Before I left for E3, I had a flurry of questions from many of my
friends and coworkers on what E3 is about and what it feels like to be
part of such a monumental event. "It's difficult to describe." I said,
"the event is so huge and elaborate that writers often spend the entire
first day simply trying to get a grip on the layout of the place." Make
no mistake, however, each and every gaming journalist lives for E3.
The opportunity to see and articulate my excitement about new products
is breathtaking and in some cases, heartbreaking. Based on my
experience, this years' E3 offered such a plethora of new "hard-core"
products that I bring into question whether hard-core simulations are
actually declining or perhaps on the rise and if so, for how long?
In the face of this influx of great games, finding the best of the best
is a difficult task. Nevertheless, I have compiled my list of what I
consider the best of what is coming for Combatsim.com fans for the rest
of 1999 and into 2000. My specific emphasis is on jet simulations,
which I felt was the most competitive arena at this year's event.
Best of Show: Jet Simulation
Choosing between the beautiful blonde, brunette and redhead has always
been difficult. In many ways that is how I feel when choosing between
the best pointy-nose simulations. How can one choose?
Well, after taking into account the initial "look" of the prize, the
outward eye candy, I quickly move toward what really makes these
beautiful women sing: what is inside their hearts. For jet sims this
means flight model, mission structure, choices in operations and
weapons deployment, modeling of the radar in BVR and ACM, structure and
complexity of enemy and friendly AI and even the structure of the game
itself. All these elements can make or break a simulation and when each
is just right we have perfection.
On the minds of most who emailed me about E3 before I left, were
questions dealing with Jane's A-10 and F/A-18. Upon arriving at the
Jane's division of Electronic Arts booth, CJ Martin was firmly planted
in his seat flying his latest build of F/A-18 with a tremendous smile
upon his face. He was explaining in great detail how the APG-73 radar
was going to be working in the F/A-18E and how extensively they were
planning to model the various new munitions now being utilized in
Yugoslavia.
Janes F/A 18
Expect to see various versions of JDAM, JSOW, SLAM-ER and Aim-9X along
with a Helmet Mounted Sight (HMS) in Jane's new simulation! In
addition, I was granted permission to get my hands on their new
simulation and put it through its paces. Visually, Jane's F/A-18 has
some of the best graphics I have ever seen, clouds being the most
obvious. The cockpit is modeled in total 3D with choices of D3D and
Glide, resolutions will be offered for a high as ones video card and
monitor can support. While the flight model is currently derived from
Jane's F-15, Jane's F/A-18 will be simulating all the characteristics
of the F/A-18.
The Hornet scooting away with a full load of fun for some unlucky target.
The first thing I went out to do when I got my hands on the controls
was to find out how the plane feels in yaw rate, pitch and roll. CJ
reminded me several times that the flight model is only ~50% done and
not to expect too much right now while the product is still in
pre-alpha stage.
Even so, the flight model seemed very good. Stalls and flat spins are
on par with Microprose' Falcon 4.0. Low speed nose authority is a huge
asset to the F/A-18, even in it's "E" configuration. After testing
stalls and spins, CJ could see I was slowing the plane for some low
speed testing and quickly pointed out that low speed maneuverability
remained in the 50% undone list. I smiled and chuckled as he could see
I was not going to leave any stones unturned.
Weapons' testing was limited due to the pre-alpha build as were
landings, although I was able to drop some unguided munitions on some
local, unsuspecting hangers and fuel tanks. Explosions quickly brought
to mind those of F-15, which were always impressive. What was even more
impressive was that the simulation is set to ship this year, so
hard-core activists will have two simulations from Jane's to keep them
happy this Christmas. Although A-10 was not displayed, excitement about
its 1999 release has everyone excited.
Fox three! The F/A-18E in BVR running the 414 engines in full burner!
Multiplayer is offered in cooperative mode or head to head. This is a
big change since F-15 when most players felt cooperative multiplayer
was a must for any new simulation to be compelling. With the Super
Hornet, flying side by side with your buddy will be a true pleasure.
DI's Super Hornet
One simulation that was a big hit this year with all our
writers was Digital Integrations Super Hornet. Visually, this game
seems on par with Jane's F/A-18 and in fact carrier operations are even
more detailed. But since Jane's F/A-18 is not as far along as Super
Hornet it is still a tough pick.
Cat launch in Super Hornet.
While I did not get a chance to test DI's Super Hornet for as long as I
flew Jane's F/A 18, both seemed to be close in accuracy to the real
jet. DI's Super Hornet, however, seemed to have an incredible roll rate
which needs to be tuned down.
