SSIhas just released Panzer Commander, a World War II tank
sim developed by Ultimation for the PC. When I did the
initial preview I felt this game had great potential to
become a truly enjoyable WWII armor sim. There was plenty of
work that needed to be done on the build but I felt confident
SSI and Ultimation would accomplish their goals and correct
the flaws.
The reason it has taken me a bit longer
than I had anticipated to cover this sim is due to the fact
that the "Gold" I had received from SSI was not really THE
Gold. Only after speaking with Producer Rick Martinez at
length and running the sim together at the same time while
on the phone as well as speaking again at E3 did we realize
the build I had was NOT the final product.
Rick was very surprised that I had not seen
the final game and quickly took care of this by
overnighting me a copy of the final. After getting my hands
on the finished product I found myself very much pleased
with what I saw and quickly noted that alot of the original
flaws I had seen in my initial exposure were dealth with.
With the new game in hand I set about the task of going
over the game further and checking up on the original
points I found, both good and bad. Thankfully, most of the
bugs I found had been squashed.
With the success of the latest armor
release from Microprose M1TPII, the stakes are higher than
ever. I knew that Panzer Commander would be under the
microscope and under special scrutiny as a result. After
seeing the lukewarm reception given to iPanzer '44, I had
hoped a polished Panzer Commander would step up to plate
and fill the void. The team at Ultimation and SSI have both
heeded and answered the call for a good quality WWII armor
sim that armor fans should not miss.
Most people are going to automatically
think of the photo-rendered graphics of M1 Tank Platoon II
and use them as a measuring stick from which they will
judge all other armor sims. As much as I truly enjoyed
M1TP, I've found this is both unfair to the other sims as
well as cheating yourself by basing a game more on
appearance than substance. Panzer Commander, though not as
pretty in the eye candy department, has the substance and
does an outstanding job in the graphics department.
Each vehicle is easily distinguishable from
another, which is essential in deciding who's who in those
fast paced knife fights, as well as just being damn
important to give you that immersion factor we all need
from any sim. All the tanks and other armored vehicles are
nicely done and one of the things I enjoyed greatly is that
they really do feel like individual tanks, not just copies
of the same model. There are some shortcomings in the
graphics with the old "floating tank" syndrome we've seen
before in other sims, but SSI is aware of this and is
working on a patch as well as adding a few more features.
Color My World
The paint schemes are authentic to the era
and are nicely done, not to mention motion in the road
wheels that not only rotate but ride up and down as you
cross over the terrain. I really enjoy when a developer
adds touches like these - they are essential to immersion
in an armor sim.
You can play campaigns from either the
German or the Russian sides, as well as 40 stand-alone
scenarios from the Russian, German, American and British
sides. There are also 12 multiplayer scenarios that can be
played as either co-op or head to head mode. Authentic
radio chatter using true Russian and German speech is a
nice atmospheric that gives you a "you are there" feel.
As for customization, the scenario builder
is a value added feature that allows building a bigger
scenario library and enhances Internet play with unending
possibilities. All the game features from level of
difficulty (there are three Recruit, Commander and Ace) to
all of your detail settings can be manipulated individually
to tailor the game to not only your desired play level but
to make most efficient use of your exisiting hardware.
And there's plenty of objects to see and
see and use in Panzer Commander: from farm houses to
villages to stonewalls and hedgerows it's there. It's
important to note that although these objects may seem like
mere graphic fluff they add a strong tactical aspect to the
game. There's been several times I've gotten behind a stone
wall, hull down to engage enemy tanks and was saved by that
walled surface.
Playability
This is a sim that takes a little bit of
time to get set up for your own personal feel. I've found
the joystick support works rather well, but does take a bit
of time to set up and experiment with to get it just right
for your personal taste. You can easily maneuver, fire and
give orders right from your keyboard as well, for those out
there who aren't into joystick use.
