iF-22 Persion Gulf Version 5.0: Review (by S. Purdy) - Page 1/1
Created on 2005-01-22
Title: iF-22 Persion Gulf Version 5.0: Review (by S. Purdy) By: Scott Purdy Date: 1998-04-15 1091 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Test System:
PII 300 Mhz
32 MB RAM
Diamond V330
Diamond Monster II-8MB
TM Stick & Throttle
iF-22 Persian Gulf version 5.0, from Interactive Magic,
represents the culmination of a wide-array of enhancements
to the original iF-22-first released in the summer of 1997.
Notable differences in this latest appearance include
combining the Persian Gulf campaign with the Bosnian and
Ukrainian theatres onto one disk, a virtual cockpit similar
to those seen in the latest fighter-sims, and a bevy of
solutions to problems addressed in the intervening months
by numerous patches. These far-ranging improvements combine
to make a strong simulation worthy of our attention, though
still with flaws.
Most of us remember the original iF-22 as a game that drove
virtual pilots everywhere to frazzled states of
near-insanity: among the early teething-problems were its
ungainly installation-size, its strange pixellated or
blurry graphics at low altitude, and the minty-fresh
quality of its missile trails. Still, there were a number
of things to like about the game-such as its being the
first serious F22 simulation to sport a dynamic campaign
engine, a feature now considered highly valuable in any
sim, along with a fairly intriguing model of stealth as an
asset in air combat.
In addition, if22 had some nice graphic effects (I always
felt that that floating band of Aqua Fresh was, while
bizarre, kind of cool, at least by the standards of games
nine months ago).
But even then these qualities seemed outnumbered by the
problems the sim was facing. Among the complaints was the
famous issue of the ejection sequence taking the form of..
er ..a picture of a pilot ejecting-a feature so annoying
that we found ourselves longing for the "advanced"
graphics-engine of, say, ATF, where you could actually
observe your little pilot-dude floating to the ground by
parachute. Problems did not end with the graphics, however,
and extended fatally into such realms as wingmen AI and
long mission load-times.
A number of these early problems are addressed in the
latest release, as it comprehensively includes all the
patched improvements made after its debut: the low-level
terrain detail is improved by a new texture-dithering
feature, the installation size has been reduced to a
manageable 300 MB, and, thankfully, reaching for the
ejection handle now shows a pilot pop out of the plane en
route to becoming MIA.
Other notables include an effective padlock view and a
virtual, panning cockpit so that one might gaze at the
horizon on long flights home; unfortunately, the panning is
too slow to be the kind of thing you'd use in
battle-nothing like the mouse-induced virtual movement in
Jane's F-15-though it's still a nice addition.
Installation is straightforward and takes you to a prompt
for calibrating your stick and throttle. From the main
screen you may enter into training, set up an
instant-action scenario, head for the front lines in one of
three dynamic campaigns (after loading a few files-the Gulf
terrain is the default load) or create your alter-ego
ticketed for the wild blue yonder. Mission preparation has
received attention in the form of more zoom-levels on the
briefing map and you'll find the ever-handy flight-armament
screen in this section.
Getting into the gameplay, one may choose a relaxed or
realistic flight-model among a list of customizing options,
and one does notice the effects of flying on the
"realistic" setting: speed-bleed from heavy maneuvering,
AoA and G-force modeling are all present and functional for
those seeking a greater challenge.
Communications remain fairly basic, including only a few
variations on the 'Engage my target' theme and the power to
order wingmen individually to attack. There are no
bracketing or even formation commands. Still, hearing your
wingman say, "You looked sweet on that one," gets the old
adrenaline running, and the comms sound authentic.
However, the statements following successful ground-attack
can get a bit lame, including such baffling transmissions
as "I nailed him but he's not down," when you hit, for
instance, an ammo bunker . . .Shades of F15 wingmen calling
"Permission to engage" when a SAM is on their tail!
iF-22 models a very stealthy aircraft indeed-1/1000th the
RCS of an F-15, I've heard-but attaining this stealth in
the initial release from iMagic was something of a
tightrope affair, as numerous conditions had to be
satisfied before true low-visibility was achieved: namely,
avoiding the use of external stores, keeping radar in a
passive mode, and limiting the speed of your aircraft.
But then the first major patch of iF22 diluted the RCS from
its barely stealthy class to about 1/500th the RCS of the
F15, greatly increasing your ability to remain undetected
at the risk of inducing boredom. But it was a good
adjustment to a simulation, after all, based on a stealthy
aircraft!
