Hind is a very big change from the helicopter sims we've
been exposed to over the past year or so. Not only is it a
simulation of a Soviet helicopter, it also is a simulation
of a helicopter that is large, heavy, and decidedly
low-tech.
In a day where we are getting accustomed to mast-mounted
radar, glass cockpit design, and digital flight control
systems, the Hind is a completely different beast. Not one
MFD exists in the entire helicopter. Instead the cockpit is
a large array of primitive analog instruments and sliding
ruler map display. It's so old-fashioned it's positively
quaint.
Nearly the same can be said of the game itself. The
graphics engine is virtually identical to that of the
original Apache by Digital Integration. It doesn't support
any kind of 3d hardware acceleration. Graphics options can
only be selected by a slider switch.
Special effects are rather weak by today's standards. The
texture mapping runs so slowly that players will almost
always leave it turned off. Worse yet, unlike A-10 Cuba,
the game doesn't support ground clutter, making it very
difficult to eyeball your altitude in undulating or flat
terrain. That's never a good thing in a helicopter game.
Collision boxes with buildings are obnoxiously huge. It's
basically impossible to land in an urban area even if you
are an accomplished pilot. Crashing is incredibly lame as
well. You descend to the ground and try to set it down,
when all of a sudden everything stops and a box pops up
that says "End Mission Y/N?" You don't know whether you're
down safe or if you've crunched it while trying to land at
your home base. If you do crash land you have the same "End
Mission" box which will either boot you back to the menu or
show a weak bitmap of you blowing up. Crash landing damage
should be much more graduated and could be visually a
little nicer.
Targeting is not exactly intuitive. With the large variety
and number of targets available in a helo sim, paging
through all the available targets is cumbersome, and if you
overshoot your selection it can be downright catastrophic.
To help in this the game provides the "Silicon WSO" who
prioritizes target lists. Even with the Silicon WSO the
game doesn't always select the target you want and getting
to it can be tricky. Comanche 3 is a little better in how
it handles target prioritization when you need it.
Viewing is a little quirky. First of all, Hind uses what is
called a "rigid" camera. This means that whatever view you
are in, the camera views the helicopter in a very fixed
manner, as if it was mounted on a rigid boom. While this is
understandable inside a bitmapped cockpit, in external
views it tends to insulate the viewer from the various
nuances of the flight model.
By comparison, A-10 Cuba uses a flexible camera in external
views, as if the camera was mounted in a plane flying
formation with the A-10 so you can see every bump and
flutter the plane makes as it flies and so get a better
idea of the flight model. The flyby views are always
drop-cams that are inevitably behind the helo and thus
aren't useful for viewing more than a second when in
forward flight (they're not very dramatic for that matter,
which is a shame).
The game has a padlock, but it only works for the gunner's
seat and it only pans left and right, moving the targeting
display vertically instead of panning up and down. While
primitive, it is worth pointing out that this is the first
real attempt at implementing a padlock view in a helicopter
game, so iMagic and DI should at least receive considerable
credit for that.
One problem with the padlock and gun tracking is that the
moment you kill your target the view shifts instantaneously
to the next target without pause or tracking across to the
next target - just an instantaneous blink. It's very
distracting when that happens.
Another thing that we're really missing in Hind is the
distinct lack of a dynamic campaign system. Considering
that Hind is a descendent of Tornado it really seems
strange that Hind uses restrictive scripted missions when
Tornado had such an effective dynamic campaign.
The sound is not too shabby at all. While it's not exactly
an aural festival, it does the job very well without
getting annoying. The rotor sounds right for a five-bladed
helo. The turret gun sounds a little shallow, but seems
decent. Explosions are muffled, but they do the job. The
Bitching Betty in the Hind sim sounds pretty funky, though
- you have to wonder if a real Hind would have one in the
first place.
Other than that, it gets better. The doors have a
wonderfully authentic whirr. The WSO speaks with an accent
but doesn't sound badly dubbed and his voice doesn't get
overly annoying. The launch sounds for the various weapons
are extremely convincing. Finally, the music in the menu
screens was an absolutely perfect selection. It is doubtful
that any other piece of music could do a better job of
setting the mood to fly the beast. Overall the sound
effects had room for improvement, but the company chose
wisely in doing fewer sound effects effectively than
loading up on sounds that may be poor.
The flight model is, in a word - incredible. Hind has the
very best flight model out of all the helicopter sims
released to date. No other game gives you the feeling of
just how difficult it is to learn to fly a helicopter,
especially trying to stay on top of the "greased ball" when
hovering. Most every account pilots make of learning how to
fly a helicopter repeat the same things again and again:
controls are sluggish and unresponsive, you have to plan
your control inputs several seconds ahead, coordinating
tailrotor pedals and collective controls is very difficult
to do properly, the helicopter wants to slip off of it's
ground effect cushion in a hover.