The only drawback I found to the controls
was that braking could be a bit better. To brake you use
the Delete key on the keyboard (or your joystick equivalent
based on how you set it up), but I've had some troubles
with this at times when engaging targets. What seems to
happen is the tank will start to roll again when on uneven
terrain after firing your main gun. This is truly realistic
but can be a bother when you are forced to act as both
driver and gunner. It's not a constant problem but one you
may see when playing through your missions.
Missions are run on a time limit to keep
the action moving along, but don't fear. Your drive time
from start point to targets isn't too long, just long
enough to let you get your bearings and forumlate your
plan.
Times range from 5-20 minutes and can easily be completed
in the time given, granted you stay alive.
Playability is further enhanced using
options you set by either making the sim harder for
yourself or easier. For example, both unlimited
intelligence map and chase view are disabled in Ace mode.
Using these helps you are able to spot enemy tanks on your
map and adjust your tactics accordingly, as well as go
outside your vehicle to see and correct your hull down
positions.
I must also add here that there was NO
slowdown at all with any engagement I have been in to date.
The gameplay is extremely smooth and I've been in some
engagements with as many as 20 + vehicles and there has yet
to be a single slowdown. This is a very strong point of
gameplay, and I was very pleased since some sims can have a
serious degradation in frame rate when multiple vehicles
are present.
The one annoying characteristic in this
game is the AI for both enemy and friendly units, which is
often weak. While this is a problem (SSI is aware and this
should be addressed in the patch) it does not kill
gameplay. One way I found to deal with this is to increase
the difficulty level, once you bump the game up to Ace
level things get very interesting and your lifespan can
dwindle quickly if you don't use intelligent tactics and
pay strict attention to your environment.
Game Environment
While a lot of attention gets paid to the
eye candy in new games, people tend to forget that a good
looking product does not always make a good
playing product. I for one would rather have a game
a little rough looking but more true to life than a sweet
looking game that lacks in substance. I suspect you the
reader feel the same, otherwise you wouldn't be reading the
articles and reviews on this website!
When it comes to gameplay Panzer Commander
shines, and much of this is due to the environment
Ultimation and SSI have created. The greatest example of
this is the rolling terrain, which makes for great tactical
use for you as well as the enemy. When you turn off your
intelligence map you must find targets with your own eyes
and in a rolling terrain that can be rather difficult, as
it should be. If you aren't constantly scanning your area
you can easily find yourself being flanked or even
back-doored before you can even start to react. I've had
this happen to me a couple times while driving merrily
along, and the next thing I know I have a couple of Panzers
blazing away at me on my left and my left wingman is dead!
I'm sure all the developers ears were
ringing as I was cursing whomever ordered those tanks to
roll up on me like that. Afterwards both worn out and
pleased with the outcome of the scenario I realized it was
due more to my own lack of attention than anything else. I
had decided to just putt-putt along without a care,
drinking in the scenery, and meanwhile the Panzers were
using the terrain and flanked me. Situations like this
taught me that the this game has created true to life
situations where all is going well in the world and then
all of a sudden all hell breaks loose and you're trying to
do several things at once.
The terrain is also something you must
learn to use to your tactical advantage while giving your
platoon movement orders. A good tactic is to move your
platoon into a hull down position and then order them to
hold in place while you move forward. This way you are
keeping the main part of your element in an overwatch
position and they can engage any targets that may place you
in danger. You can also assign individual targets to
separate tanks in your platoon and in this way bring
maximum firepower to bear on the enemy. The AI here works
rather well and can save your butt if used effectively.
Gunnery is much different than what we're
used to compared to modern armor sims, since there is no
stabilization as we know it today. To fire you must first
stop then fire, which you must do rather quickly as when
you are stopped you make for a very inviting target to your
enemy. Another aspect of WWII tank gunnery is the need to
range your targets manually, which Panzer Commander models
quite well. It's easily done, but this is something you
only really need to worry about if you are planning on
doing the firing manually as opposed to playing TC and just
designating targets to your AI gunner.
Why assign targets to your gunner? Your AI
gunner is quite good, and if you assign him to do the job
then you can concern yourself with the movement of your own
tank as well as the tactical movement of your platoon. This
is one approach to the game that works very well, and its a
good way to learn tactics. You can then allow the computer
to engage targets for you.
