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Apache Havoc

by: Dalibor "Ice" Jovanovic
 

The UK version of Apache Havoc was released some weeks ago. When seeing the first screenshots more than a year ago my jaw dropped. The graphics were stunning to say the least. I've been playing it for some weeks now, and my jaw has fully recovered.

Razorworks is a young team; two of them have been engaged in a few titles from Digital Integration, which is known for solid and entertaining simulator games. The legacy from DI time is more than obvious: the code for ground graphics is really great - it enables that high-speed-low-flying feeling expected in modern combat helicopters.

AH64D Apache

The guys at Razorworks have put a lot of work into visuals, that's for sure: all objects are wery detailed, not only the flyable choppers, AH-64D and Mi-28N, and not only other helicopters and aircraft (RAH-66 Comanche, UH-60 Black Hawk, CH-46E Sea Knight, CH-3 Jolly Green Giant, CH-47D Chinook, A-10 Thunderbolt, F-16, AV-8B Harrier, F/A-18, Ka-52 Hokum, Mi-24 Hind, Ka-29 Helix, Mi-17 Hip, Mi-6 Hook, Su-25, Mig-29, Yak-41 Freestyle, Su-33), but also all ground objects (houses, airports, cities, shipyards).

Vehicles have also been rendered at a stunning level of detail. The list goes from M1A2 Abrams via Tarawa assault ship to T-80 tank and Kiev class assault ship. The input in details must have been enormous: for instance - you can actually overfly the HOTEL sign over the building, which is obviously - a hotel! One can observe flags around goverment buildings. All buildings are superbly rendered and covered with crisp textures. One can also just enjoy overflying big shipyards, full of details (from cranes to ships and warehouses). The most amusing building is certainly something which is probably a HQ of Cuban Goverment or Party - there is a large picture of Che-Guevara on front side of the skycraper :)

Apache Cockpit

Apache - Havoc uses an AI which is semi-dynamic in the campaign. Since missions do take place in real time (just like in Team Apache), damage done influences the big picture. But there is just simple ribbon to visualise the current events on the battlefield - red is Communist side and blue is American side. That's all, no detailed debriefs are offered. I guess this is the price for offering this game to a wider audience....

From starting menus one can choose free flight with limited options (this will be corrected in the incoming patch) such as time and weather, not to mention that you can't plot your own route. Then there is dynamic mission generation (the goal is always the same, the route is the same, just the situation on the field changes every time you start a new mission). There are also special missions which will appear on the internet for download.

Dynamic Campaign

Entering the campaign you get your "Tour of Duty Time", which means time you are allowed to stay in a certain campaign. More time is added after successful completion of given missions within the running campaign.

If you are killed in this sim it doesn't necessarily mean the end of the campaign - you are just repositioned to the beginning and you lose the tour of duty time assigned to that particular mission. Helicopter maintenance and availibility is taken into consideration - so if there are no helicopters in flying condition, you can kiss your mission goodbye. Or, you can wait for somebody to return from his mission and then grab his chopper!

AI

I sometimes find AI opponents more than stupid - I've come across armoured cavalry in the middle of a clearing - they just stood there, they didn't move or spread upon my first kill with guided missiles. Sometimes AA would fire a missile or two in my direction, but nothing serious.

As expected, the Razorworks team is already working on that problem. I've seen other odd things, like total lack of aggressive behavior from fighters (I haven't been shot down so far), and they are easy targets! I'v shot down several Mig-29s and Su-33s and they have offered no resistance!

Apache-Havoc Trees

In general - this sim is not convincing from a tactical point of view. To make things even worse - they haven't implemented a wingman! Amazing as it may seen, you are flying on your own, you even can't call for help or for air support , not to mention assistance from ground units (we have seen that in Novalogic's Commanche many years ago....). Apache - Havoc (so I was told) is more multiplayer oriented, but there is little of the manual reserved for multiplayer aspect and settings!

Here the basic problem of this game - genre - comes into the light. If Apache Havoc is more arcadish, why are there so many details which are pointless for the average player? And if this is helicopter sim, why is there a serious lack of proper flight modeling in take-off and landing, no training missions, no proper mission editor (you can only alter the turning points by draging them around the map) and no communications?

I was again told by guys at Empire, that the first patch (see text below about the patch) will deal with some of these issues. It is a shame though, that Razorworks haven't gone for a hard core simulation with options for newbies to lower the level of realism.

FLIGHT MODEL

Flight model is one of the strong points of this game. Inertia and weight feel right (well, it is up to Apache and Havoc drivers to decide if they are realistic) for a modern combat helicopter. The start-up and landing sequence is a bit overdone, but will be improved in the forthcoming patch (see info about patch). For instance - helicopter can get airborne, but sound of engine spooling is still coming from your speakers...

