Fighting Steel: Review - Page 1/1


Created on 2005-02-08

Title: Fighting Steel: Review
By: Eric Marlow
Date: 1999-07-06 2976
Flashback: Orig. Multipage Version
Hard Copy: Printer Friendly

I have been following Fighting Steel by SSI/Divide by Zero for some time. Last year at the 1998 E3 I got my first up-close-and-personal look at what was poised to be an incredible naval simulation. More than a year has past and the simulation has undergone many substantial changes. How does the final release fair? Let's take a look.

On the Box Experience

I must say that SSI has maximized the experience of opening the box. Not only was I rewarded with a very nice printed glue-bound manual and the game CD with a jewel case, I also received copies of the DOS-based Silent Hunter and Steel Panthers II Brigade Command. Nice touch.

Fighting Steel's website begins with the bold statement, "The most graphically stunning and realistic simulation of naval surface combat ever created." Other statements such as "Combining the depth of a detailed simulation and the tactical challenges of the finest war game…" and "Detailed combat and maneuvering systems accurately simulate naval surface combat..." clearly set the tone by which Fighting Steel should be measured.

SSI is plainly targeting more of a hard-core crowd with Fighting Steel. Although Fighting Steel could be targeted at the soft to middle core gamer, you really aren't subjected to the "secret" code words the marketing departments always seems to plug-in to address these needs: "easy to use", "intuitive", and "scalable game play."

Ok, so how well does it stand up to these claims?

Manual

Given my disappointments with the quality of manuals of recently reviewed sims, I was pleasantly surprised to find a well-written, substantial game play guide included in the box.

The 125 page manual includes sections on the Quick Start Tutorial, a Game Overview, Starting the Game, Playing the Game, Preference Settings, Ship Viewer, Campaign Game, Winning the Game, Creating New Scenarios, What's Behind the Game System, Staff Briefing (Tactics), Designers Notes, and Reference.

In general I was quite pleased with this manual, as it is what I have come to expect from any developer who offers a military simulation that espouses realism and content.

GUI

Training

Fighting Steel includes two tutorial missions that give you an introductory flavor of naval combat. The training missions are to be learned by executing the mission while reading along with the textual dialog in the manual.

I found the training missions to be adequate to the task, but just barely. I would have appreciated some kind of voice-over narration, as trying to execute a real-time mission on-screen while jumping back to the manual was challenging at best.

2d View

Single Missions

Initially the player may opt to start their exposure to Fighting Steel by jumping into a single historical engagement. Fighting Steel includes twelve scenarios from the period 1939-1942 set in the Atlantic and Pacific theatres of operations. Every scenario was carefully researched to give you a sense of battle size, time of day, crew quality and starting position. The manual includes a full description of each engagement on the Background and Historical Scenarios page.

To keep things fresh, Fighting Steel also incorporates what is called a Battle Generator. The generator can produce a random battle based on criteria that is specified up-front. Criteria include items such as nationality, start time, historical/fantasy, battle size, battle type, formation setup, air/sea control, visibility, time, location, and crew quality. While not maintaining historic realism, the battles generated can achieve historic authenticity.

Campaign

Fighting Steel's campaign structure is a mix of new and old. The campaign begins by an initial selection of campaign setup options. At the outset, you make the choices as to whether a campaign will be based on historical or fantasy criteria. The AI adds a random factor that establishes how much chance is applied to the generated mission types. You also have control over player nation, difficulty and game length.

The missions produced by the campaign engine are not scripted; rather they are random based on the characteristics you specify.

Campaign

The part I most enjoyed with regard to the campaign was the fleet management functions. At the start of each campaign you are given control over a finite set of assets. The assets are comprised of a variety of ship types and crew abilities. It is your job to manage the availability and effectiveness of the ships in the fleet.

Effectiveness is managed by specifying which ships are on patrol and which ships are in port. Moving a ship to "in port" status allows the crews to refresh from a "fatigued" status. On the other hand, allowing the ships to stay on patrol and participate in engagements improves their crew quality and (if they participate in a night battle) improves their night fighting skills.

I found the fleet management screen to be a little confusing at first. The manual does not do an adequate job of explaining the fact that the more lit green squares there are on a ship's status, the stronger it is in that area. Thus I thought that when all of the green squares under the heading of "Crew Fatigue" were lit for a particular ship, that ship's crew was highly fatigued.

Not so - apparently it's the other way around. The lower the number of lit green squares, the higher the fatigue level. Night fighting and Crew Quality is as it should be: the more green squares the stronger it is. I think the title "Crew Fatigue" needs to be changed to "Crew Freshness" or some such heading to make it clearer.

As for how the campaign tends to incorporate "the old", the engine is built on the turn concept where each turn signifies a movement of time in increments of one week or one month depending on the campaign length you selected initially. As each turn is implemented, time moves forward and ship/crew status is updated accordingly. The campaign engine makes the determination if a battle is to be fought; if one is at hand you are moved to play mode.

