Novalogic has recently released the third installment in their Armored
Fist series. Novalogic is a developer known for their melding of
military simulations with hot gameplay to make fun, accessible games
anyone can pick up with a minimal learning curve.
While
many sim tankers may balk at such an endeavor (as some flight sim junkies
have at their flight sims in the past) I for one have always been a fan
of their style of development. I appreciate a game I can pick up and play
pretty quickly as long as it’s fun and the gameplay isn’t inhibited by
design flaws. Don’t get me wrong and think I don’t want a hard core tank
sim; I sure do! But there is room for ‘survey’ style tank sims along with
the serious ones.
Using
their much discussed Voxel engine in its latest incarnation,
Novalogic has once again created some of the best terrain for a gamer to
play on. The best terrain to play on... if you have the horsepower
for it. We all know what voxelspace demands in terms of hardware requirements
and AFIII is no exception.
As much as you will enjoy the vast expanses
filled with deep gullies, washes and real rolling terrain, AFIII will leave
you scratching your head over some of its aspects. Like me you will be asking the
question, “is this for real?”
Voxelspace and Graphics Resolution
For starters the biggest shock to me was the
fact that the games max resolution is 640*480. At this resolution the voxel engine leaves a lot to be desired.
At 640x480 the
pixels are plain for all to see, with enough jagged edges to bring you
back to the old Atari days. Why Novalogic didn’t stick with the Voxel engine
used in DF that could support resolutions up to 800*600 solidly is beyond
me. It worked very well and increased the look of the game immensely.
The new Voxel 32 engine is even more of a CPU hog than the last one; it
bogged down my 550 MHz machine plenty of times.
The game can be played from third or first person perspective much like Delta
Force yet the game takes on a total arcade feel when played from third
person perspective. While this series has always been more about action
than realism, this latest version left me with the feeling that the game
was just thrown together with little thought or effort. Some of the missions
are fun, but not fun enough to keep you coming back for more.
Gameplay Issues
Besides the lack of resolution depth the game
has some other issues that detract from enjoyment. The
gunnery model will give you fits, as you’ll find laying your main gun on
target can become a lesson in frustration. Those small fine movements of
the gun needed to place the reticule on target are not there. Instead your
sight will jump around as you chase the enemy with your sights.
This is
a serious issue with the game and quickly can lead to frustration as you’ll
spend more time trying to sight in a target than you should. This in
turn can spell your demise in some of these scripted missions.
Setting
the tracking mode to fine will only exacerbate the situation further by
making your turret movements all the much slower, again detrimental to
your virtual survival. Not that the AI is very smart mind you, as we will
discuss later on. Perhaps this is NL’s way of making up for this targeting
drawback.
As I mentioned above the reticule movement is jerky at best when you
try
to lay on a target. It seems NL knows of this problem as you can still
destroy a target if you’re not exactly on it. It’s almost as if they
expanded
the target bubble a couple of notches to allow for this poor targeting
model. Not only is it annoying but it takes away from the fun because
you are
never really challenged to lay the tube exactly on target. I came away
from this game feeling like I had just played a Quake tank mod instead
of a tank simulation: all arcade and no simulation.
There is an easy target lock mode to help you deal with the frustrations
of the manual mode to some degree. In this mode the computer will pick the targets for
you instead of having you search for them yourself. This keeps you
busy putting steel on target, or at least you can close enough to the target for
the game to score a kill for you.
The
other stations on an M1 are modeled well. The CITV allows you to spot
and
designate targets for your gunner. Using the IVIS you can also spot
enemy
units and set new waypoints for your units, allowing you to head off
the enemy and engage them, etcetera. The drivers position is modeled
pretty much the same as always and is one station you won’t spend a lot
of time in. Where you will want
to spend that time will be the TC cupola using the .50.
Using the .50
While I found
the .50 left almost as much to be desired as the main gun, I did get
somewhat used to firing with it. Enough so that when frustration set in
I could pop up there and unload ‘John Wayne’ style on the unsuspecting
infantry which are modeled in the game, something everyone asks for in
an armor sim.
The only purpose the infantry seem to serve in this game is that
of dismounted targets. While they can fire on you with AT weapons they
rarely pose a threat. The best part (and most arcade) is the fact that
you can run over them. It’s a nice ‘road rage’ feature to allow you to
blow off some steam after a bad day.
Air and artillery assets are also modeled and are a mixed bag. I did
like, however, the ease of calling a fire mission. It’s point and click
simple. Just point your tube where you
want the fire mission or CAS to hit and call it in. Very shortly you
will
see an aircraft inbound for the strike or you will hear the call of
splash
for artillery.
Funny thing is the delay of 20-30 seconds when “splash”
has been called for the rounds to hit the deck. The proper method is “shot
out” when the round leaves the tube and “splash” when it should hit the
deck. It’s never dead on accurate in the real world, but it is close to
within a second or two. In AFIII it’s way off. Just a little discrepancy
but one I wanted to mention nonetheless.
Multiplayer
Multiplayer
is included and as is usual with NL’s MP games this one runs pretty stable
on their much-vaunted NovaWorld service. But the big point they missed
in both this and DFII is the exclusion of any other form of online play
such as direct IP, which has become very popular with many games. You are
forced to use NovaWorld and as much as I do love NovaWorld I feel NL may
turn off some gamers by not including direct IP in these games. What is
a gamer to do when the NovaWorld servers are down and they’re itching for
some head to head play?
Multiplayer
allows you to play with up to 32 players in several different modes,
standard
deathmatch, CTF, team deathmatch and force on force where you must
satisfy
mission objectives while stopping your opponents from achieving theirs.
You can also play in co-op mode and run through the missions with your
buddies online. Five other fellow tankers can join you in running
through the mission.
SUMMARY
Overall,
AFIII is the same fast action arcade game as the first two versions.
The
only exception is the new (slow) voxel 32 engine. While I have been a
supporter
of the voxel engine due to its ability to create some of the greatest
outdoor environments, the 32 bit frame crawler has really turned me
off. The new engine is the biggest detractor to enjoyment, and the
action in AF3, while fast and furious, is totally arcade and not very
involving.
Ed. Note: this review is based on the boxed version without the update released by Novalogic in late October.