Another tactical tip involves the range as
to which you set your views Rick Martinez suggested that I
set my view distance out to the max. When I did this I was
able to see more clearly and had a much better time
discerning targets, and it also took care of some of the
"floating tank" syndrome. This is not the way it
necessarily should be in the game but it has worked for me
and I suggest others try it as well.
One of the things I felt was lacking in the
game that will also be in the patch is the need for tracer
rounds from your coax and bow mounted machine guns. While
your rounds will kick up dirt when you fire and hit the
ground, there are no tracers from which you can "John
Wayne" it and range and adjust your fire. Rick agreed that
this is very useful and I look forward to seeing tracers in
a patch.
No doubt about it, Panzer Commander is a great
simulation. But there were times I would see no flash
before my primary gunners sight when I fired a main gun
round. In these cases neither did I see any impact. It's
not a constant problem but be aware it can happen. While
this doesnt' kill gameplay its another bug for the list.
Targeting and firing are easily
accomplished through the game but not easily in gameplay.
What I mean by this is simply an example of the level of
realism this game models. For example in a modern armor sim
you have the technology to both see and engage targets out
to 4000-5000 meters. In WWII that technology just wasn't
there, and engagement ranges were more severely limited. So
you will not see targets out at 4 or 5000 meters let alone
hit them. Keep in mind when playing this sim, this is NOT
your son's M1, its your grandads Edsel! In the 1940's armor
was still in its pre-adolescence and was going through
rapid changes and growth.
There are some other graphics issues as
well that need mentioning so that you don't think your
system is glitching. Turrets do sometimes disappear and
reappear. I was once preparing to engage a German tank when
suddenly his turret vanished into thin air.. er, thin
pixels! Shades of Klingon technology! I still had my
ranging reticle on him but could only see sky where the
reticle was. the funny thing is you can still hit and kill
the target in his "stealth" turret. Again this is another
point that SSI is fully aware of and I urge all of you out
there to take full advantage of SSI's tech support. (more
on this later)
One of the things I personally didn't like
was the map that you can access from your F4 TC Cupola
buttoned position. The reason is it is a very small map and
is not as detailed as I would personally prefer. It is
completely useful and does show you the terrain you are
going through, but its not as big as I would like.
Nonetheless the map serves its purpose well
and shows you all prominent terrain features as well as all
other objects in the area again based upon the level of
intelligence you set to be shown in your options setup. As
I said the map is very detailed and easy to use and is
another essential component for survial.
With regard to the AI, one of the factors
I found quite alarming and felt was a bug was the fact I
would sometimes have enemy vehicles drive right by at top
speed. After asking Rick about this I now understand why
this happens. One of the orders you can give a unit in the
scenario editor is "Rush". Once you give this order the
unit just rushes through their waypoints with a total
disregard to you and your platoon as well as any of your
other friendly units. Through this you may see one of the
situations I have observed a couple of times.
I once had a pair of Bren Carriers headed
towards me at a couple hundred yards. I decided to take out
the leader, whereupon the trailer rode right up his leaders
tail pipe and stayed there! This is due to several factors
such as the original Rush order the unit is continuing to
follow as well as morale checks to see if he can get
himself out of the pickle on his own.
This is a situation those of you out there
who want to build their own scenarios should learn from.
Use the Rush command only when you are ready to kill units,
units WILL die when you give this order. They are so intent
on getting to their objective they fail to protect
themselves properly and can easily become sitting ducks as
that one Bren Carrier did. It is a very useful command but
should only be used by a blitzing unit that has some flank
coverage.
Forests are again handled in much the same
way as they are in M1TP with blocky forest walls that from
a distance are not much more than square objects. This is
not really a big thing as you have plenty of other objects
from which to hide and ambush the enemy as well as be
ambushed.
Now lets consider friendly AI. You have to watch your
platoon closely when you give formation orders: #1. it takes
about 3-5 seconds for your unit to receive and acknowledge
orders you pass over the radio. So wait for the
acknowledgement prior to moving out. #2 Your guys will have a
tendency sometimes to get stuck against each other if you
don't give them enough room to move, so make sure you have
plenty of room for their drivers to realign themselves in any
new formations you call out.
