Digital Image Design set out to redefine the combat flight
simulation genre in 1997. After their award winning
simulation of the EF2000 and its ongoing improvement with
3d acceleration and the TactCom enhancements they set their
sights even higher. F22: Air Dominance Fighter and Total
Air War will integrate the tactical battlefield in a
comprehensive new stealth fighter simulation.
In December of '97 DiD released F22: ADF.
Virtually every area of game play was expanded or improved
beyond EF2000. The graphics component improved terrain,
objects, effects and damage textures and even added
multiple cloud layers. Lighting effects aren't up to
Longbow 2, but missiles glow, explosions can be spectacular
and flares at night are impressive.
Between EF2000 and F22: ADF maximum resolution moved from
640x400 to 800x600 in Glide. Viewing this spectacle on a
19" or larger monitor is quite stunning. Direct3d support
expanded greatly with the release of a later patch. Voice
and comms were vastly expanded, so much so that there is
little comparison to EF2000 in this area and the experience
has become much more immersive, providing the ability to
listen in on other flights while you fly your F22.
ADFs avionics were finely detailed, bringing us the best
yet in an F22 simulation. In-flight refueling was also
improved and was the best yet represented until Janes F15
arrived on the scene. ATC was also beyond the standard
until the release of F15. ACMI was modelled in detail, in
spite of some small requests for improvement.
Even though the missions in ADF were scripted, the
environment was very active and "felt" dynamic (at least
until you had flown the same mission a half dozen times).
Air and ground action abounded, showcased beautifully by
the Smartview system which was upgraded to supply voice
interaction simultaneously. Finally, the AWACS component
was an entirely new direction for this level of simulation
design, adding a component of immersion not previously seen
in the genre; a percursor to the Theatre Commander mode of
Total Air War.
Its no wonder, then, that DiD scooped TWO Top Games
Industry 'Oscars' at Milia d'Or Awards Ceremony in Cannes,
France in February for F-22 Air Dominance Fighter. F-22 ADF
secured the 'Best Simulation' award and went on to win the
'Grand Prize Game' award. It was the first time the Award
for Best Game was awarded for a simulation at Milia. Milia
d'Or 98 saw a record attendance, with over 8,000
participants, 2,800 companies and more than 50 countries
represented.
TAW: the Second Coming
Second Comings are becoming commonplace in the computer
gaming industry. Not all are worth the price of admission.
But Longbow 2 was an exception, adding 3d hardware
acceleration, vastly increased object and terrain detail,
dynamic lighting, a fully dynamic campaign, new vehicles to
fly, two seat multiplayer ability, and tactical command via
the mission planner. Total Air War may not be quite the
same value, but it will move us far beyond the limitations
of ADF.
In spite of the beauty and breadth of F22: ADF, the lack of
dynamic campaign AI and mission planning locked us into a
battlefield that was too predictable and sometimes left the
player attempting to beat the script rather than the enemy.
Moreover, the separation of Total Air War into two products
meant the loss of mission planning capability, including
the ability to choose one's loadout. We get these basic
abilities back in Total Air War.
Total Air War integrates the AWACS Theatre Commander
perspective with a dynamic campaign AI. Although the ground
war integration hasn't been pursued as much as we had hoped
and we won't have the ability to call up new flights where
we want them, the dynamic engine takes care of the frag
order and we can step into SCRAMBLE missions when
available. Naturally, there is also a Custom mission
builder and a training module.
Click for 800x600 -260K.
The heart of TAW is the dynamic real time campaign. Around
that hub are laid the critical spokes, one of which is the
AWACS interface. When you first enter TAW you must choose a
campaign from the list presented. The campaigns vary in
difficulty mostly by virtue of the amount of territory you
occupy and the strength and position of your allies.
Campaign One as displayed in the screen above gives you a
lot of space and power. Campaign Two, on the other hand,
pits you against the rest the Arabian theatre. There are
ten campaign selections in total.
Click for 800x600.
After choosing your campaign you are vaulted to the WarRoom
and the Theatre map. Here you are presented with a real
time god's eye view of the battlefield with the battle in
progress. At the top of the map is a clock that counts the
hours, minutes and seconds of the ongoing battle.
In ADF we had a chance to experiment with the AWACS
interface, but the AWACS component, while it gave us
strategic control of allied aircraft, was severed from any
ongoing campaign and was likewise severed from any
immersive reality. It was cool and interesting, but it
didn't connect in a way that involved the player in a real
and unfolding battle universe.
