Close Combat III: The Russian Front: Review - Page 1/1
Created on 2005-02-04
Title: Close Combat III: The Russian Front: Review By: Bubba 'Masterfung' Wolford Date: 1999-03-15 1903 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Review System
- Windows 98 OSR1 Beta 2
- Epox KP6-BS Dual P2 400 mainboard
- 256 MB of 100 Mhz SDRAM
- ASUS V3400 TNT
- Diamond Monster II 3D SLI
- Western Digital 6.4 GB
- ViewSonic 21" G810
- Monster MX300
- MS Digital Sound System 80
- 24X Creative CDROM
- Thrustmaster HOTAS
In my January preview of Microsoft's Close Combat III
(CC-III) I described, with typical pre-release enthusiasm, my
impressions of the new features to the third installment of this
classic game. Since that preview, I've obtained the retail version and
have been playing it for some time with a more sober disposition. Were
my expectations met? Will this re-fit maintain my long-lasting,
mutually redemptive relationship I've been enjoying, or will I soon be
cruising the game aisles at the all-night computer store looking for
more exotic fare? In this first part of this review, I'll start with a
bit of history, then move onto some of the highlights of preparing for
battle and gameplay.
Fig.
1. Requisition of the troops and equipment. This screen is the most
important part of what you will be doing in CC3 short of fighting the
battle itself. Click for larger.
A Little History
For those not familiar with the Close Combat
series, CC-III--like its predecessors--is essentially a real-time
ground warfare simulation based on actual battles and operations of
World War II (WWII). The first game in the series was based on
Operation Overlord: codename for the invasion of Normandy. Designed
with an entirely new approach to visuals and gameplay, an approach that
had never been seen before in a real-time strategy (RTS) game, Close Combat turned out to be a smash hit.
The second installment in the series was based on Operation Market
Garden: codename of the largest (and unsuccessful) Allied airborne
operation of WWII. This follow-up to the successful original introduced
new player modeling; updated buildings for true line-of-sight; a new
supply system for both sides (for reinforcements); plus gorgeous
graphics and loads of new tanks, troops and weapons. A very tough act
to follow, indeed. Close Combat III
not only lives up to the great expectations of its predecessors, it
once again sets the pace for innovative, exciting, and immersive RTS
gameplay.
Both Close Combat and Close Combat II were
based on battles between the Germans and Americans. In CC-III the
Americans are out and the Russians are in, fighting the Germans in what
became the bloodiest Operation of WWII: Operation Barbarossa.
Operation Barbarossa was the German invasion of Russia during
the summer of 1941. The Germans believed that their surprise Blitzkrieg
power-rush into Russia would be successfully concluded well prior to
the onset of winter. This rather haughty assumption on the German's
behalf caused them not to prepare or pack anything that might prove
useful in a protracted winter operation!
History proved this to be a grave miscalculation as the war
dragged-on into December of 1941. The Germans, with their light
clothing and improperly prepared vehicles and equipment, had to face
not only the Russians themselves but also the brutal Russian winter.
When it was all over, it was the Russian weather that beat the Germans
as much as the Russian people.
In CC-III, you can play as either the Germans or the Russians.
Not surprisingly, Atomic Games has added loads of new troops, weapons,
and armor to accommodate the game's addition of this new Russian /
Eastern Front. Throw in increased resource allocation, improved AI, and
maps with a range of resolutions topping out at 1600 X 1200, and even
the most experienced veterans of the series will think they are playing
an entirely new game.
D:>/setup.exe. HIT [PLAY]: Installation of the game is a snap. Choices for install range from
60 Megs to 400+ Megs. Once installed, you'll find, if you've played
CC-I or CC-II, that the player interface menus have been redesigned for
greater ease of use. New functionality has been added that will allow
you more control over how you wish the battlefield to be shaped (Fig.
1). In CC-III you can even choose whether you want your troops to speak
their native tongue or English. At the start of the game, you are asked
to choose between commanding the Germans or Russians. After choosing a
single battle, or an entire campaign, you are briefed and allowed to
select which troops and weapons you wish to employ upon your entry into
the war.