Not only are these aspects modeled well, it all feels right
intuitively. It takes quite a bit of stomach to be able to
get on top of the flight model, but mastering it is a very
rewarding experience.
For those who are a bit put off by difficult flight models,
there are two easier models available, a "Stable" model
which does not require careful tailrotor/collective
coordination - very good for folks who don't have rudders
handy, and an "Arcade" or easy model that is reasonably
easy for players used to arcadish flight-sims - still
difficult for non-sim players but very accessible for folks
with any sim experience. I wouldn't go so far as to say the
flight model is perfect, something still doesn't feel quite
right, but it still is the best available to date. Players
will find that the Hind flies much like it looks. It can
move along at quite a good clip when it needs to but it
possesses quite a bit of weight, which you'll feel in the
way it handles. The Hind simply doesn't like to make sudden
changes in direction, and its weapons and avionics suite
doesn't lend itself well to pop-up attacks.
The result is that you'll find the Hind flies a lot like a
P-47 Thunderbolt. It likes dive and slash attacks and
high-speed passes - completely different than the "Low and
Slow" technique typical of a cutting-edge helo sim. This
works pretty well as long as there isn't much in the way of
heavy AAA or SAM sites. If it does get pretty rough, you'll
find yourself flying extremely low and extremely fast in an
effort to maxmize shock value and minimize exposure.
Hind offers another innovation that we really haven't seen
before in helicopter games: Proper articulated infantry.
The game has many infantry units that are far from sliding
stick figures or bitmapped pictures. They are actually
individual polygon men with various weapons that they
carry. Their detail is very good, barely abstracted at all.
They walk, run, raise guns, and fall over when shot with
uncanny realism. Even when they move in a group they still
are handled as individual men by the program. In certain
missions you can even evac, resupply, and deploy some of
your own infantry and watch them get into gun battles with
the enemy.
This degree of detail allows a whole new dimension in a
helicopter sim. For the first time you can fight in an
Afghanistan scenario that does the war justice. The rebels
you fight don't have the technological advantages the
mighty Soviet Union has, but they'll fire plenty of
Kalashnikov rounds, DShK machine gun rounds, RPG's,
Stingers and anything else they can at you to try to bring
you down. If you return fire with the turret gun, the man
you're firing at will turn to run if you don't hit him
immediately and you'll have to chase him down if you want
to finish the job - difficult to do when you have so many
rebels to deal with.
Jobs with large amount of enemy infantry require something
with a bit more punch. Perhaps you want to load up with
some rocket pods, maybe some GP bombs against their
vehicles. When you want some serious intimidation value
though, there's nothing like mounting a pair of heavy 20mm
cannons to the wingtips, large FAE bombs that turn the
entire airspace over the target into one gargantuan
combustion chamber, or the perennial favorite - the mine
dispenser.
To use the mine dispenser, head straight for the nastiest,
meanest group of rebels you can find and trigger the
dispensers as you fly over. A sharp buzzing sound from the
ejection charges sounds and an entire could of mines sprays
out behind like a deadly mist - nothing left after the pass
but still polygon bodies in little pools of blood. It's the
next best thing to carpet bombing with a B-52, and very
precisely targeted. Just try not to laugh like a maniac as
you bear down on your intended victims. All their efforts
seem like a boy with a BB-gun trying to stop a frieght
train by comparison, which really accentuates why the Hind
has come to be such a feared opponent world wide.
All this doesn't mean the Hind is invulnerable, although it
can feel like that at times. A lucky shot from an RPG can
completely ruin your day, as can most Stinger launches if
you are not dispensing countermeasures at the time. That
doesn't even begin to cover the vehicular AAA and SAMs
you'll have to deal with in the Korean and Kazakistan
theaters.
The gameplay in Hind is very rewarding taken as a whole. As
is traditional for DI sims, the battlefield is a very busy
place, and in Hind that is no exception. At night it can be
especially stunning, with bright tracers and brighter
exhaust flames from RPG's and missiles arcing back and
forth between various forces. It really helps the feeling
that you are part of a bigger picture. However, the fact
that there simply is no dynamic campaign tends to shatter
the feeling that any of that fighting down there matters.
If you accomplish your mission, what incentive do you have
to help out friendly troops in trouble? A good dynamic
campaign would really have made a tremendous difference.
So is Hind worth buying? If you are not a sim-player you
might want to try something a little more action-oriented
like Comanche 3. If you consider yourself a light-duty sim
player and can put up with primitive graphics, I would
highly recommend it - just make sure you experiment with
the difficulty settings to find a combination that works
for you. If you consider yourself a serious simulation fan
, the answer is yes, absolutely, without reservation.
Hind offers a helicopter experience unlike any other helo
sim on the market, and is a great way - indeed, the only
way currently - to get a feel for helicopter vs. infantry
combat. Now if iMagic can only be convinced to do a Vietnam
era helo sim flying Snakes, Low Birds, and Slicks over the
jungles with 3d-acceleration, we would have the perfect
extension...