Team Apache was originally the brainchild of Bryan Walker,
an ex-Apache pilot turned sim designer. Bryan had expressed
an interest in creating a game that captured the human side
of helicopter warfare. This "human aspect" sets the tone
throughout the game. Because of this, hard-core sim
grognards are very likely to be disappointed if they buy
the game expecting to be on familiar ground. Team Apache is
a very different kind of ballgame.
The single most striking part of this approach is that
managing your team is a kind of simulation in itself - in
fact, it's a whole lot like the role-playing "simulations"
that are popular with Japanese console gamers. Each member
has a series of aptitudes and weaknesses. The challenge is
to pair pilots and gunners with complimentary skills and
personalities, use them to their maximum potential, make
sure that you can get them enough sack time, deal with the
occasional crisis, and still be able to field enough able
men and machines to accomplish your mission and hopefully
win the war.
Unlike role-playing games, though - there are no sheets of
statistics to tell you what each man is capable of or how
they're feeling. You must infer that from their personal
file, how they respond to you, and how well they perform in
battle. Balancing all these needs is tricky but offers a
unique attitude towards combat simulations.
If a workstation falls, does it make a sound?
One spot where Team Apache shines without question is in
the graphics department. While the standard non-accelerated
graphics are rather unimpressive (Longbow 2 has a much
nicer software rendering mode) it's the 3D accelerated
version that really brings the house down.
It would be difficult to find just the right superlatives
to use to properly describe the graphics engine used in
Team Apache. So, foregoing the usual phrases and
descriptions, the best term to describe the game engine is
simply "workstation-class". Mindscape/Simis have reached a
new plateau with their graphics engine, and frankly if you
have a reasonably fast PC (say 200 MHz or higher and a very
fast 3D card) you will be treated to the kind of graphics
that would shame some professional simulators and Silicon
Graphics computer workstations.
Old time sim fans may remember catching a glimpse of the
exquisite military-grade simulators on TV once every so
often - only to be frustrated over their inability to toy
with such dream machines. Team Apache's highly polished
graphics engine can actually fulfill those dreams. Very
smooth frame rates, good texturing, and excellent attention
to detail all mark the TA graphics engine.
Some aspects of that detail merit special attention. For
example, when you hover just above the ground, rings of
"dust" are blown across the ground. From an external view,
when the cockpit isn't reflecting light back at you, you
can see the Apache crew inside looking around for targets.
The rotors, chain gun, and optics suite are all nicely
animated.
There is a scattering of individual trees that you need to
avoid, although they are more for show than for tactics.
Entire downtown cities are modeled where you can play
chicken between the skyscrapers, stalk down city streets,
or land on the roof of a building and take a breather.
(Fortunately, the collision detection is accurate enough
that you can fly right in between buildings, lampposts,
houses, and trees - as long as you don't actually hit
anything)
The rocket motor glow in the back of a FFAR, Hellfire, or
Stinger is a nice touch. Enemy tracer fire glows brightly,
streams well, and looks positively dangerous. The infrared
sights are also very impressive - not only do you get the
"image halo" as in Longbow 2, but you get a very believable
"washout" when an explosion blinds your sights temporarily.
The effect is very similar to looking a little too close to
a camera flash. One notable problem with the view system is
that parts of helicopters disappear as they fly into the
distance - frequently the entire helicopter disappears
except for the rotors, making it difficult to keep an eye
out for allied and unspotted enemy helos.
Does this mean the graphics are superior to Longbow 2? Yes
and no. It's really apples and oranges. Team Apache boasts
a much smoother framerate, has some nicer special effects,
very impressive urban areas, and has that "workstation"
look to it, but Longbow 2 has better 3D models of the
Apache, much better terrain texturing, and certainly more
interesting terrain (at least in Azerbaijan). The terrain
in Team Apache is little more than a series of green
rolling hills - regardless of whether you're going through
Columbia or Latvia, the terrain feels almost the same.