#3. Be careful when giving orders beofre
crossing a bridge and also along banks of rivers. Make sure
you call an in-line formation prior to crossing a river
bridge so your platoon can fall in behind you and cross
safely, otherwise they have a tendency to just head right
into the water and swamp their engines. The same can happen
along a riverbank if you're not careful; since they
readjust their place in formation they can easily wander
into the water and again swamp their engine.
One of the most fun parts of this game is
the driving, which many people had wished to see in M1TP
but didn't. In Panzer Commander you WILL drive the tank,
and let me tell you it's not only fun, but very realistic.
As I said before the terrain is fully
modeled on real terrain and as in real terrain has
differing effects on your vehicle. Hills can be steep to
climb and sometimes can be impassable at points, so you
must pay careful attention to where you're driving
especially when under fire. When doing some "off-road"
driving you must realize that you will not attain your tops
speeds and your speed can drop to a mere 6-9 kph, but then
again that is the trade off when being able to use the
terrain to your advantage.
A variety of other factors also come up.
You must keep in the forefront of your mind the engine
overheat issue (unless you turned it off in your options).
Your engine has a tendency to overheat if you stress it too
much so go easy on it and save it for when you really do
need it. If you receive an overheat warning message from
your crew, by all means SLOW DOWN!
As for enjoyment of the experience, I
recommend anyone to switch to the outside view when you can
as you are driving and just pan around and enjoy the
excellent physics modeling of each of the tanks, watch as
the roadwheels roll and bounce and the track moves and
leaves those treads in the soil. It's a real treat, but
don't stay out there too long or you could be toast!
Issuing platoon orders is very easy, but
be careful when in the heat of battle as I've found myself
sometimes moving when I didn't want to after placing an
individual tank fire command. To issue a platoon fire order
you must use the shift key in conjunction with the numbers
at the top of the keyboard that correspond to the tank you
wish to give the order to.
However, there is a problem here since
those same number keys also control your throttle, and when
you give that order you also change your speed according to
which key you press, which will slow you down if moving
full speed or make you move forward if you are stopped.
This can sometimes cause you to move when you don't wish to
so it's something to be aware of while you are playing.
One thing I wish to make clear is that SSI
intends to give great support on their products; they ARE
listening and WANT your feedback on this game. If you see
something that you feel, SSI is asking you the player to
send them e-mail. It is only in this way they can fix any
problems and at the same time make the game even better
with everyones input.
There are also alot of things in this game
that do allow for easy customization, so you hackers out
there don't have to work too hard to change things in this
one. The vehicles and scenarios have been constructed
around an open file structure so as to allow gamers to
really dig their hands into it and tweak it as much as they
want.
Ever wondered what an M1 would do in WWII?
Got the stats for one? Then jump right into any of the .VDF
(vehicle definition files) files and change the stats. Next
thing you know you have a fully modern M1 running rampant
through Africa tearing up Rommel! Want to play a German
scenario with an American vehicle? What would the Americans
have done with the King Tiger in their arsenal? Chnage
settings in the .PZS files and you can see.
As you can see, in a similar way to MPS
with M1TP2, SSI has gone out of their way to allow the game
to be manipulated and tweaked by the gamer by allowing use
of these text files. You can even create your own briefings
for missions through this architecture. To get some more
information on this as well as winnign strategies and
breakdowns of the missions you can also purchase the
strategy guide by Mark Cohen. Bottom line on this one, if
you are into realistic WWII armor sims, this is one you
cannot be without.
Ratings:
Core Rating : 75
Gameplay : 85
Graphics : 85
Sound : 85
AI : 60
User Interface : 80
Fun Factor : 90
Learning Curve : 4-6 Hours (depending on level chosen)
Overall Rating : 80
This is a truly enjoyable sim and the only drawback to it
is the AI for both friendly an enemy. let's hope SSI gives
us a patch to fix these issues and if so this one will be a
real winner.