Furthermore, since the flight model had been fully implemented, I
tested Super Hornet's low speed maneuverability. Unfortunately, it
seemed closer to that of an F-16 rather than an F/A-18. The producer of
Super Hornet and I talked about the lack of nose authority for a minute
and he mentioned several times that when they get the actual F/A-18
pilots to fly the simulation, they will ask about the low speed AoA
authority of the simulation in its current state.
Since I am the only person I know who had the opportunity to fly both
Jane's and Digital Integration's version of the F/A-18E, I feel I have
a unique right to decide which game "felt" better. Although my choice
is muddied a bit since neither is finished and DI's version is much
further along than Janes, I still feel that Jane's F/A-18 was closer to
actual performance characteristics.
Super Hornet.
Jane's campaign structure is supposed to be "semi-dynamic" like that of
F-15, but in the words of CJ Martin, "still more dynamic that F-15."
Meanwhile, DI responded that theirs is a dynamic campaign. When pushed
they stated that in actuality it is more of the same "tree" concept
that Jane's was implementing.
Flanker 2.0
Perhaps the most anticipated Jet Simulation of E3 was Strategic
Simulations Inc. (SSI) Flanker 2.0. When we first arrived in SSI's
booth Friday morning Flanker 2.0 was having trouble getting started as
Carl Norman was fighting with the computer. He mentioned a new build
was to be downloaded that day and would be installed ASAP. Only a few
minutes later we were in a closed door meeting, seeing for the first
time since last year's E3 the progress of the newly designed Harpoon4.
Saturday I made a return visit to SSI's booth to get my hands on
Flanker 2.0. Carl Norman was flying the simulation (the newest build)
and getting spanked by an F-16 and F-15 who were tag-teaming on his
lowly Su-33 (the navalized variant of the Su-27.) Their tactics were
unyielding and very impressive. It has become clear that the AI in
Flanker on the higher levels of difficulty may be the most impressive
ever seen.
Flanker 2.0.
Carl offered me the chance to land on the desk of the carrier and I
quickly agreed. He restarted the simulation for me and set me about
10-15 miles from the carrier on my way to a near final approach. I put
my hands on the Thrustmaster F22 PRO and TQS while Carl mentioned he
would act as my LSO for the landing and handle the keyboard. I quickly
agreed and concentrated on getting my Su-33 on track to make a proper
final approach.
It has been a long time since I had flown Su-27 version 1.5 and I don't
have that many hours in the Su-27 to begin with but the Su-33 flight
model was very good and extremely responsive. At this point only Falcon
4.0's flight model remains an equal to Flanker 2.0, which I would put
just ahead of Jane's F-15.
As I approached the carrier I made a perfect touchdown on the deck but
somehow boltered. "Shoot!" I thought, "how could I have missed?"
Carl, being equally as suspicious, went to an outside view and
checked the aircraft. I had seen him hit the "hook" key but apparently
he did not get the key all the way down because it was evident that my
hook was still tucked under the Su-33. Quickly he exited the training
mission and reloaded it and started me again.
This time he not only lowered my flaps, gear and hook but also ensured
they were down by moving to an outside view. They were all down and
this time when I hit the deck, feeling the plane come to a
neck-snapping halt rewarded me. Very nice!
Although the Su-33 looks nice and flies well, Flanker 2.0 will
have a tree-like structure in the campaign. As anticipated, no ground
objects will move in any of the missions. All the components that made
Flanker 1.5 so successful will return in Flanker 2.0 along with an
improved flight model, better graphics (they are the best of the show),
improved AI and of course, carrier operations.
The Mission editor looks excellent and makes a very welcome return.
Clearly, this is where the real hardcore fliers will be spending a
great deal of time editing and creating custom missions for the Sue.
The problem I have with Flanker 2.0 are the use of non-existing
production weapons and the fact that the Su-33 was not really designed
to be a true multi-role aircraft like the F/A-18C-E, F-15E or F-16C.
Using the R-77 (AA-12) for me is like flying a JSF simulation right
now. It does not exist as production hardware. Sure the Russian Air
Force (RAF) likes to fly the R-77 to air shows and demonstrate that the
unit is in testing, but there are doubts that the missile will never see the light of day due to lack of funding.
As a result, including it in the game only displays for me how
desperate the Su-27/ Su-33 is for a true BVR capability. I would find
it much more enjoyable to use the AA-10 ALAMO C in semi-active mode,
which would give a much better feel for authentic BVR combat and
realism.
Pretending the Su-33 is a true multi-role aircraft is like claiming
that the "new" F-14D is a multi-role airplane too. Sure the F-14D can
drop GBU munitions and can carry various load outs of dumb bombs at
various combat configurations but just like the Su-27, the F-14A was
really designed as a combat intercept aircraft which was later updated
to carry a dual role in it's "newest" configuration. Attaching ground
pounding munitions, "don't make the Su-33 or F-14D an F-15E or
F/A-18E".
