The UK version of Apache Havoc was released some weeks ago. When seeing
the first screenshots more than a year ago my jaw dropped. The graphics
were stunning to say the least. I've been playing it for some weeks
now, and my jaw has fully recovered.
Razorworks is a young team; two of them have been engaged in a
few titles from Digital Integration, which is known for solid and
entertaining simulator games. The legacy from DI time is more than
obvious: the code for ground graphics is really great - it enables that
high-speed-low-flying feeling expected in modern combat helicopters.
The guys at Razorworks have put a lot of work into visuals,
that's for sure: all objects are wery detailed, not only the flyable
choppers, AH-64D and Mi-28N, and not only other helicopters and
aircraft (RAH-66 Comanche, UH-60 Black Hawk, CH-46E Sea Knight, CH-3
Jolly Green Giant, CH-47D Chinook, A-10 Thunderbolt, F-16, AV-8B
Harrier, F/A-18, Ka-52 Hokum, Mi-24 Hind, Ka-29 Helix, Mi-17 Hip, Mi-6
Hook, Su-25, Mig-29, Yak-41 Freestyle, Su-33), but also all ground
objects (houses, airports, cities, shipyards).
Vehicles have also been rendered at a stunning level of
detail. The list goes from M1A2 Abrams via Tarawa assault ship to T-80
tank and Kiev class assault ship. The input in details must have been
enormous: for instance - you can actually overfly the HOTEL sign over
the building, which is obviously - a hotel! One can observe flags
around goverment buildings. All buildings are superbly rendered and
covered with crisp textures. One can also just enjoy overflying big
shipyards, full of details (from cranes to ships and warehouses). The
most amusing building is certainly something which is probably a HQ of
Cuban Goverment or Party - there is a large picture of Che-Guevara on
front side of the skycraper :)
Apache - Havoc uses an AI which is semi-dynamic in the
campaign. Since missions do take place in real time (just like in Team
Apache), damage done influences the big picture. But there is just
simple ribbon to visualise the current events on the battlefield - red
is Communist side and blue is American side. That's all, no detailed
debriefs are offered. I guess this is the price for offering this game
to a wider audience....
From starting menus one can choose free flight with limited
options (this will be corrected in the incoming patch) such as time and
weather, not to mention that you can't plot your own route. Then there
is dynamic mission generation (the goal is always the same, the route
is the same, just the situation on the field changes every time you
start a new mission). There are also special missions which will appear
on the internet for download.
Dynamic Campaign
Entering the campaign you get your "Tour of Duty Time", which
means time you are allowed to stay in a certain campaign. More time is
added after successful completion of given missions within the running
campaign.
If you are killed in this sim it doesn't necessarily mean the
end of the campaign - you are just repositioned to the beginning and
you lose the tour of duty time assigned to that particular mission.
Helicopter maintenance and availibility is taken into consideration -
so if there are no helicopters in flying condition, you can kiss your
mission goodbye. Or, you can wait for somebody to return from his
mission and then grab his chopper!
AI
I sometimes find AI opponents more than stupid -
I've come across armoured cavalry in the middle of a clearing - they
just stood there, they didn't move or spread upon my first kill with
guided missiles. Sometimes AA would fire a missile or two in my
direction, but nothing serious.
As expected, the Razorworks team is already working on that
problem. I've seen other odd things, like total lack of aggressive
behavior from fighters (I haven't been shot down so far), and they are
easy targets! I'v shot down several Mig-29s and Su-33s and they have
offered no resistance!
In general - this sim is not convincing from a tactical point
of view.
To make things even worse - they haven't implemented a wingman! Amazing
as it may seen, you are flying on your own, you even can't call for
help or for air support , not to mention assistance from ground units
(we have seen that in Novalogic's Commanche many years ago....). Apache
- Havoc (so I was told) is more multiplayer oriented, but there is
little of the manual reserved for multiplayer aspect and settings!
Here the basic problem of this game - genre - comes into the
light. If Apache Havoc is more arcadish, why are there so many details
which are pointless for the average player? And if this is helicopter
sim, why is there a serious lack of proper flight modeling in take-off
and landing, no training missions, no proper mission editor (you can
only alter the turning points by draging them around the map) and no
communications?
I was again told by guys at Empire, that the first patch (see
text below about the patch) will deal with some of these issues. It is
a shame though, that Razorworks haven't gone for a hard core simulation
with options for newbies to lower the level of realism.
