Interactive Magic is making some interesting moves lately.
While in the past, they have basically relied on DI to
handle developing their air combat simulation games for
them, their newest games show more in-house effort than
before, especially their biggest baby, iF-22. iMagic has
actually been rounding their staff with a substantial
number of real pilots, both civilian and military. This is
an interesting development, as it seems that they may now
have a strong and steady flow of input from pilots at all
phases of game design rather that the typical "tweaking"
sessions at the last part of the game development like many
companies do.
iF-22
An actual cockpit shot, not rendered....
Imf22 has the most incredible photo-realistic terrain of any
of the upcoming sims, even more "real-world" in its
appearance than Falcon 4. Imagine the detail of Flight
Unlimited, but expanded to cover an entire campaign theater.
The company throws in an authentic aviation map to cover the
campaign theater - and it's for good reason too. Even if your
IFR is out, you can look out the window for a few minutes and
figure out where you are on the map. Finally, top it off with
advanced aircraft, avionics, and weapons. Little wonder that
the new game is drawing so much attention among military
officials.
Another point of interest in the game is the MFD's. Looking
at the simplified interface of the MFD's in iF-22, one
might easily be lead to think that the game designers chose
to go "lite" in the avionics department. Indeed little
could be further from the truth. A look into the "F-22
Raptor Special Issue" of Flight International revealed that
the layouts of the MFD displays on iF-22 are a nearly
perfect duplicate of those in the actual jet.
As it turns out, Lockheed has placed so much effort into
using computers to control and simplify some of the more
difficult aspects of equipment management that the
information displayed on the MFD's results in a kind of
situational awareness display taken from the collection of
various data sources. Instead of specifically managing the
radar all the time, the computer takes data from the LPI
radar, AWACS data net, and so forth to create and display a
complete picture of the situation rather than technical
equipment readouts. Additionally, all the buttons on the
outside of the MFD's are clickable to allow realistic
management of the displays - minus some of the more
technical display screens, of course.
Like iF-16 and Hind (to a lesser extent) iF-22 will support
a bitmapped cockpit in its padlock. The HUD display is very
carefully modeled, not faking anything at all in its
representation. In fact the only significant part of the
F-22 missing from the simulation are the secondary CNI
displays - as it turns out putting them in would have taken
away more of the windscreen view than it was worth. It's
interesting to see all the MFD's and various HUD displays
all tracking and reporting on the same target
simultaneously. Even with the F-22's simplified style one
can feel a bit of information overload.
Dogfights and missile combat look good so far, playing out
graphically like you would expect, and the actual gameplay
looks very promising from the glimpse we had. Those details
will have to wait for a proper review, which we'll bring as
soon as possible.
M ost likely you've heard about the dynamic campaign. It
looks like it will have an interesting flow, both weighting
according to mission success and opportunity strikes. One
feature that may make it into the game (that we're hoping
for) is resource management. As cool as super weapons are,
it's more entertaining (and more realistic) if you can't
always pick the easiest smart weapons on every mission.
IF-22 is iMagic's first totally in-house made flight-sim,
and between the dynamic campaign, accurate avionics, and
incredible terrain graphics they're clearly off to an
exciting start.
iPanzer '44
iPanzer '44 is still in the very early stages of
development, so it should hardly be surprising that at this
point it has extremely strong resemblences to iM1A2 in
almost every respect. Nevertheless, iMagic has some
interesting news about the development of the game.
iPanzer '44 will allow you to drive any of the three most
famous tanks of WWII: The Sherman, the Panther, and the
T-34. As this might imply, you'll be able to fight on
either the Eastern or Western fronts of the war. The
current version on display was basically a modified engine
from iM1A2 at the moment, but there are some substantial
differences.
ISince infantry played such a major role in the battles of
time - as tanks were certainly not invulnerable to infantry
attacks - infantry units in iPanzer will be fully
articulated polygon models that will have distinct
resemblances to those in Hind - and like Hind can operate
in groups or solo. An enourmous change from the "paper
target" infantry in iM1A2.
While the game isn't going to have the fancy laser sighting
of iM1A2, it will have manually controlled battlesights
that can be used to get rough range estimations and can be
adusted to compensate for various shell trajectories. It's
certainly going to be a bit more of the old "dead
reckoning" style over the digital equipment modeling. Also
the game will carefully model the differences between the
major tanks in the war in virtually every respect: from gun
performance to armor styles, mobility, and shell behavior.
WWII junkies should be in for quite a treat!
Another new twist to the game is that it will support
forested areas. You can't have a proper tank simulation in
Germany without forests, and iPanzer delivers. Currently
the forests are somewhat abstracted - being large blocks of
area that cannot be entered or seen through at all. These
sections might get broken up some in the final version to
allow at least some degree on penetrability. We'll see what
direction it takes.
Finally, a great relief to many, iPanzer is almost
definitely going to support the 3dfx cards. That will help
considerably in boosting the graphics speed and quality -
finally blending graphic quality and speed with the
detailed gameplay of iM1A2.
Warbirds 2.0
Warbirds 2.0 is going to be a very familiar playground for
many fans. That may disturb some people, but the way the
game has progressed should leave little room for complaint.
The downside is that Warbirds isn't going the route of the
typical 3dfx supporting sim these days - in fact the engine
has changed very little in the graphics department.
The rest, though, is great news. Warbirds 2.0 has taken the
route of such popularly acclaimed titles as Su-27 and A-10
Cuba! in that instead of doing heavy texture mapping,
objects have extremely detailed non-textured polygons. Much
of the time there, the person demonstrating the game would
take strafing runs at a convoy of ships. Not only do the
ships have wonderful detail on their hulls and
superstructure, but the framerate of the game was
continuously running obscenely smooth. The designers
obviously took a careful course between gameplay and glitz,
and it has resulted in a very good balance of the two.
