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ECTS 2001

by Steve "Biggs" Beardall and Warren "Hun Hunter" Tozer

Article Type: Trade Show Report
Article Date: September 06, 2001


ECTS is Europe's interactive entertainment expo and is a smaller version of E3 held in Los Angeles every year. We sent two UK-based COMBATSIM.COM members, Steve "Biggs" Beardall and Warren "Hun Hunter" Tozer, to ECTS 2001 to cover what new software and hardware related to combat sims was on display. This is their story—ed.

By some strange twist of fate Warren "Hun Hunter" Tozer and I have still not yet met face to face; due to a small mix up I went to the show on the Monday the 3rd and Warren went on Tuesday the 4th. For me the event seems to have been more an exercise on meeting the people in the industry and seeing what goes on behind the scenes. It’s been a curious experience.

Registration at the press desk was simple enough. After a rudimentary scan of the floor plan (desperately trying to form some kind of plan of attack) I went out into the arena. Both Warren and I agreed later that the main focus of the show seemed to be on the console games side of the industry; this made our job of finding the PC-related stuff a little more tricky. Even at this time of the morning the show hall was fairly busy, a lot of the exhibitors were chatting with each other and boxes containing various controllers and such were being passed about and examined.

A lot of the big hardware contenders were there, NVIDIA had a commanding stand and representatives were giving lectures of what to expect from the Geforce3 line of boards. Logitech were also keen to make their presence felt. I made a stop at the CH Products stand and had an introductory chat with one of their team. At this point I was handed a business card and was asked to get in contact with their Media and Channel relations department about products and possible samples/reviews…Hey! Product reviews? Samples? I’m starting to warm to this journalistic thing, Hehehe…

Both Warren and I stopped at the Thrustmaster stand (on our separate days) and spent a fair amount of time hanging around for a chance to speak to a representative in order to make enquiries about the Cougar HOTAS. We were told that they’re very close to going into full production and looking at a release some time in November. We also asked if they had one at the show—No, only the box was on show!

We were also both disappointed to learn that Electronic Arts's Medal of Honour and SSI/Ultimmation's Silent Hunter II weren't on display, but I guess we had more than enough to be getting on with…


Oleg Maddox and IL-2

When I found the Ubi Soft / 1C:Maddox Games booth, Oleg Maddox was standing there, putting some finishing touches to a .trk file that he’d been working on. We shook hands and stood for a while, he letting me gawp at the graphics while he explained (in his remarkably good English) that there was a small problem with the video card…Er, what problem? After a bit more fiddling he brought up the video options screen so I could confirm that all the graphic detail options were set to MAX and then he hit the Replay button. He then pointed out to me the adjustments he’d made and the very realistic clouds had grown subtle shadows on the terrain below.

Warren told me later that the system Oleg used was a P4 900 with a GF2MX card; neither of us found out how much RAM was in there, but we’ll bet that there was a bit more than a 64mb stick! In addition to the stunning graphics, we learned of some late additions to the already huge list of aircraft available, these being the Pe-2, Tu-2 and the G-II glider. At around that time one of the Ubi Soft team came by and told me that the current ‘Official’ web site is going to get pulled down soon, as it was just a teaser. The real one is going to go up in about six weeks and will have its own dedicated forum.

Oleg Maddox

I asked Oleg about the decision to limit the texture size. He said that in order to achieve good online play with no lag, they had to make this decision, and to use the larger textures would increase the packet size for online play by a factor of 8! But he also mentioned that after the game's release there would be an additional file made available to change this. It seems that it won’t affect the main core of the game, but as he said that doesn’t stop you (as a single player) from hosting your own multi-player session. If you fly it by yourself all other aircraft you include will be AI controlled, so you can make use of higher texture size.

