There seems to be something of a new trend in the market of
combat simulation gaming, real world first person shooters! I
know, I know it's not like there hasn't been a ton of
shooters before but none of them have been truly based on any
semblance of reality.
Combat simming is about the here and now, not about an
alien invasion centuries from now or a fantasy world from
centuries past but about present day ground pounding, first
person, in your face real-life action. Does this mean we
have new super bosses to slay or does it mean that finally
shooters are going legit? The fantasy ones are still there
and will continue to be but we're also getting to see
real-life modeled shooters now. Will this trend continue?
Let's hope so...
For too long combat simming has been synonymous with flight
sims, not that I have anything against combat flight sims.
I've done my share of hours in a bunch of sims and I'm
looking forward to getting my hands on a copy of Falcon
4.0. But the thing I've been yearning for all these years
is a serious, realistic first person shooter that was based
around small unit tactics. The last time I played a game
like that was EA's Seal Team, where you controlled a Seal
Team squad on missions in Vietnam.
While that game is now very dated in look and feel it still
warrants a mention and possibly even a good play now and
again. (Game companies could look to it for inspiration and
pointers for future games. You can pick it up in the
bargain bin under EA Classics for about $5-10 at your local
software shop.)
In Seal Team after being given your mission orders you
could choose the loadouts for each individual team member,
pick your insertion point (even do fake insertions) and
from there could carry out your mission. For years this was
the only 'serious' shooter we could find as we were deluged
with the Wolfenstein/Doom era and all it's beautiful and
ugly children.
Not anymore! It seems that finally some upstarts and newer
developers are leading us away from the sci-fi/fantasy
"sure-thing" Doom/Quake clones. Either way I don't care as
it means I'm getting what I've been eagerly awaiting for
too many years already: real-world modern shooters with an
emphasis on small unit tactics.
First was Zombie and their quasi-realistic but very
entertaining "Spec Ops", with the expansion "Ranger Team
Bravo" with full multiplayer support due shortly. Next were
Redstorm and their CT sim "Rainbow Six" that has headed up
the charts. And coming soon is Novalogics' entry into the
fray, "Delta Force" and upstart TS Group's "Private Wars"
early next year. Another is Yosemite Entertainment who are
currently at work on "Navy Seals", based on the exploits of
the Rogue Warrior himself Richard Marcinko.
Finally it seems we're getting the games we've wanted and
they are reaching the same legitimacy once reserved for
flight sims only. I think the delay has been for several
reasons, some of which were due to hardware restrictions
and others that are painfully obvious. The painfully
obvious ones are that those Quake/Blood/Duke etc ad nauseum
sell, so when a formula works the attitude of the PC gaming
industry has been to exploit it for every drop of green
possible. Why invent or challenge the genre when there's
already a winning style gamers are buying?
Now the winning style has evolved, which is why we'll start
seeing more 'real-world' based shooters come out, trying to
cash in on the new found popularity of this style of game.
But as with the Doom/Quake rip-offs I'm sure we're bound to
see some games that will be less than stellar as developers
will try to cash in on the trend.
Hardware limitations have also been a major contributor to
the delay of more of these serious shooters as well. With
the previous 486 and early Pentium processors the
processing power just wasn't there to deal with the AI
routines and graphics needed for a good shooter. The AI
that you see in games like Quake/Doom etc isn't really
intelligent is it?
Those games rely more on 'hit points' similar to an RPG
than a real world based wounding and kill score table, so
the enemies don't need to be intelligent they just need a
lot of 'hit points' as well as being ugly enough to scare
the begeezus outta ya. Up until now the market on shooters
has been action based as this is what it seemed gamers
wanted, to be the one bad assed dude that kicks ass and
takes names. Hail to the king, baby! Right?
With the PII processor having pretty much entered the
mainstream now and most gamers at least on higher end
straight Pentiums, the processing power is there and so is
the memory now that those prices have dropped also. 3D
acceleration has pretty much become standard fare for
gamers and not many gamers don't have at least a Voodoo 1
card in their machine. Now that the hardware is in place,
the software is following hot on its heels.
Good enemy and friendly NPC AI takes some serious
processing power, more so than I think a lot of gamers
appreciate. I myself have gotten quite an education in the
process through speaking with different developers and now
have a greater appreciation for their work. Just think
about the different routines a single tango in Rainbow Six
runs through before taking an action. Multiply that by
however many tangos are in a given mission and you can see
the amount of routines that need to be processed through to
an action, then add on to that your friendly teammate AI
and you got a lot of work cut out for your Pentium.
Not all actions in that game are aggressive as they've
tried modeling more human reactions instead of the standard
invincible monster reactions shooter fans have become used
to. I've wounded tangos and seen them drop to their knees
and put their hands behind their heads in supplication. Of
course being a good operator I leave nothing to chance, so
I drop them. Change of mind when my boys in black come
calling Mr. Tango? Sorry, shoulda thought of that earlier!
How about wounding them and seeing them flee from you to
alert other tangos? I've put a couple non-lethal shots into
tangos and raced after them to only face them again.
Wounded, bloodied and pissed off with a couple of their
buddies and now I got a dumptruckload of lead headed at me,
duck!
How about the friendly AI? Ever think you could preplan a
takedown in a blueprint and watch it unfold before you
without your direct intervention and micromanagement for
every move? Very impressive AI to do that, and thanks to
todays PC's it can happen and it'll just get better. Don't
get me wrong, nothing's flawless and sure there's a lot of
improvement that can be made in the AI in R6 and other
games, but just look at the leaps and bounds developers
have made thus far.
