The next couple of companies on the table have done flight
sims before, but they've been a little quiet lately. Well,
you know what they say about still waters. Both Virgin and
Sierra are back with some serious simulation software with
which they intend to flog the competition.
Red Baron II
I have to admit it: I have never been a big fan of the WWI
genre. If you said I hate the entire genre you wouldn't be
far from the mark. A strange and suffocating Victorian pall
was hanging over society during that age - where one foot
was in the future and one in the past. Technology was
making inroads, but it was so crude and unrefined that the
fact any machine could work seems like a miracle. Not only
that, but the planes were miserable deathtraps that barely
qualified as being airworthy. It has been said on several
occasions that the death toll of airmen in WWI was greater
as a result of loss of control or structural failure than
gunfire.
As strange as it sounds, though, there was one game that
single-handedly made me look forward to every opportunity
to hop into one of those oversized kites and hunt down the
enemy. That was all due to the original Red Baron. It may
have been a little simplified, and the planes may have had
far more horsepower than they were entitled to, but it had
some of the most entertaining gameplay ever put into any
sim. Not only could you hop into one of many different WWI
era planes and mix it up with regulars and aces, but when
you achieved sufficient rank, you could custom paint your
airplane completely to match your personal taste and send a
message to the enemy.
Red Baron is finally making its sequel appearance, and
Sierra has really pulled out the stops and "gone for broke"
so to speak. Red Baron II has some of the best graphics
around in a non-accelerated simulation. I know that you're
probably getting suspicious about all the "woo-wooing" over
graphics - but this year's crop of sims really is that
impressive. Now before we go any futher, I did say
unaccelerated. Unfortunately, RB2 development got underway
too early to design the graphics engine with 3d
acceleration in mind. This doesn't mean that the game will
absolutely not get the 3d card treatment in the future, but
you may not want to get your hopes up too high.
Having said that, if you have the hardware, the game
quality is going to amaze. Terrain and textures are not
photo-realistic, but they do have a very consistent "oil
painting" quality to them - rather appropriate for the era.
Terrain, enemies, and objects are visible over quite a long
distance - very little pop-up is apparent. Object detail is
extremely good in all respects. Producer Neil Haldar was
giving the grand tour, taking us into a "protect your
balloon" mission where you could see the intensity of the
battle some time before getting there.
Long before we were able to actually arrive on scene, we
could see the balloon floating serenely yet helplessly over
the countryside in the distance. It was slowly losing
altitude - most likely the pilot was hoping to bring it
down safely before getting nailed. A couple enemy planes
that were little more than specks were trying to get a
clear shot at it but were struggling. Not only were escorts
trying to protect the balloon already there, but the boys
on the ground were throwing anything into the air they
could. Streams of anti-air tracer fire would spray into the
sky from multiple locations. A couple puffs of smoke
suggested some kind of artilley fire.
The enemy kept on trying to pull off the attack
unsuccessfully. Finally as we started to near gun range
they decided to abandon the attack and retreat - straight
at us! I guess they wanted some kind of kill before going
home. Neil paused the game to give the basic lowdown on the
controls and let me take over. I found it very easy to get
a handle on the controls and padlock system. On the first
pass, I managed to hit one of the two bandits, then ended
up in a big furball with his wingman. After a couple
minutes of wild manuevering and "over-the-shoulder"
padlocking, I finally managed to score some hits on the
wingman who, trailing smoke, made an emergency landing on a
field.
I wasn't finished with him yet, though - I wanted to draw
blood. Taking my extra energy I pulled up and around to
vector back in on him. There he was, just sitting helpless
in the field. I started opening up with the machine guns
and, much to my delight, saw all kinds of dirt getting
kicked up where the bullets were landing. A little more
adjustment and I walked the shells right into the
stationary plane - which suddenly burst into flame and
smoke in an unusually gruesome way. I found that the
wingleader also lost his engine and landed in a nearby
field - he got the same treatment. Throughout the entire
time, I had completely forgotten my original dislike of the
WWI era - the gameplay is really that much fun!
There's much more to the game than that, though. There will
be considerable options to customize the paint job on your
craft as in the original. The flight model looks like it
will be on par with Flying Corps, maybe even better.
Attacking an enemy aerodrome is very entertaining,
especially when you hear the whine of the air raid siren
and hear the zing and crackle of small arms fire below as
you make pass after pass. Rockets are totally ballistic,
flying only a short distance before arcing down.
One potential problem with WWI era games that have a
virtual cockpit padlock is that much of the time you will
be looking up without a frame of reference to see what your
airplane is doing. Since there is no canopy to put markings
on, and wide-angle padlocking is not supported in RB2, it
can be difficult to tell the flying attitude of the plane.
Fortunately, the game allows a very smooth slewing between
looking directly forward and back to your padlocked target
at the touch of a single button. This makes it much easier
to visualize the complete air combat picture.