In Total Air War, however, both the WarRoom map and the
AWACS interface are part of the unfolding universe. Both
give a real time overview of the campaign (though this all
changes if you happen to lose your AWACS!)
From the WarRoom you have access to tactical data, damage
plots, event logs and even the latest intelligence. You can
also see the real time battle unfolding before your eyes as
the clock ticks above.
Just as critical, you can select SCRAMBLE and have the
opportunity to fly any allied F22 mission that is scrambled
to deal with critical threats anywhere in the theatre. Or,
you can select FLY and access the current FRAG order,
choosing any mission that fits your current rank and
abilities.
No matter which way you go, you can land and rearm and take
off again, just as you could in EF2000 or F22: ADF. My
current record is 34 kills, but I don't doubt that will be
surpassed quite quickly. Its quite a kick to be scrambled
after an inbound strike force. Early in the campaign these
groups can be quite large and you will have your hands
full!
And yes, you heard right. You can't fly just ANY mission in
this man's army, you will only be allowed to fly missions
that you are likely to survive and accomplish effectively.
Every mission you fly in TAW will be awarded points, and
when you have sufficient points to warrant promotion, you
will find yourself climbing in rank. Mission choices are
rated so that you can even choose the mission you fly in
the hope of acquiring points more rapidly.
Click for larger image.
This accomplishes a number of things: first, it increases
your chance of successfully completing a campaign. Second,
it reduces your likely frustration with ongoing defeat. The
down side is that you may find yourself flying a
significant distance from the action, but that is quite
realistic! No one puts the newbies on the front line on the
first day of battle! On the other hand, you will find
yourself flying a dull CAP one moment and suddenly receive
an AWACS order to intercept recently discovered bandits!
When you spot a mission on the list that is not restricted,
you can select it and proceed to the mission planner. Here
you can adjust waypoints, customize your loadout, and even
adjust waypoints and loadout for any other units in your
group. Yes, that means customizing the loadout of those
F16s and F18s. Nice touch!
The other component, now fully integrated, is the AWACS
interface.
If you choose to play the tactical game from the AWACS
interface, you will also want to monitor a couple of other
screens. Every hour or so you should return to the War Room
and check the STRATEGY briefing that supplies an assessment
of current enemy movement. If you read that the enemy is
currenly targeting C4 installations, you will want to
ensure you have CAPs not too far from these sites,
especially if they are near to the border. Simply select
the C4 button in the War Room and you will light up these
sites so you can see their locations.
In the same way, if the enemy strategy is to take out your
runways, you can select AF to light up your bases. Of
course these sites are more likely to be defended and they
are also capable of scrambling fighters for an active
defense.
There are two other ways to take flight in Total Air War,
however. The first is the one I've preferred to date. While
in the War Room you simply click on SCRAMBLE and whenever a priority mission is
generated involving one or more F22s, you have the option
of flying as LEAD. This is a cool way to stay involved, and
its also a way to rack up points quickly, because if there
are hordes of enemies you can take them on, then flee back
to base to re-arm and take em on again!
Click for 640x480.
The other way to fly is to keep an eyeball on the little
screen top right in the War Room. This list is constantly
changing and will tell you the current frag order. Of
course, as mentioned earlier, you can't fly ALL of these
missions until your rating is high, but you will know what
is available and you will get a feel for what is likely to
be open to you after a few hours of play.
If you see a mission that interests you, simply click FLY
on the bottom of the War Room screen and you will be
vaulted into the next screen. Here you can check out the
action plan, take a look at the location of your base, your
target or waypoints, and relative location of enemy bases
and EWR sites. If you see a mission you like and you have
the required rating, you can select the mission and enter
the mission planning interface.
Click for 640x480.
Naturally, TAW also has a Custom Combat builder and a
Training module. As you can see from the interface screen
the Custom builder is quite flexible and you can set up any
kind of scenario you like.
The Training module has been revised and now includes ten
Dogfighting missions where you can jump in and fly one on
one or one on many or two vs xxx against a variety of
opponents. These are the same kinds of missions you would
create with the Custom Combat builder but they are done for
you so that if you wish to repeat a mission until you get
it right you can simply dive back in.
Finally, I've had a significant amount of mail asking about
other enhancements. Its rumored that TAW may allow 1024x768
with V2 in SLI mode, but I haven't yet had clarification on
this. As for multiplay options the usual methods are
available, but it seems unlikely that coop missions will be
available in the campaign. Stay tuned, and if we hear
anything definitive we'll pass it on!