Maybe we have tended to overlook the work behind the
process. Modeling human actions and reactions is a daunting
task at best; it's no longer a machine vs machine situation
as in a tank or flight sim. Now we're seeing real people
modeled in realistic ways and that's a helluva lot harder
than modeling a strogg baddie by far!
That's why I really felt Redstorm did such a great job with
Rainbow Six, they went for the gusto, modeling the human
factor, and did it very well enough that other developers
can sit up and take note of their success and hopefully
emulate it. We've seen the in-game characters do some
excellent things and expect even more, and you will see
more and better AI as more games come out. Never before
have we had a shooter this strongly based in reality and
for their reality based shooter Redstorm chose one of the
most difficult types of military operations, Counter
Terrorism.
I can still remember the shock I felt at first seeing this
one at E3 and again the shock I felt as I sat here at my
keyboard heading into a room to rescue a hostage, only to
be greeted for my efforts by the tango quickly spinning on
the hostage and shooting her through the head as I stitched
him up the side. Now that's realism and immersion!
Immersion has been the debate among many for a while now,
including the writers here at Combatsim. To me immersion is
being completely sucked into the game world, easily
forgetting that 'it's just a game'. Through the simulated
'eyes' of the PC screen the developers must immerse you in
a world that is believable on many levels, not only in look
but in 'feel'.
By feel I mean realistic actions and responses of not only
your own character but those of your enemies and of your AI
teammates, not just the graphical look of the world. R6 has
that depth of immersion, so much so that I can overlook the
smaller imperfections, such as the questionable AI when I
take out a guard and his buddy dumbly looks on while
wearing his partners grey matter on his shirt, until I drop
him too. But as I said these are just the first steps into
a brave new world of shooters and it's just gonna get
better. Another cause for delay for realism based shooters
is the fact that in the actual world of military operations
(be they CT or just plain special operations), no job is
done by one man alone. Special operations rely on a team of
highly trained and motivated men with specialized skills,
unlike the Hollywood stereotype of the one-man 'Rambo'
scenarios we've grown accustomed to seeing and believing.
Up until now almost all shooters were based on one
character (the gamers character) going up against an
unbelievable number of foes.
While this made for great gameplay it was not in the least
bit realistic, as no one could survive fighting that many
enemies. For that reason the genre has become so used to
100 point health packs and 200 point armor suits and other
such 'power ups' lying everywhere in situations that were
up until then never encountered by man.
As a result, this is one of the obstacles games like
Rainbow Six has had to overcome, especially in the
multiplayer arena where gamers are used to non-stop
gibbing, constant respawns and mega frag counts. If a game
doesn't have good multiplayer capabilities today it's just
gonna gather dust on the shelf.
And now with a new style of realism based shooter comes a
change in multiplay tactics. In the new shooters you are no
longer given a 'freebie', if you get hosed you're out of
that game. It's not just a twitch match anymore: you've
gotta use your noggin' along with teamwork in multiplayer,
and your 'life' does really depend on your buddy and
vice-versa. Doing a real world shooter effectively meant no
second chances.
Coming in at the right time for these styles of shooters we
have Shadow Factor (http://www.shadowfactor.com) and their
excellent vox utility Battlefield Communicator. I urge you
to go and download this now if you haven't already: it will
change the way you play games.
In a reality based shooter team comms are vital to
everyones survival and ultimately your teams' success; no
longer do you have to 'die while typing'. In its beta
stages now, it only supports peer to peer comms, but the
full versions and server version are due shortly and I
think they're going to explode on the scene with a flurry.
Given the bandwidth hogging voxware support in Rainbow Six,
BC is a welcome alternative and one that should be on every
multiplayer fans hard drive.
Earlier I mentioned Novalogics soon to be released shooter
Delta Force. After having played around with the demo I'm
eagerly awaiting the final, this one looks to have some
great gameplay as well. There's a post in the strategy game
forum about playing DF with a headset, and I must stress
that this is true. Without a headset you're missing out on
all the directional sound effects that are abundant in this
game and are essential to survival. They suck you right
into the game.
I've found myself in deep kimchi a couple of times, utterly
surrounded by bad guys and drooling from the awesome
directional sounds in this game. It reminded me of the
D-Day scenes in "Saving Private Ryan," how you just feel
like you're right in the thick of the action with the
bullets zinging over your head. Nothing gets you motivated
to move more than hearing and seeing rounds splashing in
the dirt around you, not to mention the heart pumping
adrenaline surge you get as you lowcrawl your way through
it all to safety.
The only drawback I've found so far is the very slow frame
rate and absence of 3D accelerator support due to the use
of the Voxel Space engine. I've never been a big fan of
Voxel Space and this game might surely suffer due to it.
I've heard the code's been reworked to enhance frame rates
and gameplay but we'll just have to wait and see on that,
I'd hate to see this game suffer due to unplayable frame
rates. It reminds me so much of my old fave Seal Team, and
with the engrossing sound immersion I've gotten from
playing multiplayer I'd love to see the graphics department
keep the pace as well.
Whether you agree or disagree with the AI routines in
Rainbow Six, or with those in the upcoming Delta Force, you
must agree that finally shooters are anchored firmly in
reality. Now we shooter fans can play a "sim" instead of
just a "game:" strategy is replacing twitchy fingers and in
multiplayer you'll find a quick thinking mind as well as
well rehearsed teamwork can be your best weapon.
Mind you, I still love a quick game of Quake just like
anyone else, but when I play it I come away with a feeling
similar to having had a snack when I wanted a meal. Now I
don't have to do this .. Heh.. gotta run, it's time for
dinner. I'll start with a nice Spec Ops appetizer followed
by a Rainbow Six entrée and top it all off with a
nice helping of Delta Force for dessert!