Formerly Proactive Software and
then Razorback Studios, Razorworks was founded by some former Digital
Integration people whose credits include Tornado, Apache Longbow, and
Hind. Yes, these guys have some solid simulation experience! In fact,
Tornado is still considered one of the best simulations ever made and
maintains a solid following. The four founders of Razorworks are Kevin
Bezant, Todd Gibbs, Dave Proctor and Matt Smith. Ian Tasker left DID to
join the Razorworks team. (Click for larger images).
These shots are the most recent
from Razorworks first project, ‘Apache Havoc’, a combat flight
simulator featuring two adversary attack helicopters, the American
‘Apache Longbow’ and the Russian ‘Havoc’. With these screen shots in
mind the next part of the project sounds even more interesting....
Razorworks intend to create a
follow on sim titled ‘Comanche Hokum’ which features two scout/attack
helicopters, the American ‘Comanche’ and Russian ‘Hokum’. Both titles
will be fully interconnectable creating an awesome combat helicopter
package! With designers from Tornado and Hind on the job you can bet we
will see realistic ATO and highly developed mission planning.
Both simulations will allow you
to choose sides: fly for the Russians or the Americans. Both
simulations will also come with their own manual, but once both have
been released you will be able to fly any machine in any environment.
So if your favorite campaign is on the first release you can fire up
the Comanche from the second release and take on the Havoc in that
setting.
Two cutting edge features that
Razorworks are including are dynamic weather and forests. Like JSF and
Flight Unlimited II, Apache-Havoc will have us flying in thunderstorms,
high winds and rain, fog, drizzle and even snow. Since this sim is
being released well after Voodoo 2 boards will have become almost a new
standard, the team have a LOT of processing power to play with! This
shot give you an idea of what we will see for weather effects.
Physics modelling will be state
of the art, with torque effects, ground effect and all those goodies we
have come to see as basic to a realistic simulation. Systems detailing
should exceed that of DI's HIND, and when the weather gets bad you will
have to actually turn on your wipers to see through the rain!
Apache-Havoc will feature FOUR
dynamic campaigns, two set in forested areas (yes, finally trees will
become tactically important!) and two others that will amphibious
assaults where you will depart and return from the deck of a carrier.
But WHAT a carrier!
Dynamics will include the type of
environment we have come to expect, with high replayability and low
predictability. The real time war will rage around you, and you will be
only one cog in the larger machine. Will the campaign be similar to
Janes Longbow, where missions are generated and then you may choose
from a list of options? Its likely that this will be the format but the
campaign is still in development and it could come out differently by
the time its complete. Here are some comments from Razorworks:
The campaigns are dynamic and re-active and will play differently each
time. You can adjust the starting conditions (balance of power,
weather, time of day, etc.) to suit your skill level and preferences.
All of the flying areas are
large and include very hilly terrain, ideal for low-level helicopter
combat. The Cuban area is 491x262Km, Georgia is 230x114Km and The
Golden Triangle is 368x410Km.
The Cuban scenario stages a US
amphibious assault, the Georgian scenario stages a Russian amphibious
assault and The Golden Triangle scenario stages a land battle.
Each of the campaigns can be
played from a US or Russian standpoint and in multi-player games
players can choose to fly competitively or co-operatively. It is also
possible to join a game part way through.
"Behind the scenes" there is
movement network and supply routing. Each game will therefore be
different, as the enemy responds to attack, defence and supply
considerations.
During the campaign, you can
stop and "rest" at FARP's or in forest clearings (take a close look at
the forest canopy and -sides- of the forest) awaiting orders or
suggested mission/targets. The multiplayer game will work in exactly
the same way as the single player game. Front lines will be shown on
the situational map supplied with each of
the 4 campaign areas. Air strikes and artillery strikes can be
requested although not always granted).
All altitude and Geographic data is coutesy of the USGS and US Satellite Mapping
Projects. We have developed tools that build the landscapes relatively
quickly. (note that they are 25 times the size of Longbow 2 scenarios.)
The Apache-Havoc geography will feature forests and marine-type amphibious
assault campaigns. Commanche-Hokum will feature 4 additional areas, but will
be desert/ice scenarios. Multiplayer mode WILL be available in the campaigns.
The terrain is rugged and combined with a dense forest canopy ‘line of
sight’ tactics become a significant part of the gameplay. Naturally,
the forest is penetrated by roads, rivers and hydro corridors including
electric towers creating a landscape well suited to low-level
helicopter combat.
The terrain engine has been
extensively optimised in both speed and data size. Whilst the flying
areas are large (for a helicopter sim) the data size is relatively
small. For example, the Cuban area consumes about 35Mbytes of data.
The upshot of the speed and
data optimisations is that we have now surrounded the raised forest
canopy with individual trees and scattered trees across the landscape.
The maps are richly populated
with buildings and bridges. The towns are large, approximately the same
size and shape as the real towns. All of the buildings have damage
levels and in the case of bridges they actually collapse. In the Cuban
map there are approximately 350 bridges.
We have built over 50 highly
detailed and articulated 3D models (including retractable
undercarriage, doors open and close, weapons systems make ready, tracks
and wheels turn around, rotor blades droop at low RPM, etc.)
Weapon Systems
Over 70 different weapons
systems have been modelled and every vehicle in the sim has a realistic
payload and every weapon detaches properly from its launcher. In some
cases such as the SA-13 Gopher SAM launcher a very elaborate
articulation is required to make the weapons systems ready.
The ground and air radar have
been implemented with full, and accurate line of sight. This means that
it is possible to hide behind buildings and forest whilst scanning for
targets.
Decoys such as chaff and flare
actually change the coarse of incoming weapons and this is noticeable.
We have also implemented smoke grenades for the ground vehicles.
The sim is built from the
ground up as a multiplayer sim. In fact this was the first part of the
code to be completed. We have been flying around in multiplayer Lan
mode (8 players) since last October.
Razorworks is obviously
thoroughly committed to producing high end multiplayer simulations, and
flight modelling will also be intended to make the hard core crowd
happy. However, they also intend to allow enough user configuration to
ease the learning curve and make the sim attractive to the weekend
chopper pilot.
Apache Havoc is planned for
release in October, 1998 by Empire Interactive. We'll keep you up to
date as new information is released.