I also asked him about the user-made add-on aircraft and the flight models for them. Creating an aircraft model for the sim is one thing it seems, but as Oleg emphasized, creating a custom flight model is something entirely different. As Oleg has explained before in interviews, the fight models are physics based, so you really do have to know what you are doing. He also mentioned something about some secret/mysterious 'Black Box', that had to do with the generation of flight models…no I didn't ask him to elaborate…but one thing he did elaborate on was that a dream of his is to make his titles modular. Modular so that flight sim players will be able to hook up with a tank or naval sim, for example. The net result will be that each title will have maximum details relevant to that title, but all will be able to join together on the battlefield—now that I'd like to see!

Heinkel 111



Time to leave!!

Our conversation is interrupted, almost as if it had been timed, by one of Oleg’s colleagues carrying a pile of boxes containing the official demo/press kits. He hands me one…He seems very pleased with them. They are, of course, very nicely put together.


Oleg's Big Secret Revealed!

Now, at this point he asks me if I’ve heard about the secret project, I nod, he draws me into a small office at the end of the stand. He points out to me that what I’m about to see is very early in development and is using the IL-2 engine. He fire’s it up, it’s a WWII RTS game. Across a movable battlefield runs a group of soldiers firing machine guns at what looks to be a farmhouse. Oleg points out a couple of things such as the muzzle flashes from weapons (which are very like the ones in IL-2). The scene moves around and zooms in from on high then zooms-in to an approaching tiger tank. It’s very detailed and one can see that the tank's wheels and treads are fully functional. We continue to watch it for a while, then the tank is suddenly knocked out of action by an artillery round and the tracks fly off and fall to the ground just like the real thing! This, I think, is going to be another typical Maddox product: they aren’t going to skimp on any of the details.

I say my goodbyes for now and go in search of what else the show has to offer.


Back to the Show

After a bit more labyrinth navigation, I come across a company called Corporate World Wide. They own a number of brand names, including World Air Sim and World Flight Sim and have fifteen products in total under their flag. They produce add-on packages for the MS FS2000 range and will also be working with FS2002 after its release. Their titles cater to the most casual of users up to the professional pilot; glancing at some of the screenshots on the wall I could see why.

Their attention to detail in their products is very impressive. I could also see some of their custom photo-realistic terrains which look a lot better than the stock items. When I arrived at their booth they were showing a custom-made air ambulance and shortly afterward a 737 was loaded up for my viewing pleasure. One particularly interesting feature mentioned was the inclusion of all the ancillary activity that goes around an aircraft, such as fuel trucks, catering wagons, and so on, that swarm around a newly arrived flight and prep it for its next departure. As I stood watching, the 737 was being backed out and readied for taxi at the virtual version of my local airport, Stanstead.

Terminal window



Departure

Another producer of add-ons for FS2000/CFS/CFS2, Just Flight Ltd., were also at the show. As you will recall, Len "Viking1" Hjalmarson did a review of their most recent addition Combat Aces developed by Alpha Simulations. On the various displays there were images of whirling WWI and WWII aircraft battling to the death.


Pointy-nosed Kerosene Burners Return!

A little further around the figurative block I found XICAT. For those in the know, they have obtained the license to the Janes product family [click here for details about this —ed.]. I spoke to the creative director, John Linn. He gave me a small tour of what's been happening. What’s up and coming is F-18; it seems it has had a refit to the graphics engine and a several other improvements too. He showed me the results:

Moonlight



F-18 Panel



Ready for takeoff

Also on display was Janes Attack Squadron. He pointed out that he was having a few problem optimizing the video setting, as the PC was refusing to display anything other than a 640x480 resolution…here's another shot all the same:

P-38 a la Janes

F-18 is due to come out in it’s new form on October the 12th of this year. Janes Attack Squadron doesn’t make its debut ‘til the first quarter of next year.


RTS and Shooters

Two other titles that might tickle your fancy are Takeda, which is an RTS, of the Feudal Samurai type and Sniper, which is yet another first person shooter. I didn’t really get anything on Sniper, other than the official public relations blurb, but Takeda was set up on the PC for me. It’s similar to Shogun: Total War and is one title I’m definitely going to have to check out. Both of these additional titles are due out somewhere around the 9th-12th of November this year.

