Title: Electronic Entertainment Expo (E3) 1998 By: Len 'Viking1' Hjalmarson Date: June 05, 1998 1614 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Falcon 4.0, as we all know, is looking hot! F4 is the only
coming simulation that I get daily email requests for more
information and release dates... although lately Team
Apache and EAW are running close seconds.
Why the booming interest in F4? Switch to "legacy mode." F3
is a classic and is still played by some LAN squadrons. F4
has been in development since the late Jurassic period, and
we all know that extended development time should equal
depth of game play!
In fact, Falcon 4.0 is the only simulation I know of that
has two separate sets of programmers working on two fully
dynamic air and ground wars in the same theatre. The ground
war in F4 models approximately 40,000 objects. If every
bridge has three sections this number might be higher.
Repair and replacement rates will also be realistic.
Microprose is very big on the ground forces ability to
repair bridges with engineer units. The ground war team
don't care much about the flight sim: their sole interest
is in a realistic ground war.
Based on previous arguments with regard to dynamics in
campaigns, F4 is certain to up the ante, if not
redefine entirely what the ultimate simulation should look
like. Factors such as resources, weather, intel and
strategic considerations will all be important in F4.
Factor in multiplayer goals and plans for adding additional
aircraft including the MiG 29 this fall, and the only
simulation that we KNOW will compete this year is Su 27 2.0
(TAW will be close but there is no promise of an opposing
aircraft in the same theatre).
With about fifteen minutes of stick time in F4 at E3, I
don't feel qualified to comment in depth on flight
modelling or avionics. What I can tell you is that the
Falcon 4 I saw is far beyond the demo released late last
December. Graphics and effects, and especially the padlock,
are looking great.
The padlock in F4 has been troublesome. Its a critical
factor in this simulation, and its probably only quite
recently that the features have been finalized. The result?
WOW. It works perfectly and is quick to master. Having not
flown F4 for six months I was able to jump in and in five
minutes I had a kill H2H against another player. In about a
minute I was able to orient myself completely and fly
fluidly, even though I was still unfamiliar with the flight
modeling and feel.
Damage modeling is moving to a new generation of detailing
and effects. Quote:
When a weapon hits don't expect the target to be simply
replaced by a smoking crater. Each weapon is evaluated
against about ten different target types, from soft
(troops) to hardened fixed sites. Different weapons have
different effects on each type of taret. Cluster bombs are
great against troops in the open but don't do anything
against a tank or someone in a shelter.
Large objects such as bridges are modelled in pieces, so
you don't take out the whole thing with a hit. You'll see
parts of damaged and destroyed objects lying on the ground
after a successful hit. After some time has passed in the
sim you'll see destroyed objects replaced by objects under
repair and eventually by fully repaired objects...
The attention to detail in the game is impressive. Clouds
are not simply a semi-transparent textured plane, a
squarish polygon, or a solid ceiling (unless appropriate
for the weather condition at the time). Game clouds will be
complex polygons with irregular "puffy" shapes, and more
than one type of cloud is modeled. Colors become darker and
subdued when flying under a cloud, and correspondingly
brighter when flying out of its shadow into the clear.
F-16's have the appropriate "stealth" gold tint coating to
their cockpit canopies, and the other craft have a similar
attention given to their models.
M1 Tank Platoon II was another ground breaking..er, no pun
intended... release this year. We knew that it was the
first instalment of a digital battlefield from Microprose,
but no one was too sure what the first followup would be.
Would it be an A10? Would it be a chopper?
When we arrived upstairs in the Microprose hangar we found
Tim Goodlett demoing a very early concept of Gunship III.
Initially designed as a stand alone product Gunship will
connect to M1TP2. Good news! The following shots are from
Gunship III under 3dfx.
The game structure will be similar to M1TP2 in that players
will select from Marine, Army or Cavalry units, and that
choice will also decide the support units you can access.
If you enter the Marines you'll fly the AH-1W Super Cobra.
Sign up for the Army and climb into an AH-64D Apache
Longbow. And better yet, both front and back set will be
modeled for all choppers! I was a bit surprised that the
RAH 66 Comanche will also be available for recon missions.
But after all, it is present in M1 TP2!
As Tim was cruising around I felt familiar with the
terrain; it looks virtually identical to the terrain in M1
TP2. But then I noticed trees! Tim had made reference to
the fact that they had been playing with tree lines in M1
prior to release but weren't happy with some aspect of the
modelling, maybe the performance hit. But by the time
Gunship III arrives hardware will have advanced another
notch and boards like the Riva TNT and beyond will be
pushing pixels faster still. So Gunship will bring us a
tactical advance to M1 TP2.
Even in this early demo Tim was able to use trees for
cover. But there are more plans afoot, and we may also see
deep grass and brush modeled. Tim hasn't been happy with
the use of infantry in M1 TP2 and would like this tactical
dimension advanced also. The ability to hide in grass, or
to take your tank into deep grass, or even for infantry to
dig in... mind boggling!
Other possibilities include the addition of a Havoc or
Hokum for multiplayer. Will we see the addition of an A-10
in 1999? Heres hoping! Tim Goodlett and Scott Spanberg are
the producers of Gunship III.
Since Gunship will arrive long after DX6 and maybe even DX7
we can expect full Voodoo 2 support. Connectability will
mean an upgrade to the M1 TP2 engine, and hopefully we will
be running at 800x600 or beyond. Explosions and effects
will likewise be upgraded. Its likely that we will see much
better use of fog, smoke and dynamic lighting. M12 TP2 may
even take us beyond the graphics of Longbow 2 sometime in
1999.
Whew! Thats a mouthful. Go to Part
V, covering MiG Alley, MiG 29 & F16 by Novalogic,
Su 27 2.0, Team Apache, Total Air War and World Air Power:
IAF tomorrow.