Things get more interesting. As it turns out, the obscene
frame rate wasn't because iMagic was doing the demo at E3.
In fact, all the playing they were doing was over the
internet at 28.8 to their server back home - they were
playing live. Having played my share of internet
multiplayer games, I found the degree of continuity in the
game quite surprising.
What is most interesting, however, is that WB2 now supports
live voice communications over the internet while in the
middle of a fight. I'm sure many of you have tried sending
messages to a teammate unsuccessfully in combat before, and
no doubt a good number of readers have probably
experimented with internet telephony as well. Both of these
have been fairly unsatusfactory in general and had
considerable difficulties with bandwidth issues. So it was
with great surprise to find that the radio sqawking I was
hearing wasn't a sampled sound but a live wingman flying
from his home in some other part of the country. Quite
frankly, I was expecting the game to loose synchronization
every time someone spoke considering the difficulties of
sharing bandwidth for game networking *and* real-time voice
communications.
while we discussed other enticing details such as the
possibility of having a bomber man an entire crew and so
on, just seeing the game running without a hitch as radio
announcements flew in and out really represented a
technological and gameplay improvement for an online game
that makes 3d card support seem hardly important by
comparison.
iF-16
Click the image for a larger shot...
As a living testament to iMagic's infusion of pilots, the
game designer showing iF-16 was himself a twenty year veteran
of A-6 operations, and had some interesting insights to share
regarding the game. iF-16 as you probably already know is the
newest game resulting from the collaboration of DI and
iMagic. While sharing the same distributor and similarity in
naming convention, iF-16 and iF-22 are very different from
each other in many respects. For those familiar with previous
iMagic sims, iF-16 will be a taste of the familiar. It uses
the same graphics engine that has been used on their sims for
some time now, naturally with the natural tweaks and
improvements along the way that one would expect. Terrain and
the involved "busy world" feeling of Hind and Apache will be
very prevalent, with all kinds of moving vehicles and battles
taking place within visible range. Their particular engine
has always been very good at that. Behind the scenes though,
a substantial amount of work was done on the terrain engine
to allow it to handle the larger game worlds necessary for
running a jet simulation.
Our guide dove into a valley and scooted along the bottom
in the game, "Being an A-6 driver, I like to bring it in
down low." In this case, being low also served to show off
what the engine was doing well, which was giving a sense of
speed and altitude over the valley floor. His engine
exhaust was causing a lot of light refraction in a very
nice effect reminiscent of EF2000, but it had a much more
natural look. (I couldn't help but think what a graphical
coup it would have been for one of the more recent
helicopter sims to model the exhaust refraction effect
cascading down from the engine exhaust of a chopper sim.)
The afterburner also continued the look and possessed
several stages as the better sims have come to model
lately.
What's interesting to see is some of the new direction
iF-16 is taking from its predecessors. Models in the
previous games of the series have always been very static.
The "Viper" in iF-16 will have a tremendous attention to
detail and boast fully articulated and animated control
surfaces. It's not clear what the final polygon count on
the jet will be, but it certainly will be considerable.
To give a better idea of the effect actual pilot input has
had on the game, I asked the pilot to pull a vertical
stall. He explained that the physics modeling was not yet
finished so as to caution me not to expect too much but
went ahead with my request. Even at this stage, the flight
model seems to be doing pretty well, but what really caught
my attention was that engine lag was carefully modeled.
On a lot of these powerful fighter jets, the factors
between rotating mass and engine management hardware and
software tend to create an engine system that takes time to
respond to throttle inputs. Early generation jet fighters
had some serious problems in being unresponsive in the
throttle department, and even the F-16 (which boasts a
"fast response" engine) still has a very real throttle
response lag compared to most sims that requires a bit of
planning to master. While this may seem rather simple, it
really helps create the impression that the throttle is
controlling the F-16's *engine* and not merely managing its
velocity - just another aspect of the suspension of
disbelief that pilots are helping to bring to the mix. As
far as the campaign and mission play goes, it looks like it
will fall somewhere between Hind and Tornado. Exactly where
will it fall along the scale isn't clear yet, but iMagic
does understand the popularity of the degree of command and
control Tornado's mission planner allowed.
"Wild Bill"
On a side note, I also got to meet "Wild Bill" at iMagic's
booth, which was an interesting experience. Bill Stealey
has quite a "gung-ho" attitude, so much so that you can't
help but wonder if he's got just a hint of U.S. Marines in
his blood. If my experience with him at E3 is at all
representative of his work at iMagic, then I can't imagine
a dull moment at the office!
W e talked about some of the issues with multiplayer gaming
in a typical simulation. My position was that I felt that
as desirable as it may be, playing a simulation
cooperatively is more difficult than in a deathmatch,
because one of the players is always tempted to goof off
rather than take the game seriously when cooperating, but
in a deathmatch your opponent really wants to blast you and
thus is automatically more serious.
Bill's response was rather interesting, and if you've had
difficulties organizing co-op games yourself you might find
it quite helpful. Basically the idea is this: Somebody has
to be the leader, and the others must be willing to follow
the leader. To avoid conflict, players switch being
commander each game. Merely going into the game as a team
without some kind of hierarchy results in chaos much too
easily. If the players can agree to this arrangement, it
tends to work out well. Personally, I can hardly wait for
the first good excuse to try it out!