Views and sighting
The options for views are about half-and-half. Really the
most useful view is the "no-cockpit" view. This view can be
panned around easily, gives the best field of view, and has
the important instruments. The bitmapped cockpit has the
advantage of adding the more instruments in your field of
view, but it suffers for not supporting side or oblique
views at all - a very curious omission.
The virtual cockpit tries to combine the benefits of both
of the other cockpits and nearly succeeds, but it has two
other problems that hold it back. First, it has an
unnerving tendency to stretch and twist under manuevers as
if your gunship was made of taffy. The effect is fairly
subtle, but it's just enough to be distracting.
Second, the reflections off of the canopy windscreen make
an admirable attempt to create a more realistic cockpit,
but in practice, it tends to give the windscreen a frosted
look that is sometimes annoying. Also a factor in the
slewable views it that there is no padlock option, and no
way to turn your head more than 90 degrees in either
direction. Having been in the seat of an Apache before, I
would argue that the pilot should have a little more
rearward visibility (at least 120 degrees either way)
although this is admittedly a relatively minor point.
One of the concepts originally conceived for Flying
Nightmares 2 obviously made it into Team Apache, and that
is simulated sighting. In most helo sims, once you
establish a line-of-sight with a target, it immediately
pops up on all your avionics and targeting equipment, ripe
for the plucking. This doesn't happen in Team Apache. Most
likely in fact, you'll see absolutely nothing more than the
terrain.
Back at the 1997 E3 expo, Bryan explained the sighting
system to us. The way that it works is that whether or not
you can spot something depends on a variety of factors: Are
you looking in the right direction, how long are you
looking at the same area, what size is the quarry, what
terrain is it hiding in, is it firing, moving, or laying
still?. The result is that - just like real life - if you
zoom at 200' over the jungle at 130 knots, you might fly
over an entire company and never see a thing. Fly at 10'
over the jungle canopy at 15 knots and you'll be extremely
vulnerable to attack, but you'll spot just about anything
moving within 400 meters.
Side note: Hunting for ground troops in Vietnam, a
tactic evolved that combined a "white" scout element (that
flew low and slow looking for targets) with a "red" gunship
element (that would stay high up and keep sight of the
scout). This evolved into what became known as the
hunter/killer "pink" team. The logic behind such a tactic
becomes very clear after putting in some hours in Team
Apache. The corollary is that the new sighting methods
(combined with a little creativity to create a better
jungle) could very easily be made into a remarkable
Vietnam-era helo sim.
I experienced a particularly stunning example of how this
really works in an earlier mission. This mission.called to
provide close air support to wipe out enemy positions
laying siege to a town. Upon arriving, I saw the battle
already heavily in progress - tracers flying back and forth
and the occasional mortar shell detonating. Spotting a few
jeeps and AAA emplacements, I nailed them all from a safe
range with Hellfires, then flew in close to mop up. An
enemy soldier started popping off rounds from the outskirts
of town, so I "stomped on the brakes" and turned around to
take care of him.
However, in all the reckless flying, I failed to spot a
large group of soldiers who were quietly lying in wait
nearby. Just a moment after I stopped, the whole field I
halted in erupted in small-arms tracer fire, and my Apache
was taking hits from all sides. After only a few seconds of
being used for target practice, I had no choice but to limp
back to base with one really beat up helicopter. In
conventional gunship games, such a trap could never be
sprung - you'd see the enemy long before they had the
chance to do any damage. However, with Team Apache, taking
the "Rambo" attitude can get you up to your neck in trouble
before you realize it.
The spotting system still has a couple flaws that need to
be worked out. While how well you can spot targets will
depend on the vagaries of the skills and well-being of your
gunner, you can end up in unfortunate situations where even
legally blind gunners should be able to spot targets but
can't. In target rich environments, sometimes the gunner
will rapidly switch between targets and/or ignore targeting
orders. In another case, an enemy Hind spent nearly a
minute lobbing one missile after another before the gunner
spotted him - making it a little too hard to keep on top of
things sometimes. It is worth adding that you do have the
option to enable a "cheater radar" display that will show
you where enemy units are, although actually getting a fix
on them still is done with the given spotting system.
