Enemy
Engaged: RAH-66 Comanche v. KA-52 Hokum
Publisher: Razorworks Ltd./Empire Interactive-U.K.
Reviewed by: Cat91
Article
Discussion Forum
First
Impressions:
Razorworks
Ltd. is a relative newcomer to the world of combat flight. I first
encountered this new and exciting design studio when I picked up
a copy of the first release in the Enemy Engaged series, Apache
v. Havoc, last year. The Enemy Engaged series are mid-level simulations
geard more toward the gamer who wants to play theater air commander
AND fly one of the squadron's birds into combat. As the most detailed
and technically correct and, not to mention, the best of the three
current offerings for combat helicopter junkies, the combat helo
land has been abuzz about this title for months. The excitement
has only been heightened by the fact that it is currently only available
in Europe and England. Now here it is, just in time for the Cat's
June installment of her favorite combat simulations.
I managed to get my copy of it hot off the U.K.'s shelves through
a now-closed loophole in Empire Interactive's marketing plan; it
seems they were allowing Americans to buy copies and have 'em shipped
over here until about a month or so ago. Well, I got mine, and it's
just been patched to ver. 1.4.0C. Is it the official successor to
the all-time 500-pound gorilla of combat helo sims, Jane's Longbow
II? Let's find out. The sim models two of the deadliest combat choppers
out there: the American Boeing RAH-66 Comanche, due to enter service
in 2004, and the Russian Kamov KA-52 "Hokum" type B, which even
now is hunting Chechen guerillas someplace in South Asia.
Graphics:
Here is where the sim shines. There are three theaters, Lebanon,
Yemen, and Taiwan, modeled in each case from topographic maps
of the areas. Many simmers pan the fact that Razorworks models
forests as a raised, flat block of mottled green, but it does
what it is supposed to do - give low level cover without hogging
CPU cycles. The buildings are well done. My favorites are still
in the Apache-Havoc Cuba campaign, with the huge Che Guevara (sigh)
posters on the buildings. There is a switch one can use in the
startup shortcut to fix building popup rates, so that they are
drawn at greater distances; however, I have noticed that with
a GeForce card there are still popup issues no matter where that
is set. There are power lines, and they can bring down the unwary
traveler. Best of all are the vehicles and the aircraft. Look
at the screenshots. Are they not gorgeous? Thumbs up to the Brits
for that one - very, very well done. The models are fully articulated,
and you can see doors open and all sorts of stuff. My favorite
thing is to watch an air assault on a facility I just hammered.
Blackhawks or Mi-24's will fly in, land, and a squad of soldiery
will jump out, form up, then break formation and double-time,
two-by-two, into the nearest building. That looks so neat to watch!
One can randomly select ongoing missions in the Map screen and
watch them up close and personal.
The campaign itself is fully dynamic and different every time
you play. Objectives are set that you must disable or capture
for your side to win, and that ain't easy. Using the road network,
forces will advance, take territory and fight when they come into
contact. This is a very well done, reactive AI scheme; it reacts
to what you do, where you fly and what you kill. Hang around too
high for too long, and the AI will see you and send MiGs et al.
to find out what you're up to. In one Recon mission, I flew right
past a power plant that was listed as an objective. I had rocket
pods and after reconning the target, stopped at the power plant
on the way back and pounded it. When I got back to the airbase,
Command had a new mission fragged. It seems Intel had picked up
increased enemy activity and concern regarding Power Plant 2.
They wanted me to investigate and see what the Syrians were so
worked up about (giggle)! That is just good attention to detail.
However, aside from the "skirmish" and "free flight" missions,
there is no way to create your own missions or to frag your own
missions from inside the campaign. You are restricted to what
the computer generates. This has a lot of the faithful online
upset. Note that there is enough going on so one rarely has to
wait long for the computer to frag her a good mission.
