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ECTS London
by Richard (Flex) Hawley

eaw1
EAW Screen...Click for a larger shot...


The European Computer Trade Show held annually in London is the european equivalent of the E3 in Atlanta but on a somewhat smaller scale. Exhibitors come here to show their games and of course get the chance to play everyone else's games.

My attention chiefly went to stands offering combat simulation titles. So this report is heavily biased in that department. It's also worth noting that ALL (with the exception of Red Baron II) flight sim titles were 3DFX accelerated.

Microprose have always had a strong presence at the ECTS over the years being one of the major sponsors of the event. A "bevy" (can I use this term or is it too english?) of up and coming new titles were seen strutting their stuff. Most notably was "European Air War", "Falcon 4.0" (version 0.1).

European Air War (EAW) is still a long way from completion, they estimated it at 60% complete so far. But it's presence proved that the project is still alive and not the figment of a deranged mind. No internal cockpit views have yet been implemented (in the 3DFX version) and as far as anyone could tell no campaign shell was available. As they said, "a long way from completion". But what is worth commenting on is the landscaping. I've noticed that when it comes to implementing 3DFX accelerated terrain, you can do it well, and (more often in my opinion) do it badly. EAW I'm glad to say does it well. Although visually the whole product looks like a polished SVGA version of Pacific Air War (no bad thing) this must rank highly among the better 3DFX implementations. There is a good view into the middle distance with a natural progressive fading of detail right up to the horizon.

EAW
On flatter terrain you can see further into the distance.

Close to the ground the trademark "fuzzy" texturing is minimal giving a good feeling of height (you can make out individual trees in the texture) and also it manages to convey a sensation speed.

Microprose are reluctant to allow anyone but their reps any "hands-on" demonstrations due to the buggy nature of the game in development. In fact with Falcon 4 one rep' was showing another one what -not to do- or it will crash the system.

Falcon 4.0

GUI
Click for a larger image...

Comes in two separate varieties, non-3DFX "syrup-o-vision" and 3DFX "ever so gentle jerko". And yes I know it's unfinished and not optimized (this should go without saying but I've said it anyway). But this is because despite whatever graphics work you take away from the CPU Falcon 4.0 is doing a hell of a lot more behind the scenes.

But before I get ahead of myself let's talk interface. Someone with a clear understanding of user interface design has crafted the front end for F4. Usage of such things as mental "Chunking" and the old Schinderman golden-rule of "7 plus or minus two things" are all at work here. So when you see the interface for the first time somehow you know what does what and what's going on. Several bonus points to Spect...sorry Microprose for that.

COCKPIT
Click for a larger image...80K

The campaign shell was not seen but the mission planning was. And it's very comprehensive, allowing for creation of "packages". So you can divide up aircraft into "OCA Strike", "SEAD" and so on. This is evident in the picture above. In fact while all this mission planning is taking place "off-line" (for want of a better phrase) the war is STILL going on in the simulation.

Instant action is available offering quick selection of mission type, difficulty and the combat area is chosen by dragging a box over a map. Very quick indeed.

F4 GUI
Click for a larger image...

Also worthy of note is the comms facility. Up to 16 players (human or computer controlled) can fight on-line, head to head or co-op. For team competition there are 4 texture schemes available (4 teams of 4, equaling 16 players). These look very nice indeed, this changes the F16's overall texturing and nose art. Choices include Shark and Tiger artwork and look quite authentic.

On the subject of graphics, compared to "another sim" that's nearing release it's already beginning to look a bit dated, but you don't fly Falcon 3 or Su-27 for the graphics do you? Terrain resolution height mapping looked a bit low, with textured "pyramids", though this is only evident at low level and only in a few places I saw.

Transparent smoke and explosion effects are employed though I couldn't say if light sourcing has been implemented as only daytime missions were flown.

Like in the original Falcon 3 you can "interact" (somewhat loosely) with other members of the squadron. Battle fatigue among your fellow squadron members is something you have to keep an eye on, because not only are they a danger to themselves but your life is on the line too. Some F3 fans will recall the sensation of loss when someone you've kept alive for the most part of a campaign suddenly dies.

Oh, and yes you can shoot the parachutes just like in Falcon 3. :)

If anything irks me about F4, it's the fact that Microprose have tried to copyright the phrase "Campaign Manager tm". What the hell for?

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