Flanker 2.0.
MiG in Flanker 2.0.
In the end, it was Jane's F/A-18 that stole my heart. Even though it is
the least far along that either DI's F/A-18 or SSI's Flanker 2.0, it is
my impression that Jane's F/A-18 will offer the best of the best for
Jet simulations this year. Look for Jane's F/A-18 to be released in Q4
1999.
Best of Show: Shooter
Last year we were shocked and captivated by Tom Clancy's
Rainbow Six. Red Storm Entertainment's Wendy Beasley made a funny
comment to me recently that since they were so new at last year's E3 in
Atlanta that they were desperately trying to pull people into their
booth and ask them to just "take a look" at Rainbow Six. What a huge
difference a year makes! This year their booth was so packed it was
hard to even see the monitors!
The sequel to last year's smash hit has been called Rainbow
Six: Rogue Spear. In our LAN group here in Houston we consider Rainbow
Six a stable horse of entertainment and of immense value. I was excited
to see what Tom Clancy's Entertainment was going to offer in the second
edition in the series and I was even more impressed than I expected.
Rogue Spear's game maturity, AI complexity, graphics, design,
and mission structure remain unequaled. The game has so many
enhancements it is almost impossible to list them all.
This is the box to find in September!
First off, the enemy AI now has psychological components that
dictate how they respond to your presence. When I was watching one of
the design engineers' play, he entered a room with three terrorists
inside, startling one of them. Two were talking with their backs toward
the player so they did not see him (Ding Chavez) enter the room.
One saw him and reacted in absolute panic and terror. You could almost
see his eyes widen with terror as he swung his weapon around, brought
it to bear and began firing wildly, striking and killing his two
buddies in front of him and totally missing the player. Quickly and
swiftly he was dispatched.
The design engineer chuckled lightly and smiled widely while
commenting, "He lost control when I came in the room. This was a great
example of how some terrorist AI players will react differently to your
approach. He panicked and fired his weapon wildly due to his lack of
training and fear factor."
Veteran AI will not panic and will instead silently stalk you
or hunt you in groups. Some enemy AI players may just run due to fear
or try and hide when they hear gunshots from your weapons or see your
teams. How often the AI panics will be modeled after the level of
difficulty you choose to play, I suspect.
Rogue Spear peek action.
Also new is the dedicated sniper. He has his own crouch position to
maximize the accuracy of his shot. However, once you are zoomed in,
moving makes the aiming reticule huge and it does not tighten up as
quickly as the other weapons. Crouching and staying still are the keys
to a successful sniper as is a good firing position.
Camouflage is still a key to Rogue Spear. Finding a good
firing position where you can see the enemy and not be seen is still
paramount in the game. Many missions have high weeds to help in this
respect, such as the new 747 takedown mission which was heavily
requested by players.
Additional updates to the game include the ability to move
while crouched (duck walk). You can even order your players to run and
they will duck down and move quickly. Weapons are abundant in the game
including the new .50 caliber sniper rifle.
All of my personal complaints from the original have been
addressed. Making the flash bangs and frag grenades more effective was
a major goal of the Rogue Spear team. Flash bangs now not only blind
you for a few seconds but also display a "colorful cloudlike smudge" on
your screens that rotates colors as in real life. One Tom Clancy
employee apparently offered to find out first hand if this is what
happens when a flash bang fires in your eyes. Apparently he agreed!
Fragmentation grenades now spray more shrapnel, which was
demonstrated in a room with that was well populated with objects that
take damage. This is another area of significant improvement. Don't
drop a frag grenade near your persona or he will be in for a real bad
day.
Also, enemy AI will no longer just shoot you when you look
into a room. Now they are forced to react like a real human by drawing
their weapon (if it is down), lining a shot, and pulling the trigger.
Do you always have to enter a room to scope it out? Now you can use the
new "peek" action which allows your persona to peer around doors and
look inside while only exposing your head for a few seconds. This, in
addition to the AI having become more "human" makes for safer
"takedowns."
One of my questions was with respect to multiplayer. When
playing "randomized with terrorists" many times players would
materialize in rooms with one or more terrorists standing right next to
you! This would leave you dead .3 seconds after the action started.
Randomization has been recalculated and more safe areas have been added
for players to be started in on each map.
Players can now take damage in specific body parts. Getting
hit in the head will still mean instant death. Getting hit in the leg
means dragging it along while you continue the mission, albeit at a
much slower rate. Being shot in the arm may mean not being able to
shoot with accuracy. More than once I saw a terrorist take a shot in
the leg and being forced to drag his bad leg through the snow,
searching for the safety of cover.