Sound/Music:
While
the music tracks are rocking, the explosions and the gun/missile
sounds are pretty tame, which surprised me. And things don't burn
like mad, as they did in F/A 18, which still has my vote for coolest-yet-Hollywood-like
fire and explosions. There are aftermarket addon sound packs.
Try Flexman's page at www.simhq.com
for these.
Gameplay:
Avionics/Flight
Model
I have to give the Razorworks team some credit. What they do in
the Enemy Engaged series is model not just one but TWO helicopters.
From the cockpit, both implement sufficiently different flight
models that one knows she isn't flying the same bird with a different
skin. The team did their best to accommodate pilots of varying
skills. Flying a helicopter, especially for those virtual pilots
like me who are used to flying fixed wing fast movers, is a real
challenge even without the realistic things like retreating blade
stall, vortex ring state, and translational lift. Here, all of
the above are present and accounted for. This is a first in a
helo sim, and they can be toggled on or off by the user. The avionics,
unfortunately, are generic. They're geared more toward the Western
helo than the Russian one; however, all the modes you look for
are there, and there is enough detail that hardcore simmers like
me aren't turned off. I find the avionics suite a good compromise,
though I do wish that in realistic mode one could get a little
more help from the AI co-pilot/gunner. He does identify targets
for you, but it comes up as a notation on your integrated helmet
sight. I'd like it better if it was like Longbow II, where the
CP/G just yells, "Enemy tanks-two o'clock!" However, it is again
an obvious compromise. The Russian helo is representative of the
state of the art technology over there. The French Thomson company
is now lending a hand with technology updating for Russian combat
aircraft, and as a result, the current generation of Kamov attack
helicopters equals the U.S. in many capabilities.
One thing that bugs me is the yo-yo effect you get sometimes in
the Comanche with the altitude-hold on and moving at about 80
knots. I have been told that it happens because I get into a vortex
ring state where air is flowing around the blades funny, as it
usually happens when I'm about 50 feet high. Whatever it is, it
is aggravating, making you yo-yo right into the ground. Altitude
hold is not for the faint of heart. Hover hold is most fun in
the Ka-52 (see below).
Weapons and AI
All that and a bag of chips. On the U.S. side, both laser and
radar variants of the Hellfire anti-tank missile are present and
accounted for and can be used in direct "lock on before launch"
and indirect "lock on after launch" modes. The Stinger anti-aircraft
missile is there, but is easily spoofed by flares. Both multi-purpose
sub munition and high explosive Hydra rockets are also available,
and both are effective. The Russian side has Vikhr laser-guided
anti-tank missiles-the deadliest ones in the game. Both 80 and
120mm rockets are there, as are Igla air-to-air missiles, and
are as easily spoofed as Stingers, unfortunately. If you have
the earlier game, Apache v. Havoc, installed, then not only will
you have access to the campaign games in Comanche v. Hokum, but
access to the Apache and Havoc helicopters as well. This means
that you also have access, when flying the Havoc, to the ever-dangerous
AT-6 "Spiral" command-guided anti-tank missile, known in the game
as the "Ataka." This was always one of my favorite weapons in
Apache-Havoc. There is room for improvement here, on the Russian
side. Russian helos are known to carry a much wider variety of
weapons, including heavy missiles and bombs, that aren't in the
game. However, what is there is done well, and I'd rather have
a little done well than a lot done poorly.
I do wish that the older helicopters had updated cockpit graphics
because to get the most out of the helicopters from Apache-Havoc,
you have to toggle the resolution to 640 x 480 mode by means of
a simple SHIFT-F1. The artificial intelligence is better than
in the release version of the game. Wingman commands are implemented
very well via a menu driven command system, and when you tell
your team "Weapons Free" they will track and engage the enemy
without further input from you. Radar cross section modeling looks
well-done; when the Comanche is in stealth mode and alone, it
can sneak onto an enemy airbase without being seen. If it opens
its weapon bay doors or turns on its radar, the surface-to-air
missiles immediately lock on. I have a question about their implementation
of Doppler notch: When a target is stationary, it seems to me
that enemy aircraft with pulse-Doppler radar should have difficulty
in finding it, but here, they'll find and frag you whether you're
moving or not, regardless of your altitude, once you show yourself
to have evil intentions. However, as far as I have seen, it isn't
a 100% thing, and I have found the Stinger and Igla to be more
useful against fast movers than helicopters - as they should be.
