Brand recognition and loyalty are strong influencing
factors as to how well software will sell. When a premier
company releases ANY new game, that game probably will
receive an incredible amount of attention. Suffice it to
say that products that are still in the development phase
can also receive a healthy amount of watchfulness and
consideration.
Such is the case with a project under development by Jane's
Combat Simulations entitled Jane's Fleet Command.
Previously known as Battlegroup, Fleet Command is the next
offering from Jane's that builds on the legacy of 688i
Hunter Killer in that it depicts modern combat at sea. In
fact, Jane's Fleet Command is being developed by the naval
professionals at Sonalysts - the same people who brought us
688i. Of course it will have the same attentiveness to
detail that Jane's Information Group brings to any
computer-based simulation.
Fleet Command will be a real-time strategy game with a
complete 3D environment that allows users to rotate camera
angles and zoom in on 3D vehicles and targets. Players will
experience the game's 3D world from an external viewpoint
through a fully rotating 3D camera. This particular
direction is intriguing since SSIs Harpoon IV is similar in
design concept. Quote:
SSI intends to bring us Harpoon 4 with a 3D aspect.
Supporting Glide, this "2D game will indeed include a 3D
world". Players can view ANY platform on the map regardless
of what it is. Also, realizing that many players became
bored with small "border" wars, SSI intends to move back to
the good ole' days and focus on the NATO versus Warsaw Pact
Cold War. (from the preview by Bubba Wolford).
Weather will be modeled and will includes special effects
such as day-to-night transitions, 3D clouds, rain and
thunder, differing sea conditions, ship's wake, and of
course pyrotechnics such as exploding ships, firing rockets
and shells.
Players can choose their own task force, country and any of
the four campaigns. The campaigns are based on hypothetical
conflicts in the Bay of Bengal, the Straits of Malacca, the
Taiwan Straits, and the Kuril Islands. At press time, it is
still unclear as to how "dynamic" the campaigns will be. A
mission editor will be included that allows missions to be
developed on any ocean around the world.
Fleet Command will be a stand alone simulation that will be
interoperable with 688I on release of an upgrade to 688I.
We asked what would be the most likely follow on to expand
this digital battlefield and it seems there are many
possibilities. The obvious addition is an F18 for carrier
based missions, but another US submarine would likely
follow. The inter-operable sims to follow would allow both
first person control and interaction from the Fleet Command
perspective, as will 688I with its upgrade. Obviously Janes
concept of the digital battlefield is alive and well, and
this is exciting news! Again the integration of the
strategic and first person perspectives will enhance the
gaming experience, this time with the naval component at
the center.
While we have no information to either confirm or deny it,
it seems likely that Janes is already at work on the F18
component.
Key Features
· Accurate modeling of 16 nation's naval fleets
including Russia, Taiwan and India
· All campaigns are based on current political
situations and the action presented is grounded in
reality
· Sonalysts has researched all of the major
naval powers and has accurately modeled their military
capacity, including ocean depths, land masses, etc.
· Point-and-click action within the 3D world or
2D map provides ease of gameplay by eliminating the need to
memorize symbols and complex keyboard commands.
· Complete guide to naval vessels through Jane's
references, featuring specifications on all aircraft,
ships, missiles and munitions.
· Full multiplayer support, up to eight players
through LAN, modem or serial link.
My Impressions
As we were taken into the Jane's conclave at E3, it became
apparent as we entered the Fleet Command room that the
product is very much under development. Only one screen was
presented to us. This screen was subdivided into several
smaller sub-windows that depicted the action in 3D tactical
views. We watched as several aircraft did battle in the
air. (The designers are considering implementing multiple
monitor support under WIN98, which would allow a player to
have a real time view on one monitor, with the tactical or
strategic map on another!)
The graphics looked very nice and no doubt will improve
over time. The plan is to use the Jane's Fighter Legends
graphics and terrain engine. If the screen shots of JFL are
any indication, Fleet Command will be beautifully rendered.
We asked about how dynamic the campaign will be. Obviously
subject to change, the campaign structure seems to have
some dynamic components such as resupply and damaged assets
being removed from the order of battle. We can only hope
that in a strategy game such as Fleet Command we are given
the opportunity to command a fleet with all of the
intricacies of preparation, logistics, maneuver, and moral.