Although I like the fleet management aspects of the campaign, I would have liked to see more emphasis on achieving some kind of strategic goal during the operation. As it is now, you move from battle to battle with no sense of what you are trying to achieve other than the total destruction of the enemy (for which you have no intel.) As we saw in the Pacific War during WW II with the island-hopping/by-pass tactics of Nimitz and MacArthur, there are different ways of skinning the cat.

Bad Weather

Battle sizes are determined by the campaign criteria and not by my ability to manage my fleet assets. I would have liked the ability to better control what ships I engage the enemy with and be rewarded for my asset management prowess. As it is now, the ships identified for battle are determined automatically and you have little say what assets you bring to the party.

Mission Building

Fighting Steel contains a very robust mission builder so existing missions can be edited and new scenarios can be created. Just about every conceivable control is available via the scenario editor: environmental settings, game length, location, air/sea control, visibility, and mission type are but a few of the factors you have command over.

Mssn Editor

In addition, you have the option of creating hypothetical engagements between navies that never met in real life. Interested to see how the Arizona, Oklahoma, and Utah would have faired against the IJN? Build a scenario where the unfortunate battleships of Pearl Harbor take revenge on the unsuspecting Japanese. Mad at England for subjecting us to the music of Oasis? Create a scenario that pits the US Navy against the Brits.

While the scenario editor is quite flexible, the editor does place a limit on the maximum number of ships you can position in a user-built scenario at 20. While this may be sufficient for most battles, I found this frustrating when I tried to write my first historical mission, the first battle of Guadalcanal, which had 27 ships. Consequently, I created a mission that simulates the battle of Vella Lavella, which can be found HERE. While this battle took place in 1943, the scenario editor's database allows me to create a very accurate engagement.

Game Play

The first thing you are confronted with when playing Fighting Steel is the game's interface. What initially starts as confusion and trepidation turns into a genuine appreciation in the designer's ability to give the player a wealth of control over the combat action.

Daunting interface aside, after a couple of battles you quickly learn how to maneuver between the 2D battle overview screen and the 3D combat screen. The sim also gives you a wide variety of action cam settings, which can automatically pan you to the action, or if you wish, stay on one particular view.

2d View

3d View

I'm glad that the designers gave me the ability to configure the view settings - several times during heated battles I would be automatically switched to a view that I did not want. Luckily I could quickly turn off this auto camera.

Battle victory once inside an engagement is determined by the ability of the commander to maneuver his fleet into an optimal firing position, usually with all guns pointed at the enemy. While there is much to concentrate on to optimize your crew's ability to put steel on target, I began to wish I had more control over my ability to accurately delivery ordnance.

When I interviewed Joel Billings, the Producer of Fighting Steel last year's E3 in Atlanta, I learned that the design specifications did not include a first-person gunnery/torpedo station or radar position. While I can't fully criticize a feature that wasn't included, I can say (pun intended) that they missed the boat on not giving us more human control over the guns and torpedoes.

I don't wish to diminish the fact that maneuvering the firing line is simply a matter of "crossing the T", because it is a bit more than that. But I quickly found myself making my moves and just sitting back and watching the action. Allowing me to better control my accuracy via gunnery stations, torpedo solutions, and radar identification would have kept me more engaged.

Shell Straddle and Hit

I should also mention that game play is selectable in terms of allowing the player to determine how much of the battle he wishes to control. Each engagement is usually made up of 2 or more divisions (each division may be made up of one or more ships).

As control of multiple divisions can be pretty brutal at times, you have the option of controlling only one division at a time; the Artificial Intelligence (AI) will take over control of the other divisions. While I'm glad SSI incorporated this option, I usually found myself playing standard mode because I found it difficult to coordinate any attack with the AI divisions.

Although each execution of a single player historic or fantasy scenario results in a numerical score, the game does not save these numbers on a "high score" board. I would have liked the ability to compare my success to my own previous performances by examining one score versus another. Campaign high scores are saved for later comparison.

Graphics Support and Quality

640x480 screen resolution is supported via the Direct 3D API, and this is the only graphics mode supported. Generally I found the graphics to be acceptable, even with the lower standard resolution. The objects and environment are not really up to the standards that have been set by recently released sims, but they are of a decent quality.

There are some spectacular explosion sequences, and shell geysers that appear in the water close to the ship reward shell hits. Shell misses are not displayed - only shells that "straddle" are displayed. This is probably a frame rate issue, but could have incorporated selectable settings for those of us with more powerful machines.

While weather and visibility are modeled in terms of AI, they are only modestly represented with graphical atmospheric effects. Skies become gray and the sea state changes slightly, but there is no graphical representation of rain, fog, snow, or heavy seas.

One disappointment was that there was no visible torpedo splashes when a hit was scored. Again, this could have been a frame rate issue, but since torpedoes don't hit that often, I would think that they could have been worked into the game in some capacity.

Sound Quality

The quality of the game sound was generally pretty respectable. The game includes a variety of voices with American, British, German, and Japanese accents. Australian accents seem to be included in the game's SFX directory, though I haven't played a scenario where they were used.

There are only twelve distinct audible notifications given by crew members. Although this is adequate as to not become an annoyance, I would have liked to see additional crew voices for helm acknowledgment, when specific items are damaged, and when they are repaired. The option to turn off crew voices varying by importance could have been incorporated to cut down on extraneous chatter for those who do not prefer it.