The storylines and maps have been created with the idea of
"this could really happen" in mind. Clearly, this new shooter
simulation from Tom Clancy's has cranked up the bar of excitement to
the highest levels ever. Release for Tom Clancy's Rainbow Six: Rogue
Spear is September. Do yourself a favor; do not miss Tom Clancy's Rogue
Spear.
747 Takedown was one of the most requested missions.
My choice for E3 Best of Show Shooter: Tom Clancy's Rainbow Six: Rogue Spear.
Best of Show: WWII Simulation
This year and the latter part of last year we were bombarded by prop
driven WWII simulations. It was a grand year for lovers of the 1940's
era and this year there are even more WWII simulations coming to grab
your attention (not to mention your $$$)!
We could review which simulation represented the best flight
model or mission structure, or we could talk about which planes you can
fly, but these topics are getting old. This year I was dazzled by
innovation. The Microprose division of Hasbro is offering a new
experience for sim gurus: the chance to man the .50 caliber machine
guns in the B-17 Flying Fortress!
Watching the simulation on screen was outstanding! Each crew member is
individually modeled and can move and take command of different gun
emplacements on the plane if another member of the crew is
incapacitated. Of course for the best accuracy, the player will be
forced to take control of the guns.
Each gun placement is modeled just as in the real aircraft.
Viewing the outside of the plane while the guns were lighting up sent
chills down my spine. In addition to being able to control the guns,
drop the bombs, or fly the B-17 Microprose gives you the ability to
take command of fighters that are also in the game. Three American and
four German fighters are modeled: the P-38 Lightning, P-47 Thunderbolt,
P-51 Mustang, Bf-109, FW-190, Me-163 Comet and Me-262 Schwalbe.
Multiplayer is very well represented in B-17 II as dynamic re-entry of
players is represented in either cooperative or adversarial mode.
Overall, I found B-17 II to be a real breath of fresh air. Graphics are
outstanding and will support most if not all 3D cards.
My E3 pick for Best of Show WWII Simulation: Microprose B-17 II Flying Fortress
Best of Show: Strategy Game
Microsoft entered the gaming scene with a roar years ago, introducing
many new games. One of these was anticipated as a successor to
Civilization. When it appeared, Age of Empires (AoE) was very much like
a mixture of Warcraft from Blizzard and Civilization from Microprose.
However, gamers praised the game as setting forth a new modus operandi
on how real-time strategy games operate. It had a plethora of strategy
options and was designed from the ground up for multiplayer. Ensemble Studios made the game for Microsoft and immediately put themselves on the map.
This year I got a good look at Age of Empires II: Age of Kings (AoK)
and what enhancements were new. First off, the team has designed the
structures and equipment to be "scaled" to their correct sizes. Thus
buildings look enormous and troops look highly detailed.
Diplomatic options and trade have been totally redesigned for more
player options. Diplomacy in the first AoE was virtually non-existent.
It was a case of developing your teams as quickly as possible and being
the first to make the strongest troops and immediately attack.
Economies are also new to AoK. Being able to sell and buy on local
markets or through trading routes is outstanding.
Economic warfare has always been considered a highly desirable asset in
gaming. Age of Kings looks to be one of the first games that could
allow you to almost defeat your opponent without ever fighting him
which I consider a novel idea of strategy.
Also new to AoK is the formation option. This should make a huge
difference to players of the game. No more trying to get those pesky
horse archers and cavaliers to stay slow enough to keep that new
catapult from being devastated by a quick attack. From what I saw there
was about 6 formation options. Excellent idea!
There are also new civilizations in AoK, which now total 13. Each has
it's own unique attributes, unit, buildings and technologies.
The AI has been redesigned and allows players to give soldiers new
orders such as Follow, Guard, and Patrol. In addition new aggression
levels are implemented for soldiers. This should allow each player to
totally customize his individual soldiers in different areas of the map
based on the aggressiveness of his neighbors.
Campaigns are focused on historical characters like Joan of Arc,
Genghis Khan and William Wallace, which allow you to feel closer to the
game play. It should be cool to fight along the lines of such great
historical figures!
Maps are now larger and are randomized for increased play value
especially in multiplayer. In addition there is a new game mode where
players have to protect some strategic assets, Royalty, while
simultaneously trying to kill the royalty of your enemies. This should
make multiplayer games especially interesting!
Look for Age of Empires II: Age of Kings to be released in October of
1999. Microsoft's Age of Kings looks like a very worthy successor to
Age of Empires and should be a classic!