Fig.
2. A Russian flamethrower is making the Germans feel a little toasty
while a Russian Medium Battle Tank (MBT) stands ready to bring about
his own form of destruction. Click for larger.
After picking your troops and weapons with the allocated resource
points, the game moves to the map screen, allowing placement of your
newly purchased units.
As an aside, as your game moves forward in time, the AI models the
actual developments in WWII weapon technology. This modeling of
technological advancements will determine your choice of weapons at
various stages in your battle. For example, at the outset of your
campaign the Russians will not have the T-34 tank. As time moves
forward in your game you'll find that the T-34, not available at the
start, will have made its appearance---and not just one model, but
several variants based on real-life enhancements!
The maps are outstanding. As the map comes up the game pauses so
that each side may arrange its troops on the battlefield. Once ready
for war, you click the "ready" button and time begins. One of the new
features is that each battle can end in three different ways: by
reaching a pre-defined time limit; by one side's capture of all the
strategic points on the map; or by one side wiping out the other's
entire force. You can also surrender your troops or withdraw them from
the map: either action will cause the battle to end.
Improved AI
If you are a veteran campaigner, you may find yourself, as I did,
playing with the time limit feature ON. For the uninitiated, in the
previous versions of the game, the side played by the computer would
not surrender a map if it still had even one man left alive (as if he
alone, Audey Murphy style, had a chance to destroy all my tanks and
troops!). I have noticed, however, that in the final build of the game
the computer, rather than hold out until all its troops have been
destroyed, is much more willing to give up a map. This is an indication
of improved AI in that your computer opponent seems to consider the
entire campaign and not just about the current battle.
Fig.
3. Here you can see the influence range of the Russian Commander in red
and the secondary Command Vehicle in green. Notice how the vehicle,
with the greater value and cost in requisition, also commands a larger
influence ring than the Commander. Click for larger.
Other improvements since CC-II include off-shore artillery and the new
German rocket artillery is not only impressive but extremely
devastating. Imported from the original game, the color-coded
shooting/defend arc queues allow you to determine where you want your
troops to focus their attention and to what degree they should defend
that particular piece of land (fig. 3). This adds to the realism and
forces you to be more strategic about where your troops are positioned.
Commander Persona
Another welcome revitalization from the original, but left out of
CC-II, is the Commander Persona. During the game install, you select a
name, or persona, for the Commander of your troops. Your Commander's
persona will be the source from which your troop's morale and obedience
to leadership will grow and strengthen. Keep your Commander close to
his troops and they will receive his leadership, moral influence, and
keep shooting and moving forward; let the troops stray away from the
Commander, however, and they will become disheartened, scared, and more
likely to run from any conflict.
Consequently, if your Commander persona gets killed, the morale of your
troops might collapse also. As in the first two games, each troop has
his own emotional state. This state is constantly monitored to
determine if a troop will continue with a heated fight, or run and hide
from absolute fear, or even surrender outright. A troop's emotional
state is not a byproduct of the Commander's persona alone, however.
Rather, it is the result of a wider calculation based on the experience
of the unit, the morale of the troop when brought to the front line,
and the individual troop's health and leadership skills.
I Need Air Support!
One feature that Atomic Games has not developed for the game is air
power. I believe we should be allowed to allocate points, through the
resource screen, for pre-planned air force bombing runs---a method
available in the game with off-shore artillery. I foresee purchasing a
bomber formation to drop ordnance on the map during a certain battle.
For example, in the resource allocation screen, the purchasing unit
could be presented as follows:
Heavy German Bombing Formation Run (60 points)
Let's say we chose this option, a large formation of Ju-88 bombers
would execute a bombing run at a random time during the battle. The
bombers would have been given a specific ground reference point, but
accuracy would not be guaranteed.