Given our first look at this project and the track record
of Jane's and Sonalysts, we are very excited about the
product and the experience it will bring us in simulating
global naval combat. We will keep a close eye on this sim
and keep you informed as the project progresses!
System Requirements
At E3 press-time, the systems requirements for Fleet
Command have not been specified. Since Fleet Command uses
the same graphics engine as Jane's Fighter Legends, we can
assume similar hardware specifications.
Expected release date - Winter 1998
Developer: Sonalysts Inc.
Publisher: Electronic Arts
Brand: Jane's Combat Simulations
Category: Strategy
Write to Snacko
with your questions and comments on Fleet Command.
SSI Fighting Steel. Click for larger shot.
Those of you who have followed military simulations for the
IBM PC since their beginning know that there has recently
been a resurgence of combat sims that focused on World War
II scenarios. New graphics APIs, faster hardware, internet
gameplay, and the Windows 95 environment have given game
designers and publishers the opportunity to breath new life
into simulations that focus on that historical period.
These new military simulations are taking combat gameplay
to a new level with more complex artificial intelligence
and more realistic campaign scenarios. Take a look at
what's on tap for 1998 and you will see that this is the
year of the WW2 simulation!
SSI is poised to jump into the fray with the a new naval
combat simulation for the WW2 era. Entitled Fighting Steel,
this simulation will recreate naval gunnery battles of WWII
for the period of 1939-1942. The player will be allowed to
command ships from the British, German, American, and
Japanese fleets in real-time action. Players can command
everything from a single ship to a Task Force consisting of
several divisions of ships. Historical scenarios, campaign
games, computer-generated scenarios, and a scenario editor
should make for extended enjoyment from this simulation.
Make no mistake, this is a 3D simulation. Fighting Steel
takes place in a fully rendered 3-D world. All the ships in
the game are fully rendered and textured 3-D models and
provide high-level of graphics detail. An auto-camera will
be provided to allow the player to view the action from
many different camera angles. Similar to F-22 ADF's Smart
View, it will keep the player's eyes on the critical events
of the fight as they unfold.
SSI Fighting Steel. Click for larger shot.
My Impressions
I'm a big fan of naval sims, WW2 sims in particular. I've
played most of the greats sea simulations including Task
Force 1942 and the Great Naval Battles series, and I'm glad
a software publisher is trying to produce new naval combat
simulations. It's been a while since we've received a
surface ship sim, and it looks like this one offers some
promise - Fighting Steel will be a welcome addition to the
WW2 surface ship genre.
My first reaction was that the graphics were very nice, not
stunning, but very nice. I guess I've been spoiled with too
many awesome 3dfx apps lately. During my conversation with
the SSI rep, he mentioned that there is still some tweaking
to do to the graphics engine and terrain, most notably to
the water's wake as it moves around the ships. Unlike
others who do not like to focus on the graphical quality, I
find how well a sim presents itself to be very important.
"Suspension of Disbelief" is a phase being tossed around
the industry these days and one important factor is a sim's
ability to immerse you in its graphics quality. At the
moment Fighting Steel looks fine, but how well will it be
able to hold up when it releases and when other products
hit the shelves during the 1998 Christmas season? Time will
tell.
I was impressed by the campaign scenarios that are to be
included with Fighting Steel. It looks like most major
surface gunnery conflicts for the years 1939-1942 will be
modeled. Future expansions of this line will include other
eras such as 1943-1945, but most big naval gunnery battles
took place during the earlier period anyway. I was glad to
hear that the order of battle will be presented as
accurately as possible for each historical scenario.
Fighting Steel includes 4 linked scenario campaigns (one
for each navy) derived from Britain vs. Germany in the
Atlantic and U.S. vs. Japan around Guadalcanal.
I was a little disappointed to hear that there will be no
first-person gun directors position. The designers intent
was more strategic (this makes sense, it is SSI after all),
but I think I would enjoy this simulation more if I had the
option of taking over the gunner's spot and
directing/firing the big 16 inch guns myself. There are
times that a human gunner (with practice) can do better
that the AI gunner. After spending some time in M1 Tank
Platoon 2, I've learned that my aim and rate of fire is a
bit better than the best AI gunner.
When we had the chance to jump in and play the sim
ourselves, the command structure was not very intuitive.
Granted we were operating without the benefit of a manual
or key reference guide, but the on-screen command structure
was not easily identifiable to me or my partner. I hope
some improvement goes into this area.
