pinch.
45 different airports are covered, all using their actual
radio frequencies for communication. In addition to the
standard advisory channels, you can tune into the ATC and
through a simplified interface carry on a conversation with
the controller. You can even listen to other craft talking
to the controller and try to figure out where they are
according to what they're saying. This "busy world" design
should make flying much more interesting. Watch out for
those big airliners though! The game will actually model
the wake of air turbulence behind the various aircraft,
making landing directly behind a 737 quite a dangerous
proposition.
The aircraft selection in FU2 is more civilian than those
of its predecessor, but represent a good cross-section of
various prop craft. You can fly the typical Cessna, the
Piper Arrow (a low-winger I believe), the two-engine
Beechcraft Baron, the twin-pontoon Beaver seaplane, and the
wolf among sheep - the P-51 Mustang.
These craft's implementations offer more than the last ones
did in the game. In addition to the voice radio, IFR
equipment has been added to ease navigation. This is an
interesting turn of events because originally FU2 was
slated to be a VFR-only simulation. Additionally fuel
mixture settings and prop pitch can be adjusted on the fly.
Fine tuning these can extend your speed and range, while
messing them up can damage or stall your engine. These
gameplay details are nice to see.
The Beaver seaplane is a delight to see. Landing it on the
water makes for an interesting challenge, and the way the
pontoons react on the water is very convincing combining
the effects of bouyancy and angle of attack. It should lend
another dimension to the gameplay and looks to one-up the
competition here.
After releasing the game, Looking Glass intends to
make new aircraft available every so often over the
internet, and others possibly in expansion packs.
Things don't stop there. In a first move for sim designers
the plane selection is purely modular. After releasing the
game, Looking Glass intends to make new aircraft available
every so often over the internet, and others possibly in
expansion packs. The designers revealed that the terrain
itself is also modular, and that expansion packs with more
scenery will be offered so as to compete with Microsoft
more directly.
There's more to do than merely wander around, however. To
give a sense of actual gameplay, Looking Glass is examing
the possibility of designing "missions" into the game that
you can play. Some of them are to fly a set of points in a
certain amount of time - kind of a time-speed-distance
rally race in the sky. Another proposed type of mission
sends the plane to do medevac runs at certain addresses in
the city. Since all the streets are there, this becomes a
kind of "Domino's Pizza" in the sky where you have to
navigate to a particular city street and put it down just
right.
Finally, the graphics are downright incredible. The San
Francisco area is modeled with uncanny accuracy and
satellite photos. You can easily get around the town just
on landmarks alone. Looking Glass has done a simply amazing
job getting all this detail down and fitting so much in the
3dfx card for the accelerated version. In fact, San
Francisco is rendered at 4 meters per pixel. If you live in
the area you should be able to find your house!
While lacking in the pure action area, FU2 looks like it's
about to acheive the next level in civilian flight sims.
Anyone who loves to fly or try new experiences should pay
close attention to FU2's development as it approaches
release.
Flying Nightmares 2
Click the image for a larger shot..
Flying Nightmares 2 has already been covered very
thoroughly, probably because it is so different than the
typical flight combat sim. Despite this there are still
some aspects that should be mentioned or reinforced to help
create a feel for what the game will be like.
If you don't know about the strategy element or internet
play, be sure to check out the preview elsewhere on this
site. In a nutshell, FN2 is a strategically oriented combat
sim where you can order units around in real-time or jump
into a Harrier or SuperCobra to make your attack
personally.
The game has come along well since CGDC. The flight model
for the Harrier feels very good intuitively. You get a good
feel for the inertia the Harrier pulls in its manuevers.
Bryan Walker, the lead designer and Desert Storm Apache
veteran, explained some of the current nuances and the
status of the flight model development.
Bryan clearly explained that since the aircraft in
the game are very "hands-on" type aircraft, any event
that would cause an imbalance would require the
player to exert a constant force to counteract it -
or make adjustments with the trim tabs to reduce its
effect.
One demonstration of the flight model for the Harrier was
when it was carrying a pair of very large bombs. After
dropping one, the harrier bobbed a bit as the jet settled
after the weight shift. Afterwards the Harrier started a
gradual roll to the side still carrying a bomb. After
dropping that one it ceased rolling and maintained its
angle. Bryan clearly explained that since the aircraft in
the game are very "hands-on" type aircraft, anything
similar event that would cause an imbalance would require
the player to exert a constant force to counteract it - or
make adjustments with the trim tabs to reduce its effect.
The game was running on various 3d accelerators, and all
versions had a clean sharp look that recreated the feel of
professional military sims. Both aircraft have sharp
virtual cockpits that help in managing situational
awareness. The SuperCobra's flight model hasn't been
finished yet, but it is coming along well so far.
Especially intriguing is the fact that the shells
don't all land in the exact same location like some
kind of "ballistic laser." In fact, as the distance
from the barrel increases, the spread of the shells
increases, representing both vibration and slight
petrubations in flight path due to imperfect
accuracy.
The cannon deserves special note in FN2. Usually the guns
modeled in simulations are very idealized, and often are
very weak in implementation. However in this game, both the
Harrier and the SuperCobra have guns that are handled in an
excellent fashion. Both of them have excellent sound
effects and appropriate delays between firing and impact.