Ubi Soft's booth was also displaying a late build of their squad-based tactical shooter and Tom Clancy's latest licensed property, Ghost Recon. It looked to be very detailed if a little jerky on-screen (surprising, considering it was running on a P4 1.7ghz machine). One of the reps did explain, however, that the game was not yet optimized. Ghost has been likened to an outdoor version of Rainbow 6, but it differs from the previous title in as much as the plot is now based on war instead of terrorism with the old school Russians making another comeback (didn't Operation Flashpoint teach them anything?!). The planning method that dominated R6 has been dropped in favour of a more flexible on-the-fly method where you get to control other squads in-game. Release date is December of this year.

A couple of interesting looking titles were on display including American Conquest and Codename Outbreak. Conquest is an historical RTS that spans 300 years of history (XV-XVIII for those who like their Roman numerals) and exploration of the American continent and includes the good ole USA, Canada, Mexico and Colombia. The game engine is based on an improved version of Cossacks: European Wars and will feature twelve nations battling it out with infantry cavalry and artillery. It's an ambitious project that should have plenty of appeal to history buffs and there's a 7-player Internet option also. GSC have given them-selves until 4th Quarter this year to finish it. Check out their site.

From the same stable, Codename Outbreak (previously known as Venom) is due for release within the next month. Outbreak is a tactical 3D-shooter set in the year 2034. The plot (if you care for such fare) has alien overtones. Apparently the little buggers have hitched a ride on a meteorite storm caused by Earth’s near miss with a comet. They then proceed to infest us humans by taking root in the back of our heads thereby taking total control. Reminds me of my last visit to McDonalds. The difference to other types of this genre is the fact that you don't just control yourself, you have a team-mate to control, without the help of which, some missions are impossible. The game is based around stealth, sniping and ambushing, so going in guns blazing will not pay dividends.

A very promising first person shooter we both had a look at, is called Iron Storm, has been developed by 4X Studio. The basic plot is an alternate form of reality, the Great War of 1914-1918 hasn’t stopped and has been raging on for 50 years. You (surprise, surprise) Have been given the mission to infiltrate and take out a group called the “Military-industrial Consortium”. Trouble is you must pass through six worlds in a Germany ripped apart by the front line: the Friedrich line (the Western front), the Anton Denikin line (the Russo-Mongol front), the “Tzar Ivan” armoured train, Wolfenburg (an enemy-occupied town), the Mad Baron’s heavy water factory and the Reichstag in Berlin. To top it all off there’s a real war going on as well, and a whole pile of nasties, just itching to take you out. A few of the things you might have to contend with, apart from all the regular bad guys are: Machine gun bunkers, snipers, laser mines, tanks, aerial bombardments, gas attacks, muddy trenches, dogs carrying mines that are trained to attack the enemy, and so on. Whew! The weaponry seems to include a lot of the hardware that’s been developed for real over the 50-year period. It also seems to have that Quake/Rogue spear ring about it too. It is also interesting to note that one of the development tools used was 3d Max, the same 3d program as was used in the development of IL-2. The graphics are top-notch stuff and the atmosphere is menacing. Multi-player as you might expect is there and contains the usual ‘Death Match, Capture the Flag, and variations on those themes.

In the trenches



Sniper mode

The release date is going to be spring 2002 and is published by Wanadoo.


Conclusion

The console side of the industry dominated the show this year. It's been an eye-opening experience to see all the hard work that's put into keeping us PC junkies entertained. After a bit of digging in the undergrowth, we find there are a great many new and up and coming titles to contend with. Given the rumour that the desktop pilot may have little to look forward to, I'm happy to report that this corner of the industry is very much alive and kicking and utterly dedicated to giving us as much fun as they can cram in (corporate interference notwithstanding, of course).

Best of show? Hmm…It would be tempting to try to sub-divide and say X was best for this and Y was best for that, but Warren and I both agree, in the words of one Christopher Lambert…"Z'ere can be only one"…And that would be IL-2.

IL-2 Sturmovik





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