Finally, the way the campaign works will be very mission
oriented. It will be similar to Microprose's European Air
War in that you will have a pool of random missions from
which you will be assigned. What's especially interesting
is that all pilots will gain experience and will have their
performance and kills recorded. In the case of aces,
historical information will be supplied up until the point
at which you start the campaign, after which only kills
which happen in the game will be recorded and added to the
logbook. If an ace is shot down and killed, he will no
longer be a factor in the war, either on your side or the
enemies' side. You can't change the outcome of the war, but
nailing the enemy aces early on might make it easier to
finish your missions later on.
In a manner reminiscient of Team Apache, Red Baron 2 is
doing an excellent job of combining realism with great
gameplay and playability. It was straight-up fun, no
questions asked. While it would have been nice to see a
truly dynamic campaign and 3d card support, these omissions
are minor compared to how well the sequel captures the fun
of the original classic.
Aces: X-Fighters
Unlike Red Baron 2 which is getting very close to
completion, X-fighters is still pretty early on in the
development phase. Most features haven't been implemented
yet, but there is still some good stuff to report on it.
X-Fighters should win a special award for originality, it's
so far from the beaten path of flight sims. To put it in
simpler terms, it's what happens when you take Secret
Weapons of the Luftwaffe and cross-breed it with "Car Wars"
or Mechwarrior 2.
While details are not forthcoming yet in the graphics
department, X-fighters will run very nicely on a 3dfx
machine. It actually uses the terrain and graphics engine
from Earthsiege 3, which was designed for 3d acceleration
from the beginning. Fortunately, Sierra designed
Earthsiege's graphics engine to be very flexible from the
beginning, so reusing the graphics code will help get
X-fighters to stores in a more timely fashion.
The game works like this. You are the leader of the most
elite, experimental division for either the Allies or
Germans during the air war in WW2. You have the ability to
custom build aircraft based from a pool of available parts
and airframes. Which parts and airframes you get to use
will vary according to several factors, not the least of
which is what year is it that you are playing in at the
time. After building and outfitting your squadron, you'll
take them into combat against your foes in a semi-dynamic
campaign, and unlike Red Baron 2, this time either side can
win the war.
In WW2. England did have a jetfighter program, but
basically abandoned it in preference for improving regular
piston-engine aircraft. Things could have been different
with perhaps a little influence, and that's exactly what
you'll get in X-fighters.
Wouldn't it be great if the first Me-262 pilots got
ambushed by British jets? That would wipe a few smirks off
in no time flat. In X-fighters, as you continue playing the
campaign, your performance will earn you influence. It is
with this influence that you can acquire more materials or
spend it on research to try to gain better equipment to put
on your next aircraft design. With 11 basic airframes and a
wide variety of parts to choose from, X-fighters promises
to be one sim that will be remembered for years for its new
take on flight combat.
Sabre Ace
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Virgin made a sharp move in getting their hands on Sabre
Ace. Possibly the first Korean War sim since Mig Alley Ace
back in the really old days on computer gaming. It's
difficult to believe how far we've come in such a short
time.
Sabre Ace is another title that is just fantastic. You fly
for the allies or North Koreans in all the major fighters
of the war from the WWII-era F-51 to the F-86 Sabre (or
from a Yak to a Mig-15). Each fighter is very different:
not only in turning radius, armament, and power, but also
in the subtle nuances of how they handle - some are twitchy
and require a steady hand, others love to be flung about
with reckless abandon.
The game has some excellent terrain on a 3d-accelerator
card, and while the mapping wasn't stitch-free when we
played, its terrain detail was the among best out there
with only Falcon 4 and iF-22 doing better.
The viewing system is rather strange, but interesting.
First off, there is no virtual cockpit of any kind. The
game does possess a padlock, however - and this is where it
gets interesting. Once an enemy plane is padlocked, the
game will automatically switch between the various cardinal
views to maintain contact. Of course, for those who prefer,
the views can be selected manually instead. It's not the
same thing as a true polygonal virtual cockpit, but it does
nearly as well in maintaining situational awareness. It
takes a little getting used to, but most people should
adapt to it after the first couple dogfights.
Another unique feature is a special kind of "formation
autopilot". Since at the beginning of the campaign you will
be flying wingman much of the time, this feature was
included to help keep you in formation. The easiest way to
describe it is as if there is an invisible tow line between
the wing leader and yourself that keeps you near him. You
can adjust how tight or loose it is so you have some
control of your relative positioning. Fortunately, it is
only an optional feature, so you can turn it on and off at
will.
The gameplay is excellent. The game cheats a little to help
situational awareness by letting you know at what bearings
all the close aircraft are, as well as closure rates and
ranges on them. Since the padlock is going to depend
heavily on which plane you have selected to lock up, the
game puts a small green mark on whatever plane is currently
targeted so you can keep it all straight. Dogfighting is a
real thrill, and although the dogfight AI hasn't been
completed yet, it looks like the enemy will aggressively
use the energy fight whenever possible.
The Korean War era is one of the best possible genres to
put into a combat simulation - It mixes a very wide variety
of aircraft of two different generations with the potential
for carrier operations and of course, true non-BVR combat
flying. It's gratifying to see it return to active duty in
the sim world with Sabre Ace, but we'll also be looking
forward to hearing more about the Vietnam-era Phantom Ace
as well.