Ground units will move and fight, though they seem to be road-bound,
which in a desert like Lebanon doesn't ring true. They are dangerous
to low-flying helos and jets, though, and will track, fire and
kill the unwary traveler.
Vikhr missiles are laser guided. They can be fired by means of
a realistic and cool viewscope, as in the real bird! It has three
levels of zoom, and when you're head down, you can see and target
the bad guys. To kill them, you have to keep the crosshairs on
target because you're illuminating him with a laser. The lased
target will often emit a cloud of purple smoke to fool the laser.
See the screenshots at right for details of this.
Enjoyment:
Of
the two helos represented, the Russian one is the most fun. From
its side-by-side cockpit one can see all four of the multi-functional
displays, giving the pilot the unique ability to be able to target
with the Crossbow radar system. If the CP/G can't see, the pilot
can identify targets simply by thumb-hatting across the cockpit
and looking for herself. In the Comanche, one has to jump back
and forth between the two cockpits to do this. The CP/G will run
flares and chaff and operate the IR and radar jammers for you
if you so desire. This is very helpful when the heat is on
Multiplayer:
I
didn't test this area. The Cat got put off multiplayer flight
a few years ago and prefers to fly solo. However, I prevailed
upon my friends in the helo messageboard, and they tell me that
multiplayer is seamless. It works just like the campaign game
itself, and there are dedicated servers one can find to fly on.
The one recurring issue with MP here is weapons lag - where the
pilot pickles off a weapon and it doesn't leave the pylon for
a second or two. That's disconcerting, but the guys say it's manageable,
and the MP aspect of the game works very well and stably.
Overall
Impression:
Overall,
I liked this simulation. It is a neat and, for the most part,
accurate representation of low-level helo combat, from what I
have read. Certainly, it is superior to any other helicopter sim
out there at this time, in my mind, and other combat flight sim
publishers should be taking notes on the interoperability of the
sim with its Apache-Havoc ancestor and its innovative answer to
the dynamic campaign. However, the team's out to lunch with regard
to appeal across gender lines. Wake up, y'all!!
Marketing
Efforts Towards Women:
Is
it female friendly?
This is always the first thing I look for. The combat flight world
is notoriously male-oriented, and many game developers have not
yet figured out that women fly combat too. In England, the U.S.,
Canada, Israel, and I believe, Russia as well, women are already
flying combat aircraft. Evidently, our friends at the Razorworks
haven't got the message because they're boldly marching forward
into the 1950's with an all-male combat environment. The only
exception is an American flight controller from the Bronx who
every guy I've met on the Net is panning like a big dog. All,
and I mean ALL, of your wingmen are very macho-sounding fellas
indeed, as is your co-pilot/gunner. Well, at least they didn't
commit the cardinal sin of having the lead pilot male-voice only...the
lead pilot has no voice. However, one's immersion gets blown all
to hell when the intrepid ladybug goes to the handy-dandy F11
crew view and finds out that the crew is male, including the pilot,
and no function to change them exists. Thanks for the sour persimmons,
Razorworks. Y'all get a great, big, juicy raspberry from this
writer for that.
Enter the very nice men of the combatsim.com Combat Helo forum.
After I was heard to complain about that, vociferously, on the
forum, they made me a bitmap that I was able to use to at least
change the pilot's face using a neat little utility one can find
on Richard "Flexman" Hawley's Combat Helo Page at www.simhq.com
. If there is any interest in getting this, ladies, let someone
on the staff here know, and I'll have 'em post the bitmap file.
I nominate *all* the guys who post over there for the White Knight
of the Week Award.
Chivalry...is NOT dead.
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