This stealth-issue was one aspect of the latest release I
was intrigued to study, in lieu of a response to the
brilliant way stealth is handled in F22:ADF, where EMCON
settings help to determine your radar return and overall
'visibility' to bandits. iF-22 doesn't seem to have been
altered much in this department during its
evolution-external stores and active radar still make you a
big target in the sky, even to bandits outside a twenty
mile radius, and selecting the "low RCS" option doesn't
provide an inherent advantage in battle.
But if you rely on passive radar, the F-22's primary method
of remaining stealthy in real life, and the plane's
in-flight data-link ( IFDL) which allows your own radar to
show all contacts within range of the AWACS, you wil indeed
achieve near invisibility. This in turn allows you to
intrude significantly onto enemies and fire your AIM-120s
before the enemy is aware of your presence. This is quite
effective once you get the hang of it, and fun too!
CAPs are my favorite missions in iF-22-they have a nice,
routine feel to them and tend not to demand the yanking and
banking this sim often incurs on other missions. Air-to-air
kills don't convey the emotional charge of downing an enemy
bird in F22:ADF, but you have a good tactical range of
options and can achieve satisfying maneuvers.
Unfortunately, knifefights in iF-22 are sullen, swirling
deals that usually end in your wingmen being blasted or
having them 'form on your wing' in the middle of battle!
The AI seems quite pale here, as your flight needs constant
updating in order to engage enemies, even when the bandits
draw within five miles.
Wingmen and weapons AI are still subpar in the sense that
wingmen do not act or react autonomously. During normal
flight, instead of maintaining a nice echelon spread, your
comrades whirl around you like teenagers on spring break at
the beach in dune buggies rather than elite pilots at the
helm of America's latest Advanced Tactical Fighter.
Meanwhile you may be flying in a perfectly straight line
toward your next waypoint. Huh, whazzat?
Stranger still is the way an enemy missile tracks on your
plane-you drop chaff and seem to lose the lock but then it
reappears; drop more and it reappears . . Shades of the
Klingon technology in EF2000!. Too often I found myself
punching chaff like a crazed monkey in the cockpit trained
to recognize the auditory signal for "danger"-and swiftly
impending, at that. It's an interesting, if somewhat
cockeyed, challenge.
In terms of graphics, iF-22 v.5.0 does look better from the
cockpit, but step outside for a passing view and you still
get choppiness, particularly at low altitudes, even on a
PII 300 Mhz with a Diamond Monster II 8MB. (Ed. Note: in
fact, if22 v.5 appears to be slower on Voodoo 2 boards than
on V1, an oddity related to code no doubt). Above the
clouds I had fast frame-rates, and playing the game in 2D
yielded faster frames over land, but then you're back to
Aqua Fresh. Overall not a lot of advancement has occurred
in this area of the sim, and while the Bosnian satellite
terrain looks sweet from angels 30, the sim never had great
graphics in the first place-it's better to come to the game
for reasons other than sight-seeing.
Missions still take a long time to load-and offload.
There's simply no getting around it in this game-whatever's
going on in that TALON random-mission generator takes
precious time from your flight-simming day. And staring at
that ubiquitous GPS satellite transferring data at the
speed of a damn snail, sometimes for almost a minute, comes
as no small assurance that much progress has been made
here. But hey-remember the load times for Longbow 2? The
obvious tradeoff, under this method, is that you'll always
have unique missions to play and that's better than the
scripted alternative. Putting up with longer load times
seems to be related to this dynamic generation of missions,
and if thats the price then its worth it!
So finally, is iF-22 5.0 worth buying by those who owned
the previous release; or by those entirely new to the game?
Reading back over this review I realize I've spent the
better part of your time waffling between the good points
and the bad, the highs and lows.
Appropriately enough it seems to me that this sim falls
somewhere in between. There are indeed many improvements in
the latest version of the sim-the smaller installation
size, certainly, a few cut-scenes to add to your immersion,
and a cool new campaign (even though the terrain supplied
isn't too pretty). Oh... there are also mission planner
improvements, the new padlock view and a virtual, panning
cockpit.
But to those who disliked iF-22 the first time around for
its graphics issues and long mission loads, there are very
few improvements to make the game more playable. It's a
challenging sim in the good clean air combat sense, and one
that in fact has already achieved a very loyal following.
But if the remaining issues concern you, you may want to
bypass if22 for another choice. With if18, Falcon 4 and
Total Air War on the horizon there is no shortage of jet
combat action coming this summer.
Owners of iF-22 can get a rebate on v.5 Persion Gulf. If
you own the original only, you can send in the $20 rebate
card with either your original Bosnia CD or the first page
of your original manual, along with the register receipt
for iF-22 v5.0. Owners of both iF-22 and the Persian Gulf
campaign CD get a better deal. Send in your Persian Gulf
campaign CD with a check for $9.99 and iMagic will send you
a copy of iF-22 Persian Gulf v5.0.