One feature of flight simulators - detail - receives new meaning in Apache Havoc. Not only the graphics detail, but features like weather are also quite cool (although it seems to rain from very scarce clouds). But I like the change in atmosphere; it gets dark and raindrops on the windshield disrupt the view outside, so you must start a windshield wiper. Next, sunsets and sunrises are SPECTACULAR in the full meaning of the word. Cockpits are full 3d objects, unfortunately they are not clickable.

Click to continue

Apache-H Carrier

Landing is also too simple, one just must take care not to land with too much vertical speed, the rest is not up to player. I would really like to see additional detail, like suspension compressing at landing or something like this. This kind of inconsistency is jarring: why in God's name have they put so much work in detail which mean nothing to the casual gamer, and left out simple details which would make any member of the simming comunity a happy person?

Speaking of which Apache Havoc reaches the lowest point when the player gets shot down or even killed. Nothing special happens in either situation. If one gets shot down over enemy territory and the game is running in real time (just like Falcon4), why can't the player just stay at the helicopter and wait for rescue? Being killed doesn't mean that the game is over, it simply means that time is deducted from mission total time. The aim is to complete the mission and get an extension to Total Duty Time. Is this an arcade racing game or a flight sim with real time dynamic campigns?

Apache-H  Night

There is no serious de-brief; gamer's action is only demarcated by a blue/red ribbon which shows how each of two armies is standing (something like the one in Tornado). Another set-back is complete lack of flying with other helicopters or even with wingman! One feels like a lone wolf in action against a great force... You can't call for reinforcements or help. I haven't tried the multiplayer option yet, which is suppossed to be one of the stronger suits of Apache Havoc.

Apache-Havoc Night

If I summarize all first impressions after a month of playing:

Pros:

  • great visuals
  • above average flight modeling
  • dynamic campaigns
  • two very detailed helicopters to fly
  • very detailed objects

Cons:

  • bugs
  • no wingmen, no buddies
  • stupid AI
  • start-up and landing
  • communications
  • for whom is this game?

Apache-H Dawn

Apache Havoc Rating

  • Core Rating: 70
  • Gameplay:80
  • Graphics:90
  • Sound:80
  • Intelligence/AI: 70
  • User Interface/Mission Planner: 60
  • Fun Factor:80
  • Learning Curve (in hours):1-2
  • Overall Rating: 70 subject to revision post patch.

Conclusion: Wait for the US version which will include the patch to address thse issues:

Changes from version V1.0C to V1.1C

COMPATIBILITY BETWEEN V1.0C AND V1.1C

- V1.1C cannot read V1.0C saved campaigns (and vice versa) - V1.1C cannot join multi-player games hosted by V1.0C (and vice versa)

3D GRAPHICS CARD PROBLEMS

- Riva128 chipset Z-buffer accuracy problems have been fixed - Banshee AGP chipset invisible mouse pointer problems have been fixed

MULTI-PLAYER ISSUES

- the multi-player connection has been made more reliable - entering the IP address now works

MENU SCREENS

- 'Setup' added for configuring games - 'Status' screen 'Elapsed time' now shows days - 'Game Option' screen now includes an option to suppress co-pilot speech - 'Game Option' screen now includes a 'Difficulty' option

Apache-Havoc Cockpit

FLIGHT MODEL

- rotor spin-up time is more realistic - hover-hold now holds altitude rather than just 'station-keeping' - auto-pilot cannot be engaged when the control systems are damaged - the vortex ring effect in hover has been fixed - the dead-zone on the throttle input has been removed

AVIONICS

- radio communications have been improved - a bob-up 'overlay' has been added to the Apache IHADSS and Havoc HUD - the navigation lights are now toggled via the 'V' key - TADS and EO zoom levels have been increased (can now recognise targets at up to 5 Km away) - avionics damage is repaired and the fire extinguisher refilled at bases - Apache IHADSS now displays the radar (FCR) sweep position - overly large radar clutter has been removed from the radar display

WEAPONS

- T80-U 125 mm gun range increased to match the M1A2 (to make fairer engagements) - Hellfire lock-on after launch (LOAL) min/max ranges are more realistic - machine gun effectiveness has been reduced

GAMEPLAY

- difficulty level added - recon missions now require you to transmit the 'recon data' - it is now possible to destroy bases, FARPs and carriers - the 'Tour of Duty' timer has been refined - frontline forces have an improved movement algorithm - aircraft disengage if they do not have a suitable weapon for the target - helicopters do not return to a destroyed carrier

VIEW MODES

- the IHADSS/HUD is now overlaid on the player's gunship external view - 'Toggle Object Text' moved from Alt-F5 to Alt-F7 (as keyboard guide)

JOYSTICKS

- joystick button 3 = select next target - joystick button 4 = padlock target - the POV hat now steers the virtual cockpit and chase camera - there are more programmable joystick configurations

 

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Last Updated January 25th, 1999