IBM compatible Pentium 90 processor (Pentium 133
recommended for 3D accelerated mode)
16 MB of memory (24 recommended for 3D accelerated
mode)
Hard disc drive with at least 70 MB free space (180 MB
for full installation)
2X CD-ROM drive
Direct X compatible video card capable of 640 X 480
resolution and 256 colors, with 512 K or more of video
memory (2D mode)
Direct 3D compatible video card with 2 mega-bytes of
video memory (3D accelerated mode)
Mouse and joystick (planes can be flown with only a
mouse, but a joystick is recommended)
Recommended Optional Equipment:
Soundblaster-compatible sound card
Dedicated game port
Throttle and rudder controls
Multifunction joystick, such as ThrustMaster FCS, CH
Pro, etc.
Test System:
P200 with 32 Megs Ram, 12X CD ROM.
Creative Sound Blaster 16 Plug and Play sound card.
ATI 3D XPression+ PC2TV graphics card.
F22 Pro/TQS controllers.
What's New in Air Warrior III
3D Accelerated Gameplay - 640 X 480 in 65,000 colors.
All new, fully texture-mapped aircraft exteriors.
Realistic water textures.
Improved land terrain - with farms and rugged
mountains.
Lifelike sky with special effects (fog, sunburst,
etc.).
Full-screen view (F7) now incorporates cockpit
instruments.
F3 key "tag" feature provides info on plane type and
distance on-screen [real nice feature.
Heads-up display of text-based radio communications and
messages.
Improved wingman and enemy AI.
Network speech and voice recording during gun camera
films.
Online, Continuous Historical Action and
Mini-Scenarios.
5 New Japanese planes: AGM2 Zero, B5N Kate, D3A1 &
D3A2 Val, K143 Oscar.
6 New Campaigns: Pacific Theatre (Allies) - Grim
Reapers, Jolly Rogers; (Axis) - Rising Sun, Falcons of the
Sun. European Theatre (Allies)- Fame's Favored Few,
Fortress Malta.
TBF Avenger's, Kate, Betty, and B25 can now carry
torpedoes!
Overall Summary:
AW2: Click the image for a larger shot...
This is going to be somewhat of an abbreviated review
because Air Warrior III is really, in essence, simply a 3D
enhanced version of Air Warrior II with a few expansions to
planes, campaigns and functionality. If you have never
experienced Air Warrior in any version, please go to my
Air Warrior II Review now for a full
background of the game and the on-line experience. Overall,
Air Warrior in any format rules! As I said in my initial
Air Warrior II review, if they came out a 3d enhanced
version, I wouldn't turn it down. And now, here it is.
Unfortunately, my ATI 3D Xpression+ PC2TV video card with
4MB of onboard memory just didn't have the chops to make
the experience worthwhile. What I could see at 5 to 8
frames per second was really nice, but in the end I was
forced to deselect my graphics accelerator in the
Preferences Setup screen and just go with the software
renderer (unfortunately my 3d board is out of date!). But
enough summarizing, let's get into the details shall we?
To 3D or not to 3D?
If you've got the horsepower coupled with the proper
graphics technology I would definitely upgrade to Air
Warrior 3. If you are unsure about your graphic card's
ability to keep up, check out this wonderful readme3d.txt file that comes with the
help files now before you purchase it and later start
blaming the poor performance on the game programmers. If
you do have a decent graphics card, or you are willing to
upgrade, you will simply be amazed at the detailing on the
planes exteriors. Here's a closeup shot of my favourite ride, the P51-D,
complete with carbon streaks coming off the cannon outlets
and running back over the wing's leading edge. Equally
impressive is the ground detailing. I just love the way you
can see the footpaths in this shot of a B17-G doing a
lazy turn over an idyllic looking sheep paddock cum
airstrip.
Other things to note about the 3D graphics is the sky. Lens
flares, fog, and clouds are nicely rendered, but don't be
expecting too much variety here. It seems that in Air
Warrior the time of day never changes and you'll never be
able to hide in the shadow of a mountain. Two final areas
of 3D graphic improvement are smoke and explosion effects.
The smoke adds an interesting dimension to gameplay because
unlike in Air Warrior II where you could approach directly
from the rear on a wounded adversary's smoking tail and
finish him off, the new smoke effects will blind you if try
this approach. The ack explosion detailing under 3D
acceleration is fairly impressive, where before you just
saw blotchy puff balls that quickly dissapated, now you'll
have to contend with extremely smudgy puffballs with orange
and red flames inside them. These new explosion effects
really impair vision and can be used to your advantage if
you have a bandit on your six and provided the aack doesn't
get you first.