Aiming is also very unique. With most games, the moment you
select a target, your weapons are instantly trained and
ready like a science-fiction laser. Aiming in Team Apache
is much more human and believable. When using the chain
gun, once a target is spotted, the gunner will turn his
head to aim at the target, and the gunsight cue will
indicate the gun tracking around until it lines up with the
target. The actual aim point will dance around as the
gunner constantly adjusts his aim, so there is a certain
degree of timing and manuevering involved to get the most
accurate shot possible.
Missiles use a somewhat similar method. Once Hellfires are
selected and a promising target is found, a few seconds of
stable flight are necessary to get an accurate enough fix
for the gunner to activate the laser. Holding an accurate
lock will still depend on how smoothly you fly and the
condition of your gunner. Stinger shots are of course
fire-and-forget, but they still require a moment for the
seeker head to get a fix. Rockets are - surprisingly enough
- employed just like they are in conventional helicopter
sims, but be warned that actually hitting and destroying
targets with them is a real challenge.
Don't bother to adjust your sound card
Sounds are nicely oriented but have a few quirks. On one
hand, the basic sounds are well done and stereo panning is
nicely implemented. This way, you can quickly localize
where gunfire is coming from and actually use your stereo
or headphones like another set of sensors. On the other
hand, incorrect sounds, sound popping, and some of the
worst voice acting this side of a Godzilla movie tend to
offset the positive aspects.
With regards to incorrect sounds, the two worst offenders
are the rotor and ground fire sounds. The Apache uses a
four-bladed rotor that generates a kind of buzzing sound
(similar to an eggbeater in a bowl of batter). It's much
more subtle sound than the one that Team Apache uses - the
obnoxious "whup-whup-whup" sound that is so specific to the
two-bladed rotors of the Vietnam-era Huey helicopters - an
inaccuracy that really kills suspension of disbelief for
experienced sim players. Ground fire uses a heavy machine
gun sound for all ground fire, regardless of whether the
source is small-arms fire or a 23mm AAA cannon.
Popping and crackling is all over the sound effects in the
game, particularly the voices. The options menu warns that
playing the game at 800x600 resolution can cause such
problems unless you are using a high-performance video
card, but even with a Pure3D2 on board, the distortion was
prevalent at all resolutions. We have heard from Neil Soane
(Associate Producer for Team Apache) that a patch is in the
works to correct this and hopefully will be ready by the
end of the month.
Ed. Note: This in from QSound Tech: Team Apache uses
QSound QMixer 3D audio mixing technology. It has come to
our attention that there is a very minor problem that
affects the performance of the sound system throughout.
Team Apache normally stores the qmixer.dll file in the
\Windows\System directory. Create a text file called
qmixer.ini in the same directory containing only the
following two lines:
(Defaults)
SamplesPerSec = 22
(Does a voice like Jackie Gleason really fit this guy?)
The crew voices themselves range from pretty decent to
downright horrible depending on which crewmembers go flying
on the mission. Not only does the game do some terrible
matching between the voices and the crew photos, but over
half the guys on your team have either nasal voices, bad
accent stereotypes, lousy voice acting, or all of the above
- and then there's Elvis. Furthermore, much of the writing
for their dialogue is more appropriate for a "B" movie than
it is for the elite of Army aviation.
The world's most user-friendly Apache
Avionics will quickly strike most sim players as being
rather odd. Team Apache seems to really gloss over avionics
- just giving it the "Hollywood" nod. The basics are all
there, but outside of your basic display, the other
instruments are in unwieldy views and (with the exception
of the RWR and caution lights) aren't particularly useful.