Database

Realism

The included database is incredible: four navies are built-in as part of Fighting Steel - the United States Navy, the Royal Navy (Britain), the Kriegsmarine (Germany), and the Imperial Japanese Navy are represented. Only ships that existed between the years 1939-1942 are included. You won't find ships that appear later in the war such as the Iowa-class battleships. Even so, the database number 90 different ship classes and is populated with 1000 actual fighting vessels.

The main classes modeled in Fighting Steel are of the Battleship (BB), Battlecrusier (BC), Heavy Cruiser (CA), Light Cruiser (CL), Destroyer (DD), and Transport (TR) classes. If you are looking for carriers and submarines you will have look to other simulations.

It would be too rich a task to list all of the modeling items that Fighting Steel has included, but just to give you a flavor: national characteristics, weather, fatigue, crew quality, night fighting ability, primary/secondary/tertiary gun capability, acceleration/deceleration of ships, armor protection, torpedo effectiveness, and so on - most of which is listed in tables in the back of the manual. In a nice move, SSI included how these modeled items factor into the battle as part of the documentation.

While I was stretched to come up with any battles of the period that used landforms as a distinguishing part of the battle, I would have appreciated some kind of ability to simulate landforms in the engagements. Having the ability to set up islands and coastlines, such as were present around Guadalcanal, Savo Island, and "The Slot", would have made for some interesting engagements.

3d View

Fighting Steel also includes an in-game reference for all of the fighting ships resident in the database. The database viewer gives a 2D and 3D view of each ship class with the ability to change angle and lighting to simulate visual identification at a distance. While the database is suitable, I would have appreciated the ability to quickly call up a contact's database entry from inside a game. As it is now, you must pause the battle and scroll through the database to find the ship you are trying to investigate.

Bugs Aboard Ship

The proverbial pests have not all fled from the ships in Fighting Steel. On more than several occasions I encountered very frustrating bugs. These bugs would frequently take the form of hard lock-ups of the system; they always seemed to occur when I was playing a campaign mission. Consequently, I was only able to finish a full campaign twice.

Starshell Illumination

Another annoyance deals with the release of torpedoes. There were many occasions that I had lined up my destroyer battle line to make a torpedo run. After closing the distance and having adequate torpedoes loaded on the proper side of the ship, my torpedoes would not launch from their tubes. Either pressing the FIRE button would not work or the FIRE button was never given to me. After reading up on the subject and to my knowledge, there was nothing that would have prevented me from a successful launch, yet my torpedo tubes showed "unable".

Also frustrating was the inability to select torpedo targets. Sometimes when trying to select a torpedo target where it seemed many targets were available and within range, I was unable to click on the torpedo target box. The attempt at choosing a target produced no selection. Other times selecting a torpedo target that was directly off one of my ship's beams would produce a projected firing solution that was nowhere near the projected target area.

Summary

I'm a bit torn when sizing up Fighting Steel. While I applaud the developer's attempt at accuracy and realism in constructing the ships database, the AI, and the physical modeling aspects, I am disheartened by some of the choices that where made early in the development cycle.

The need for first-person gunnery/torpedo targeting, the lack of a radar station, and the necessity for more robust campaign engine might damage this game by not allowing a fuller game play experience. It is that fuller experience that will determine enjoyment over the long term, and at the moment Fighting Steel is weak in this dimension.

On the other hand, I had a first-rate time constructing missions and then playing them out as I saw fit. I rather liked playing historical missions and determining if my maneuver skills would have given me an advantage.

Although it's tough for me to overlook the problems with the software, what's included in the box is an enjoyable simulation. Although many of the features I had hoped to make it into this sim probably will never be incorporated, I feel confident that SSI's continued support of this product will allow it to stay on my hard drive for some time to come.

Here are some of my parting shots.. er, thoughts:

High Points:

  • Mission Builder
  • Available Assets
  • Realistic Environment and Feel
  • Manual

Low Points:

  • Lack of Control Over Certain Game Play Aspects
  • Graphics a Little Behind the Times
  • Some Bugs

Battleship Rolls Over
A Battleship Rolls Over

Ratings

  • Core Rating: 88%
  • Game Play: 80%
  • Graphics: 70%
  • Sound: 75%
  • Manual: 92%
  • Intelligence/AI: 88%
  • User Interface: 88%
  • Mission Planner: 90%
  • Fun Factor: 80%
  • Learning Curve (in hours): 2-3 hours

Overall Rating: 83%

Test System

  • Pentium III 500
  • Windows 98
  • 256MB RAM
  • Diamond Monster 2 SLI
  • Diamond V550 TNT AGP
  • Turtle Beach Montego II PCI
  • Mitsumi 32x CD-ROM
  • Latest drivers on all ;-)

Download Snacko's custom mission:
The Battle of Vella Lavella

Download the v 1.02 Patch. 1.3 MB to take care of many small issues and crashes.

Download the Fighting Steel Demo 23 MB.

Cruise the Fighting Steel web site.



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