Off-line Play Improvements:
What really stands out, for me at least, is the new F3 key
tag option. With the F3 key you can cycle through all the
planes surrounding you and tag them with a description of
their plane and their distance. Now I really don't care
what kind of plane my allies or enemies are flying, nor do
I care about how far away they are since I can tell
visually if I'm close enough to squeeze off a shot. What I
like about this feature is that it solves one of my biggest
gripes about Air Warrior, namely, the extreme difficulty of
telling a plane dot from a shrapnel or ground dot. In Air
Warrior planes don't appear as planes until you are within
1,000 feet of them. Of course you can try to line up the
radar icon which appears on the top border of your screen
with the dot, but in a twisting turning melee forget about
it. This new feature solves this problem because now you
will see the plane and distance info displayed directly to
the right of the dot in question. Plus, the tag info will
display in the color of the planes country color so you
really don't have to read the info at all. Surprisingly,
this feature is even more useful under 3D acceleration
because the new richer ground textures quickly swallow up
planes that are below you. Check out this shot of an
unfortunate adversary who has been
tagged for a molten lead enema.
Seeing is not believing, it's about staying alive . . .
The new F7 view (full screen mode) now incorporates your
cockpit instruments. Not having these instruments available
in Air Warrior II was a real bummer because although it
gave you the best situational awareness, you couldn't take
a quick peek at your airspeed, altimiter, and flap position
while booming and zooming or yank and crank dogfights. If
you wanted to find out this info you had to hit F5 or F6
but the disruption in your concentration usually resulted
in losing contact with your target. This is now solved with
the addition instruments to the F7 view. In fact, the new
F7 instrument layout and design kicks butt over the old,
smaller F5 mode with its funny looking instrument layout
and F6's textual instrument printout. The only reason I can
see for keeping F5 and F6 is for improved frame rates or
force of habit.
Keep your head in the upright and locked position . . .
Another improvement in situational
awareness is the moving of the three most recent lines of the
radio communications and chat buffer onto your viewscreen in
F7 mode. In Air Warrior II the comms messages appeared in the
bottom border of the F5 and F6 view modes and was completely
absent in the full-screen F7 mode. Now, you pretty much have
it all in full-screen mode: instruments and communications.
Yipee! If you don't want your view mucked up with comms
messages you can hit F12 to toggle it on and off. Here's a
shot of the F7 mode with both a plane tagged and
the text buffer activated.
Artificial Flavouring Added . . .
Wingmen and enemy AI has been vastly improved in Air
Warrior III. Now your AI wingmen and enemies will make
their engagement and disengagement decisions based not only
on the parameters of morale, attentiveness, and expertise,
but they also take into account their energy state. This
not only makes them smarter, but it also gives you an
opportunity to employ your flying skills and knowledge of
energy states to your advantage. I've noticed that it is
actully easier to take out AI enemies because they just
won't crank the joystick to evade you and lose all their
speed. What also seems to have been improved in the AI is
that wingmen will actually pick up on the old bait and drag
for a change. Before, in Air Warrior II, wingmen seemed to
be totally oblivious of your attempts to drag an nice juicy
target into their sights. If another plane was a few feet
closer, they'd take it instead and leave you to the wolves.
On-line Play Improvements
You Don't Say?
In my Air Warrior II review I said it would be really nice
if the folks at Kesmai would add audible voice comms to the
offline play. I still feel this way, I mean really, this is
a game with one of the richest sound environments ever, yet
the predominately on-line nature of the game has robbed us
predominately off-line players of hearing our wingmen and
radio operators back at headquarters because that's just
not the way they do it on-line. Well, in a bit of a
surprising move, Kesmai decided to implement real-time,
full-duplex voice communications to the on-line play. Can
you say Holy Shit!
If you can say it, and you have Network Speech enabled,
your allied friends tuned to your channel will also hear
you say it. All the radio channels between 700 and 999 are
available for Network Speech in on-line play so it should
be quite a blast to babble away to your wingie while you
fly to the objective, and then scream your adrenaline
raised voice comms while engaging bogies. I did manage to
get this feature to work, but only off-line. You can use
the Network Speech feature to record your running
commentary during your gun camera films. For the
uninitated, gun camera films are created when you press the
9 key while in flight. If you have a microphone and the
proper sound card you're in business. So why didn't I try
it on-line? Quite simply, although I got it to work
off-line, the quality was soooo bad that I was afraid to
try it on-line. I can only surmise that it was the lousy
microphone that came with my computer. However, I did
happen to notice a number of text chats between on-line
players who said they did get Network Speech to work just
fine. Who knows, maybe the on-line crowd will be able to
tune into and listen to a present-day version of Tokyo Rose
when they are flying over Japan . . . now wouldn't that be
a hoot! Now, it we can just get a few canned off-line voice
comms I'd really be happy.
There's more to flying a fighter plane than killing . . .