Even the "heads down" view is totally impractical to use in
any mode other than software rendering because there is a
long lag between the time that you request it and when it
pops up.
This is strong encouragement to stick with the IHADSS
display. There aren't any special features for targeting,
turning on and off the laser, turning on and off the
jammer, or so on. 90% of the targeting is handled totally
automatically by your gunner. All you have to do is fly
into weapons constraints, give him time to line up the
shot, then pull the trigger.
The Hollywood influence is quite substantial. When a SAM
launcher is tracking or launching a missile, a cyberpunk
version of "Bitching Betty" gives you a rather cheesy
warning. Missiles seem to track you just fine regardless of
how low you fly, but punch out a single chaff or flare, and
the missile will suddenly zing off in some other random
direction for a couple seconds until the effect wears off.
Enemy helicopters have almost no AI to speak of - they just
sit and wait for you to show up, where they'll engage you
with their AA weapons until shot down. They're little more
than obstacles to knock down on your way to the primary
target. In fact, most enemy units are conveniently placed
in your path, so that if you fly much off the prescribed
route, you can evade most of the opposition. Also strange
is that the Stinger AA missiles are rendered on the Apache
as Sidewinders, and like Sidewinders, you can only carry
two, instead of the proper four.
A tour de forces
The physics and flight model are pretty good in general.
While the flight model feels very authentic overall, there
are a few subtleties about it that are just a bit awkward.
For example, it is possible to hover so absolutely
perfectly that it seems like your helicopter is sitting on
a rock rather than hanging from a quartet of violently
spinning wings or bobbing on a cushion of air.
The first version of Janes Longbow flight model had the
reputation of making the helicopter want to climb like
crazy when trying to stop. TA seems to go to the opposite
extreme. It's extremely difficult to whip it into a steep
climb using the cyclic (joystick). Regardless of how fast
you're going, pulling back hard results in only a moderate
climb and fast deceleration.
Likewise, your altitude control is completely at the whim
of the throttle - you'll go shooting up or down extremely
fast based on it's setting. There are a few other oddities
that are more difficult to describe accurately. However,
once you get used to those quirks, the other 90% of the
flight model is very well done. Not only does it represent
rotor torque, inertia, and other flight aspects well, but
it's also remarkably accessible for less-experienced sim
pilots.
Team Apache does a very admirable job of implementing force
feedback. Few things are more ridiculous than when a
company claims that making the stick buzz when you pull the
trigger is force feedback. Hardly. True force feedback is
when the kinds of force and resistance one encounters
actually gives useful information about what the craft is
doing. Team Apache does this very well. For starters, the
feedback simulates the "blast effect" when large nearby
explosions smack into your helo and toss it around. The
expected kick from firing weapons and being hit is also
there.
However, the real feedback is where the stick simulates the
"load" on the rotors. At low speed/low collective, you can
mush the stick around fairly easily without much response.
Once you take off, though - you can feel the resistance on
the stick as you make manuevers that alternatively load and
unload the rotor disc. It gives a greater feel for what the
flight model is doing beyond the limits of graphic displays
and sound effects. You can even feel twitching in the
controls as you push the limits of the Apache's speed
envelope. Nicely done!
There's less than meets the eye
The campaign mode for Team Apache falls woefully short of
the mark. On the surface, the game appears to sport a real
dynamic campaign, with all the replayability and
unpredictability that sim players crave. But as soon as you
try the campaign a second time, it becomes pretty clear
that this is in fact merely a (cleverly disguised)
"branching tree" of fixed missions.
In fact, you could completely do away with the "real-time
clock" altogether. It gives the impression that there is a
real war going on 24 hours a day a la Falcon 4, but it is
more pretense than anything else. Admittedly the campaign
does have persistent damage - objects destroyed in one
mission are still dead in the next - similar to the first
Janes Longbow.
