It seemed like an ordinary day when I got out of bed. The
weather was ordinary: dark clouds covering half the sky,
most of the town still in sunshine. At 7:30 my two
daughters were still asleep in their rooms: my family was
ordinary. And when I checked my mail I had my usual forty
messages: the mail was ordinary. Then the unusual
happened....
About 8:30 there was a knock on the door. The Fed Ex man
handed me an ordinary envelope. I chucked it onto the side
table by the foyer and was about to continue my ordinary
day, when something prompted me to check the originating
sender: Microprose. Could it be....?
This was no ordinary day. The alpha CD for Falcon 4.0 had
just touched down unobtrusively in my front yard. No
fanfare; no special markings. Just that faint smell of
kerosene....
Within the hour I had the beta fired up on the runway. I
dug for my old Thrustmaster configuration (from the demo
days) and pulled out my command card. I cranked up the
realism and slid the detail levels to the top and slid into
the cockpit for a ride in Instant Action...
It was a good thing that I had neglected to adjust the
enemy AI. I found myself fumbling for keys and commands.
After experimenting with the padlock and extended FOV I
started taking screen shots (click any shot for a larger
image). Here are some early results:
The first shot above shows the old F3 style padlock, which
divides the screen into two sections. In the left section
you get a pictorial orientation that represents the
centerline of your aircraft in relation to your current
target. At the same time, the virtual cockpit slews in
relation to your orientation to the target. One simply
places the center line over the target box (yellow box with
symbol at left just above the gauges) and then pull back on
the stick until the target pops up in the main screen.
The advantages of this view are twofold: you never lose
your orientation to the ground; and you can actually locate
your target in such a way that you can perform some combat
manouvers relative to your target WITHOUT having to place
the target in your forward screen.
The other padlock is represented by the next two shots: its
an extended field of view. When you first call up this view
you will likely see the middle screen above, with three
boxes superimposed on your screen (I've colored the pointer
at left middle with grey, its actually green like the HUD
indicators).
The three boxes represent your two main MFDs and a current
target view in the center. As you follow the large pointer
(which rotates around the screen according to need) you
will find your current target and the middle screen
disappears, as in the lower shot above.
My next move was to launch into the campaign. I was
presented with three choices which represent different
phases of campaign, with varying balances of power. The
first choice is the most difficult, with only a small
section of South Korea in Allied control. The second choice
is more equal, and the third choice has North Korea on the
defensive.
I chose the middle option and started in. After allowing
the campaign engine to run for fifteen minutes I began
experimenting with viewing options on the tactical map. The
amount of information that you can access, either
immediately on the map screen or by clicking on units and
icons, is incredible.
I then accessed a strike mission that was about 100 miles
out from base and just approaching the FEBA. I was a four ship flight that was
about thirty miles distant from an incoming enemy flight.
The screens that follow represent one of the engagements
that took place.
As I expected, damage modeling both graphically and
physically is outstanding. Guns and missiles seem
appropriate in killing power and the visual and auditory
feedback from hits seems appropriate. In fact, sound
settings are also tunable for realism. You want to hear the
impact of your shells on an aircraft at 1000 yards? Fine.
You want full realism? You got it!