To continue with this hypothetical scenario, once the battle began,
bombers would be on their way. Perhaps we could also be given updates
on the ETA of the formation so we would know the approximate time of
their arrival. Naturally, where the bombs eventually landed would be
out of our control, and in some cases could even fall on our own
troops! (After all, errors did occur in real-life battles). Carpet
bombing, where a random portion of the enemy's map would be selected,
might also be an option and would certainly add more depth to the game.
Fig. 4. Up close and personal: Click For a larger image and detailed explanation.
Miscellany
The sound in CC-III has been enhanced
over the last version. There are many more sounds over all, and they
have more feeling to them. 3D sound is still not in the game, which is
unfortunate. I would like to see added support for my Diamond MX300
A3D, or for the Creative Labs EAX (environmental) extensions.
The mission builder, "Battlemaker," has been
enhanced to accommodate more features and allows greater customization
than the last version. Making your own battles has never been easier
with the plethora of new troops, tanks and weapons.
Multiplayer is supported on the Microsoft Gaming Zone (MGZ) on a
modem, via Direct Cable Connection or LAN. Two players is the maximum
for multiplayer. I found multiplayer to be stable and fast on both the
MGZ and LAN, and playing another human is the ultimate Close Combat experience!
The manual is well written and offers tons of
history, as well as explaining the inner workings of the game. Whether
you are a new or experienced player of the series, you will appreciate
the effort that went into its creation.
[Esc] . . . Doh! One change that drives me insane is the
remapping of the [ESC] key. In CC-II, I could cancel a planned, but not
yet executed, firing order or movement by hitting the [ESC] key. In
CC-III, when I hit [ESC], the game asks me if I want to quit the
current battle! I HATE THIS! During the beta test phase, many testers
complained about this change in the newsgroup but to no avail. Alas,
this "feature" made it into the final code of the game. [Ed., Now, how does that old proverb go? "You can't teach an old dog . . ." ]
Summary Close Combat III: The Russian Front is a worthy addition to the
series and is sure to become another instant classic. What started out
as a straight-forward battlefield management game has now matured into
a full-blown battlefield management simulation. If you have never
before played a Close Combat game, you will undoubtedly find
the interface complex, and at times, overwhelming. My advice is to be
patient; give yourself time to become familiar with the interface.
Eventually, it will begin to make sense and you'll really begin to
appreciate the planning and workmanship that went into its design.
Ratings
Graphics: 90%
While not 3D accelerated, it has the best 2D graphics I have seen to
date. The faster 2D speed is essential for higher resolutions!
Interface: 90%
The interface has become more sophisticated yet remains very friendly.
Icons can be a bit confining on the map and spacing isn't always the
best but is done well, overall. Change that ESC button (I call it a
bug) please!
Fig. 5. The Historical Grand Map. Click for enlarged image and detailed explanation.
Sound: 90%
Sound has been improved over the first two games. Troops not only sound
off about what they are seeing, but also feeling! This chatter adds to
and amplifys the sense of immediacy during battles. Sorry, no 3D sound
yet.
Artificial Intelligence: 95% Overall, the AI is very good.
Tanks sometimes don't always choose the best way to implement the
orders you give, but overall it's nicely done.
Stability: 99%
Look, Ma! No crashes! Kudos to the beta testers!
Multiplayer: 95% I experienced virtually no hiccups on the
Gaming Zone with a 56K modem. The 100mbs LAN was simply outstanding: no
hesitation at all.
Overall Rating: 95%
Excellent simulation/strategy game. In a class of its own.
System Requirements:
- Windows 95/98
- Pentium 133 Mhz computer or equivalent
- 32 MB RAM
- 60 MB hard drive space
- SVGA Video card supporting at least 800*600 resolution
- 4X CDROM
- 28.8 modem for online play at Microsoft Gaming zone
- Network card for LAN play for 2 players
Recommended:
- Windows 98
- Pentium 233 (Pentium 2 to run high resolutions)
- 64 Meg RAM
- 500 MB HD space
- 3DFX Banshee chipset, Matrox G200, or NVidia TNT chipset for good, fast, crisp high resolution scrolling.