The missions run the typical gamut of close air support,
escort, and search and destroy missions, but a little
interesting variety is added by including rescue, scramble,
and kidnapping missions. Fortunately there is a competent
mission builder to extend the game's playability, so at
least it can compete with Su-27 Flanker and Hornet Korea in
that regard.
The campaign does actually go beyond Longbow in its
persistence. Where the latter may have had no significant
degree of resource management, TA has an interesting
variation. Crews energy and morale levels are a resource
that must be only grudgingly used. Helicopters cannot be
replaced during a campaign. Parts may come into short
supply and get backordered.
The energy levels of your maintenance crew must be
monitored if you're bringing in busted up helicopters for
them around the clock. It's even possible to have to fly a
helicopter into battle that still has damage left over from
your last escapade if things get too crazy. In light of
this, it's odd that there is no resource management for
weaponry. This omission is inconsistent with the rest of
game considering that just about everything else is
meticulously tracked.
Of the various taskings, escort missions are a real
exercise in frustration. The escorted craft fly much too
fast to allow a careful approach to LZ. You have to burn
your way at top speed to the target to give yourself enough
time to defuse the LZ before the vulnerable Hueys or
Blackhawks make their move. Pause even for a little bit to
search jungle areas for soldiers inhabiting the flight
corridor and next thing you know, the mission is a failure.
With the impressive formation-keeping AI your teammates
use, you would think that the craft you are escorting would
be smart enough to stick close to their cover rather than
take off alone.
Indeed, Team Apache's style seems to encourage otherwise
sloppy habits. By not including a time-skip feature,
hamstringing the effectiveness of enemy SAM positions,
totally omitting enemy early-warning radar, having high
vulnerability to ground fire, and by having escorted craft
fly very quickly Team Apache rewards flying high and fast -
something that would get you very dead in many other sims
(and most any real-world high-threat environment) in a
hurry.
This is not your father's Apache
The damage modeling is totally different from what gamers
normally expect from a gunship game. The good part is that
crash damage is handled with an unprecented degree of
detail. In a crash, you might bust one of your landing
gear, shear off a wing, damage your tail rotor, or shed
your main rotors completely. Exactly what happens makes
perfect sense according to how you crash. This is much
nicer to see than random damage or just "BOOM, You're Dead"
like too many simulations model these days.
For example, on one night mission, one Apache hit another
from above. The rotors sheared off, and the otherwise
undamaged fuselage fell to its destiny below - upon
hitting, the fuse broke apart into many component pieces
and the engine section burst into flames. Another misguided
flight through a city had an Apache banking too hard at low
altitude. Rotors sheared off, fuse landed hard on the right
side, breaking off the right wing, right gear, and snapping
the tail rotor, but it was otherwise intact. Very
impressive.
Weapons damage modeling is quirky by comparison. For
example, in Jane's Longbow fire from a .50 cal. heavy
machine gun did not pose a serious threat unless you were
careless. Even then, you would have plenty of warning as
one subsystem after another would gradually get knocked
out. In Team Apache, even small-arms fire is a deadly
threat to your Apache.
With all the manufacturer's claims that the Apache is
stressed so that each component can endure a 23mm shell
hit, it would seem that the TA helos are on the vulnerable
side. On the other hand, at least the type of damage they
take is logical with respect to ballistics: the direction
the round comes from. It doesn't seem that any sim
developers are going to have the chance to test fire
assault rifles at multi-million dollar gunship to check
their figures, so just keep in mind the difference between
the games in this area.
Also present in disturbing numbers is the mysterious
"Golden BB". In fighter pilot lore, there is a saying that
even a puny BB can kill you if it hits your aircraft just
right. In Team Apache this seems to be literally true.
Every once in a while, a single hit from even a small
caliber weapon will knock you out of the sky.