Night combat is also modeled in Fighting Steel, though on
the demo I saw the night to me didn't look dark enough.
This could have been a monitor setting or gamma correction
issue, but at night you could see quite a long distance
with some decent detail. When I pointed this out to the SSI
rep, he said that the AI will be affected by the night, but
the night may only get as dark as a well moonlit night.
Search lights and star-shells should make the AI gunners
fire more accurately, but they can just as easily give away
your position too!
Weather will be modeled as well. This of course if very
important for the North Atlantic missions, where wind,
weather and waves will be a factor in identification and
targeting. No AI seamen got sick, at least none that I
noticed.
My bottom line? This is an early look at a very promising
naval combat simulation. Quirks and tweaks aside, I look
forward to Fighting Steel based on everything I've seen:
It's a naval sim (woohoo!), it has a 3D world and 3D
objects, it has real-time action, it includes historical
and generated scenarios, and it provides internet gameplay.
Most definitely a recipe for success - adequate time in the
oven and a sprinkling of spice may be all that is needed
for this one.
Now if I can just get Cookie to stop serving us that navy
hash.
System Requirements
At E3 press-time, the following systems requirements were
specified (these are of course subject to change): Windows
95, Pentium 133, 100% Windows 95 compatible sound card, 32
MB RAM, 60MB free space, CD-ROM - 4X or faster , 2MB SVGA
video card, Color SVGA monitor, Keyboard or 100% Windows 95
compatible mouse, Uncompressed hard drive recommended
Expected release date: Fall 1998.
Harpoon 4
No doubt you are wondering what happened to Harpoon III?
SSI/Mindscape feel that Harpoon IV is a two generation leap
beyond version II, and since Harpoon IV will be a cross genre
blend of simulation and strategy, they are right!
Ever since I discovered my eternal love for computer games,
there have always been certain classics that were head and
heels above the rest. For me, one of those games was
Harpoon. A game originally designed as a board game by
Larry Bond, it became a classic among many naval strategic
warfare fans that played games on the PC. I loved being
able to plan my airstrike packages, conduct ASW, set my own
AWACS patrols, Combat Air Patrols (CAP), launch Tomahawk
strikes from long range and maneuver my Battlegroups to
protect my assets.
The second coming of Harpoon did not enjoy quite the same
success as the first series. With the deficiencies of
Harpoon 2 and 3 known, SSI is poised to develop the 4th
edition of Harpoon in the spirit of the first release in
what SSI calls their "Digital Combat Series". With an
emphasis on the "naval" aspect, SSI intends on taking
Harpoon to the next level. Ever wanted to watch the actual
dogfights of your airstrikes? Ever wondered how that CAP
intercept looked at 25,000 feet against those Su27s? Or did
you wish you could watch the battleships fire a full side
volley with their big 16" guns? SSI intends to bring us
Harpoon 4 with a real time 3d world!
Supporting Glide, this "2D game will indeed include a 3D
world". Players can view ANY platform on the map regardless
of what it is. Also, realizing that many players became
bored with small "border" wars, SSI intends to move back to
the good ole' days and focus on the NATO versus Warsaw Pact
Cold War.
SSI plans to include scenarios from the 1960's through the
first 20 years or so of the 21st century. This means that
we will see platforms including the now retired Battleships
to Arleigh Burke cruisers, to the F/A-18E/F and Joint
Strike Fighters (JSF). Perhaps even the vaunted Arsenal
ship that is supposedly being re-studied by the USN will be
included.
Although SSI plans to revisit the Cold War they plan to
place different conditions on victories. Players can set
victory conditions such as Marginal, Tactical or Total
victory. In addition SSI plans to add a multiplay aspect.
Ever wanted to play along side friends or against them? It
will be there!
Although the title is still being developed for release in
mid 1999, changes are possible. SSI have taken on a huge
project. Their tactical advantage comes in having many of
the numbers needed for accurate simulation of a huge number
of weapon systems and platforms.
Is it possible that Harpoon IV might include inter-operable
simulations like Flanker 2, or the Aegis cruiser?
Apparently Flanker 2.0 is unlikely, but maybe Flanker 2.5!
It's true that not everyone wanted to see the Cold War end.
Sometimes it's nice to know WHO your enemy is, and in
Harpoon IV it's the Cold War revisited!
SSI has other naval simulations on the way. Watch for an
interview on Silent Hunter II later this week!