FLIGHT MODEL
Flight model is one of the strong points of this game. Inertia
and weight feel right (well, it is up to Apache and Havoc drivers to
decide if they are realistic) for a modern combat helicopter. The
start-up and landing sequence is a bit overdone, but will be improved
in the forthcoming patch (see info about patch). For instance -
helicopter can get airborne, but sound of engine spooling is still
coming from your speakers...
One feature of flight simulators - detail - receives new
meaning in Apache Havoc. Not only the graphics detail, but features
like weather are also quite cool (although it seems to rain from very
scarce clouds). But I like the change in atmosphere; it gets dark and
raindrops on the windshield disrupt the view outside, so you must start
a windshield wiper. Next, sunsets and sunrises are SPECTACULAR in the
full meaning of the word. Cockpits are full 3d objects, unfortunately
they are not clickable.
Landing is also too simple, one just must take care not to land
with too much vertical speed, the rest is not up to player. I would
really like to see additional detail, like suspension compressing at
landing or something like this. This kind of inconsistency is jarring:
why in God's name have they put so much work in detail which mean
nothing to the casual gamer, and left out simple details which would
make any member of the simming comunity a happy person?
Speaking of which Apache Havoc reaches the lowest point when
the player gets shot down or even killed. Nothing special happens in
either situation. If one gets shot down over enemy territory and the
game is running in real time (just like Falcon4), why can't the player
just stay at the helicopter and wait for rescue? Being killed doesn't
mean that the game is over, it simply means that time is deducted from
mission total time. The aim is to complete the mission and get an
extension to Total Duty Time. Is this an arcade racing game or a flight
sim with real time dynamic campigns?
There is no serious de-brief; gamer's action is only demarcated
by a blue/red ribbon which shows how each of two armies is standing
(something like the one in Tornado). Another set-back is complete lack
of flying with other helicopters or even with wingman! One feels like a
lone wolf in action against a great force...
You can't call for reinforcements or help. I haven't tried the
multiplayer option yet, which is suppossed to be one of the stronger
suits of Apache Havoc.
If I summarize all first impressions after a month of playing:
- Riva128 chipset Z-buffer accuracy problems have been fixed
- Banshee AGP chipset invisible mouse pointer problems have been fixed
MULTI-PLAYER ISSUES
- the multi-player connection has been made more reliable
- entering the IP address now works
MENU SCREENS
- 'Setup' added for configuring games
- 'Status' screen 'Elapsed time' now shows days
- 'Game Option' screen now includes an option to suppress co-pilot speech
- 'Game Option' screen now includes a 'Difficulty' option
FLIGHT MODEL
- rotor spin-up time is more realistic
- hover-hold now holds altitude rather than just 'station-keeping'
- auto-pilot cannot be engaged when the control systems are damaged
- the vortex ring effect in hover has been fixed
- the dead-zone on the throttle input has been removed
AVIONICS
- radio communications have been improved
- a bob-up 'overlay' has been added to the Apache IHADSS and Havoc HUD
- the navigation lights are now toggled via the 'V' key
- TADS and EO zoom levels have been increased (can now recognise targets at up to 5 Km away)
- avionics damage is repaired and the fire extinguisher refilled at bases
- Apache IHADSS now displays the radar (FCR) sweep position
- overly large radar clutter has been removed from the radar display
WEAPONS
- T80-U 125 mm gun range increased to match the M1A2 (to make fairer engagements)
- Hellfire lock-on after launch (LOAL) min/max ranges are more realistic
- machine gun effectiveness has been reduced
GAMEPLAY
- difficulty level added
- recon missions now require you to transmit the 'recon data'
- it is now possible to destroy bases, FARPs and carriers
- the 'Tour of Duty' timer has been refined
- frontline forces have an improved movement algorithm
- aircraft disengage if they do not have a suitable weapon for the target
- helicopters do not return to a destroyed carrier
VIEW MODES
- the IHADSS/HUD is now overlaid on the player's gunship external view
- 'Toggle Object Text' moved from Alt-F5 to Alt-F7 (as keyboard guide)
JOYSTICKS
- joystick button 3 = select next target
- joystick button 4 = padlock target
- the POV hat now steers the virtual cockpit and chase camera
- there are more programmable joystick configurations