Unfortunately, the game never offers any sort of
explanation. Your view shifts to an external view,
arcade-style, and you see your Apache plunging to the
ground unceremoniously. Whether you crashed because the
rotor was shot up, both engines were knocked out, the crew
was killed, or what-- is totally unclear. Don't assume that
you can take being hit for a while and later limp back with
a heavily damaged helicopter, one of those bullets is
likely to be the BB with your name on it.
So . . . How about them Atomizers?
One of the touted features of Team Apache is literally the
sense of team play, that it's not simply you against the
world. You can fly up to six helicopters in paired-helo
teams, and the other members of your team can really help
pull you through. This works on some levels and fails on
others.
As commander, you can select from predesignated formations
and alternates for your missions and switch between three
different ones in flight. Also handy is the formation
editor, which helps you arrange your firepower and
rearguard to your own personal taste - a very nice touch.
The wingman control interface is extremely simplified. You
can issue various orders and queries to any of the teams or
the entire group. You can order one team to hold position
and wait as you set up a flank attank. One team can back up
another to form a "heavy" team. If your own team is in bad
shape, you can even order one of the others to take the
lead and clear a safe path for you to get home.
It's the AI of your team members that is the mixed bag. On
the plus side, they fly pretty realistically, as if
"virtual pilots" are also dealing with real flight models -
something that sim fans always like to see if the game can
spare the CPU cycles. If you keep the team close together
so they can provide overlapping fields of fire, you'll find
that they do an excellent job of providing mutual cover.
Carefully managed, they also rack up the kills - very close
to your own score if you can keep everything under control.
The real problems are when the teamwork starts to break
down. In a target-rich environment, they seem to start
running off like a bunch of yahoos after the nearest
target, ignoring commands to rejoin. Worse yet, they tend
to make extremely exposed attacks, putting themselves right
into the heart of the multiple enemies' weapons envelopes -
after which they'll yelp back plaintively for you to pull
their fat out of the fire as they get tagged in the
crossfire. All the hollering you can do over the radio
seems to have little effect to try to keep the teams
cohesive at these times.
Worse yet is the lousy flying of the pilots when they're
tired. Tired pilots in night missions fly so bad that
you'll get to the point where a mid-air collision is
guaranteed. While this makes a certain amount of sense,
it's to the point of being almost comical in the game. In
general, your pilots work well when they fly as a team, but
do very poorly on a purely individual level.
The envelope, please
The recurring theme in Team Apache is that there are plenty
of hits and plenty of misses. Perhaps the most mystifying
aspect of the game is that it seems like it can't make up
it's mind whether it's an action game or a simulation. On
one hand, the game can feel like it's competing with
"Firebirds" in trying to create a sense of fast, reckless
action (and damn the avionics!) with plenty of
Hollywood-inspired cheesiness that tends to turn off
serious sim players. On the other hand, solid physics, long
and quiet transit phases, realistic target sighting,
imperfect aiming, and brutal damage modeling tend to turn
off the adrenalin-junkie set.
For hardcore sim pilots, Longbow 2 is still the undisputed
champ of the conventional gunship sims. However, Team
Apache is far enough off the beaten trail that it is
seriously worth considering. It's just one sim where
managing your expectations is especially important.
Action gamers interested in getting their feet wet in sims
may want to play the campaign with most of the realism
options off at first to make the transition as simple as
possible. Team Apache's focus on simple avionics and fun
gameplay makes it a very unintimidating sim as long as you
can handle the relatively dull transits (in Latvia) and
keep your distance from enemy ground fire.
Sim-lite players - the proverbial Novalogic and Jetfighter
III players - should get the most entertainment out of TA.
It's a fun game whose foibles can be mostly overlooked by
players unconcerned with high degrees of realism or dynamic
campaigns. Yet it is just realistic enough to give the
feeling that you're playing something much more
sophisticated, and thus it has plenty of potential to help
sim-lite players prepare for more challenging fare.
(Author's note - this is a "gold release" review. If it
comes to our attention that the retail boxed version is
somehow different, an addendum will be made)