As much fun as it is to go on-line in Air Warrior II and do
some serious killing of other on-line adversaries, this
really isn't what WWII was all about (for the @generation,
WWII is not another game by Kesmai, it was a real war).
What was really important in WWII and remains just as
important in today's high-tech air combat world, is the
accomplishing of your mission objectives. Granted,
sometimes mission objectives are to go up and kill every
approaching bogie, but mostly, air combat in WWII and today
is about patrolling, escorting, strafing and bombing.
Air Warrior III now has it's own on-line arena where you
can participate in such campaigns where the accomplishment
of your mission objectives will accrue more to your overall
score than the number of kills you tally.
If you want, you could go there right now and take a look.
All you have to do is go to www.bigweek.com, download the free Air
Warrior frontend -- off-line mode not included--, install
it then connect. Best of all, IT'S FREE. No on-line charges
are levied because it's still in open beta.
Getting back to my story, these mini-scenarios as they are
called are quite amazing. They start at specified times, I
think 7, 9, and 11 pm EST. You'll want to get there early
because available pilot slots in fighter planes and bombers
fill up fast, as do gunner positions on the bombers. I
tried the other night but I was too late to get in. Anyway,
if you do get in, you'll be given your mission objectives
and then you just sit and wait until the clock ticks down
to launch time. When you do hit zero hour you'll be
launched in the air and heading toward your first waypoint.
This is where team work comes in.
Over and over I have heard from the on-line players that I
have interviewed that the most rewarding and compelling
feature of Air Warrior is the community atmosphere. This is
due in large part to the permanent, 24 hour-a-day nature of
the host server environment. But what really instills
community spirit and fosters freindships with people you've
never actually met is the fact that you can participate in
large scale offensives where although your mission
objectives aren't glamourous they are vital to the overall
success of the campaign. Add to this the fact that in most
mini-scenarios you are only allowed one life and you begin
to see how important you are to your on-line allies and
vice versa. People, lives even, albeit virtual, depend on
your ability to accomplish your objectives. Therefore, if
your job is to escort bombers and you are attacked by a
swarm of Me109's you will be less interested in killing
them as you are in breaking up their formation, protecting
your wingman, and just generally annoying those harassing
those Me109 pilots until they decide that getting to those
bombers ain't worth the effort. If you succeed in keeping
the wolves at bay and allow the bombers to drop their eggs
on the target, you've succeeded and will be more valuable
to your country than a fighter who breaks formation and
kills ten enemy fighters but allows one bogey to get
through and wipe out a whole bomber squadron.
Conclusion
Air Warrior II was a great sim despite it's graphic
limitations. Now with 3D acceleration, the improved
situational awareness features, better AI, and on-line
historical play and mini-scenarios I believe it's even more
worthwhile than ever. Add to this the fact that you really
don't even have to buy it to enjoy it on-line (where the
real fun is) and you can't go wrong. But I think that if
you try the on-line version for free you'll still want to
get the box version because then you can hone your flying
and engagement skills so you won't get plastered everytime
you go on-line like I did (and still do, frankly). If I
could gripe about anything it would be the external view
feature which, although nice to look at, doesn't allow you
to fly in this mode. Each movement of the joystick while in
external view not only makes your plane move but also makes
the view move. Very annoying. I also found a bug in the
campaigns which occured after saving a successful mission.
When you return to the campaign and load the saved mission
it will tell you that your charcter was lost. You can
re-instate your character without affecting your score or
the dynamic nature of the missions, but it does put a dent
in your morale about things.
I also experience a let-down after completing the Jolly
Rogers Campaign. After successfully completing the last
mission I should have received some nice ending music and a
morale-boosting cut screen. Neither happened and I was
unceremoniously booted from the entire game back to
Windows. I asked Jonathon Baron, producer of the game,
about this and the lost character bug and he told me that
their was indeed a bug related to the lost character
scenario, but he had never heard of people not getting the
pay-off music and screen at the end of the game.
What I don't like about the free on-line beta at
bigweek.com is that the only free-for-all arena is in full
realism. Although the marketing literature says it's fun to
experience uncontrolled spins, I beg to differ. For a new
comer to the community I would venture to say that it might
put them off the on-line experience altogether. Fortunately
the mini-scenarios have spins disabled.
One last thing about this game that I always fail to go
into much depth about is the Mission Editor which comes
with the boxed retail version. There is a new version of
the Mission Editor in Air Warrior III which has some
improvements over the original version. So, if you like to
plan complex scenarios you'll enjoy this feature. With the
mission editor you can create individual missions in any
theater, specify wingmen and enemy parameters, waypoints,
objectives, etc., etc., etc. If you get good at it you
might even be asked to become a member of the scenario
designers guild for designing on-line missions. Oh, and if
you have the time, check out the AW3sheep.avi file on the
CD. . . it's fascinating.