Especially intriguing is the fact that the shells don't all
land in the exact same location like some kind of
"ballistic laser." In fact, as the distance from the barrel
increases, the spread of the shells increases, representing
both vibration and slight petrubations in flight path due
to imperfect accuracy. Furthermore, in the SuperCobra, the
cannon can be swiveled around and fired manually instead of
all automatically all the time. Would you actually want to
do it manually all the time? Perhaps not, but having the
option is a welcome challenge when you're in the mood to
lay the gun on by hand.
The way the gunfire is handled really brings to life how a
real pilot can infuse new ideas into simulations that
haven't been handled before. One new concept that has been
brought in to the game is rules for sighting. Even if
you're flying over an enemy unit you may not see them.
Since 3d accelerator power isn't yet to the point where
every little tree and bush can be drawn, FN2 has to kind of
"fake" it, not displaying enemy units unless the computer
determines that they are considered "visible". Bryan
explained that there are a number of factors used in
determining whether a unit is considered visible: Your
speed, the speed of the enemy unit, your type of vehicle,
the type of enemy unit, whether the unit is visible to
other units on your side, the distance, the type of
terrain, weather conditions, and whether or not they are
firing. In real combat, spotting is such a real problem
that having a good facsimile in a combat simulation is a
welcome sight.
Team Apache
Click the image for a larger shot..
Flying Nightmares 2 might be drawing the most attention of
the Eidos sims lately, but Team Apache deserves attention
as well. Team Apache is far from a rehash of previous
Apache games. It brings a new look, style, and a couple new
gameplay elements.
Team Apache has a unique look to it. Designed heavily
around 3d accelerator support, the game is really gorgeous.
Finely detailed textured models and terrain create the
backbone for the game. Great effects like transparent
missile trails and 16-bit color lens flares continue the
look. Many external cameras are "intelligent" - they don't
lock to the Apache rigidly, but very loosely, allowing
dramatic views and making it easier to see what the flight
model is doing - but still manuevering to keep the Apache
in good view. Again there is a virtual cockpit, fortunately
- making this the third E3 sim with a virtual cockpit in a
helicopter - definitely an indication of a positive trend.
Finally, the framerate runs amazingly smooth.
Of special note is enemy fire. Tracers have a very
dramatic, yet authentic look to them in Team Apache. They
may be firing blindly in a "fill the sky with lead" mode,
firing in the your general direction when fired optically,
or coming by VERY close when being directed by radar. Makes
for some hairy excitement as they zip by - something of a
"Star Wars" feel to it. In one case, a pilot was
approaching a mountain ridge and long before he got there,
you could see the sky filled with AAA fire from some city
on the other side, much like Baghdad in the CNN Desert
Storm coverage. It's nice to see that once in awhile rather
than enemy units that seem to exist only when you fly close
to them.
The flight model feels pretty authentic, if perhaps a bit
simplified (at least at this point in development) It
models the phenomenon one would expect in a good helicopter
sim, but is pretty easy to manage.
Another interesting and unique feature of Team Apache is
that you have to manage the team you lead. You have to
decide which people will fly which airplanes and determine
pilot/gunner pairings, hopefully finding people that work
well together in pairs. It adds a bit of the roleplaying
feel and helps one realize that simulations should
sometimes be about recreating the experience of being a
pilot rather than only representing machinery.
The game has other great touches. Hellfires climb
up and drop straight down on enemy targets. While
other helo sims also do this, the particular way they
execute their pop-up attack looks amazingly like the
TADS footage from Iraq broadcast occasionally on the
Discovery Channel.
The game has other great touches. Hellfires climb up and
drop straight down on enemy targets. While other helo sims
also do this, the particular way they execute their pop-up
attack looks amazingly like the TADS footage from Iraq
broadcast occasionally on the Discovery Channel. Also nice
about the laser targeting is that you not only have to
maintain keeping the target within a certain box to
maintain lock, but abrupt manuevers can temporarily shake
the lock until the TADS targeting can adjust properly,
making it important to fly smoothly when Hellfires are
outbound.
Infantry is modeled with polygons. They don't seem as
articulated of those in Hind yet, but that is likely to
change before release. They'll take nearly futile pops at
you with their small arms until you hose them with the
chain gun. Explosions are great in the game. Enemy vehicles
burst into flame, sending flaming debris scattering about.
Buildings crumple and collapse with secondary explosions at
times and lots of burning rubble scattered around the
streets. Even crashing the Apache is very impressive.
Depending on how you crash, the helo can break up in many
pieces along different points, and the wreckage may fall
down the side of a slope. Perhaps a touch gruesome, but
definitely preferable to Longbow's "Cut to FMV" technique
or Hind's "EXIT TO MENU Y/N?" style.
Finally, the game play. Team Apache has a very unusual game
balance. While it is designed to be fairly realistic, it is
actually quite easy to get into. Even people with very
little simulation experience seem to have a relatively easy
time getting the hang of managing the flight and weapons
models. In this way it feels like a "lite" sim, but it
retains the modeling one would expect of an advanced
simulation. If Team Apache continues in this path, it will
make for an awesome entry sim, and a unique and
entertaining helo sim for regular sim players.