Close Combat III: The Russian Front: Preview - Page 1/1
Created on 2005-02-03
Title: Close Combat III: The Russian Front: Preview By: Bubba 'Masterfung' Wolford Date: 1999-01-05 998 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Reviewers Specs:
Windows 98 OSR1 Beta1 Build 2106
Abit BH-6 Motherboard
Intel PII 400 Overclocked to 448Mhz
256 Megs of 100 MHz SDRAM
2 12 Meg Diamond Monster 3D II's running in SLI
Diamond Viper V550 16 Meg SDRAM
Western Digital 6.4 UDMA and Western Digital 3.1 GIG HD's.
ViewSonic 21" G810
Microsoft Digital Sound System 80
Sound Blaster AWE-64
Creative 24X CDROM
Coming in January, will be the 3rd part of the Close Combat Series.
Although Microsoft publishes the game, the real greatness behind this
very successful series is a company named Atomic Games. Close Combat
has really hit a sweet spot in the real-time, strategic/simulation
market.
In the third game of the series, the makers at Atomic Games
are modeling the German Invasion of Russia during World War II,
Operation Barborrosa. For the first time ever, the game actually spans
from the opening of the German invasion in 1941 to the battle of Berlin
in 1945.
Just as in the other installments of Close Combat, the player
must weigh the psychological effects of the war on the soldiers as they
react to the players' commands just as real soldiers do. Issue them an
order to invade a hill and get many of them killed, and the remaining
soldiers may freeze in their tracks. Fear can cause them to turn and
run, outright surrender, or go insane and try to kill all the enemy
soldiers themselves.
Players may recall that in the original Close Combat, the
player could name a persona on the field as Commander of his forces.
This idea was dropped in Close Combat II (CC2) but makes a welcome
return in CC3. Now your persona (Commander) has a direct impact on the
moral of your troops. If they begin to flee and are within the
Commanders sphere of influence, the likelihood of your troops rallying
is more likely. Troops situated near the commander are also more
inclined to fight effectively. However, get your Commander killed and
your troops morale for that battle may collapse all together.
As usual players can command either side of the campaign. For the first
time though, players cannot command US troops as only Russian and
German forces were involved in the Eastern War. However, the
introduction of Russian troops on the Eastern Front has meant a lot
more tank duels as more than 300 team types (squads), more than 100
weapon types, 60 soldier types and 80 types of vehicles and AT guns are
being individually modeled.
New weapons in this build includes, units like 120 mm mortar,
flame-throwers (both in soldier units, on tanks and on half-tracks) and
rocket artillery mounted on half-tracks, and even off-map heavy
artillery barrage. This awesome medley of units can be upgraded as
players go though the campaigns.
All graphics are in 16-bit color as the AI has been tweaked up
along with fabulous looking buildings and terrain. Increased
resolutions have also been incorporated as I have been running my
builds in 1600*1200. I cannot tell you how AWESOME the game runs when
the player has access to higher resolutions.
Players really needed increased resolutions because the maps are three
(3) times bigger than the previous two Close Combat games! This has
provided for much more strategic placements of the troops and vehicles.
The larger maps make tanks duel simply stunning.
Explosions and visual effects have been redone along with
all-new sounds. The effect of the battlefield has been greatly
increased with troops providing more chatter about what is happening
around them.
A Resource Allocation System allows players to manage limited
amount of reserves by deciding when and where to use them. The campaign
battle flow is dynamic and consequences carry forward so that players
have to take into account the long-term effects of their actions. They
can push forward or get pushed back across maps as German and Russian
supplies dictate. Soldiers continue from map to map within campaigns,
and map damage carries over to new battles.
The idea of carrying over soldiers is that they can really
become a vital and close nit group thus making them fight better as a
team instead of just individually. Players can also choose now when to
rest or refit units and equipment that are either dog tired from too
much fighting and not enough rest or for those units too heavily
damaged to continue fighting.
This adds a new element to the mix making an already very strategic game, better and more thought provoking.
Look for CC3 to be an even bigger seller than the first two
games of the series. With an increased number of maps, bigger size to
each map, bigger and better "Battlemaker" for player created scenarios
and the improvements made to the AI, sounds, graphics and charts, CC3
will undoubtedly begin another new era in the real-time
strategy/simulation market.
System Requirements
PC with a Pentium 133MHz or higher processor
Windows 95 or Windows 98 operating system
32 MB of RAM
60 MB of available uncompressed hard disk space
Quad-speed or faster CD-ROM drive
Super VGA video card supporting 800x600 high color (16-bit) resolution