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Score Scale:
10 - Awesome
9 - Excellent
8 - Very Good
7 - Good
6 - Above Average
5 - Average
4 - Below Average
3 - Unsatisfactory
2 - Poor
1 - Very Poor
0 - Disaster





Redefining the State of the Art
Published by Hasbro Interactive. Reviewed by Cat91 on 8/25/00

Article Discussion Forum

First Impressions:

1. The Beginning, and Where We Are Today
Hi, combat flight junkies! With the lull in combat flight titles, your ace reporter has been looking over some of the hot titles of the recent past, and no look at the hottest flight sims could possibly be complete without Falcon 4.0. Yes, I admit it. I'm a Falcon fanatic. I first encountered F4 during the run-up to its release in November 1998; I had followed Combatsim.com's wire-to-wire coverage and read every article Len "Viking1" Hjalmarsson (Len, I apologize if I misspelled that) put out. As much as I enjoy Total Air War, Flanker, Comanche v. Hokum, and all the rest of the awesome titles we can fly, I keep coming back to F4 every time a new tweak happens. The combat jet community built F4 up into the Daikatana of its day- no sim could have measured up.

Naturally with this sort of build-up, F4 failed, and miserably. The release was buggy to the max, and its on-box system requirements didn't even come close to what you REALLY need to keep your Falcon flying bug-free. Memory leaks abounded. Unexplained crashes proliferated. And the flames were hot and heavy. Microprose maintained its own forum at www.falcon4.com back then, and it was just going nuts. Patches began coming out within two months of Falcon's release. I'd been flying it, when my then-Diamond Monster Fusion could handle it without locking up unpredictably, and got wind of a Glide fix in the upcoming version 1.04. Back then, MPS had good technical support, and I got into an email communication first with Leon Rosenshein, the lead developer, and then Gabe Turk, the forum moderator, about the fix. I wasn't a flamer and backed into the public beta group for version 1.04 after I drew the team's attention to an art oversight (BSU-49 parachute-retarded bombs...without PARACHUTES). I stayed with the group until MPS contracted out all beta testing to a multiplayer support group known as iBeta LLC, with version 1.08.

Version 1.08, released one year after F4 hit the shelves, was the end of the official road for the wild Falcon ride. It was the definitive bugfix, taking down some of the game's most prevalent and longstanding glitches. Upon its release, Hasbro Interactive pulled the biggest bonehead move possible: It fired the entire Falcon development team without giving cause and ended technical support for the title, alienating the entire Falcon community (The Cat will review Gunship! later, Falcon fans-we won't go there yet) in the process. But was the ride over? Well...no. The iBeta group became something of a funnel for progress, first for multiplayer improvements alone with two patch releases from a just-fired team member, fixing multiplayer-specific bugs for the most part. Then, it teamed up with an online squadron in California whose members had beta-tested the original F4, and they, along with other Falconeers (too numerous to name here) with computer skills, opened up their hex-editors and began a patch series of hex-hacks called "Realism Patches." These are ongoing today, and a French Canadian named Sylvain Gagnon has risen head and shoulders above the rest to become the king of hacks, with fixes to several problems, including a Direct-X crash that even MicroProse couldn't fix.

And then, depression set in; for Hasbro Interactive, that is. Some disaffected soul stole the very valuable source code for the Falcon 4.0 program. And to add insult to injury, this nameless (choose one: hero or villain) posted his/her ill-gotten gains on the Internet. Hasbro moved to stop it, but you and I know the rest of that story. In minutes-literally, minutes-the code had proliferated to so many places around the world that no one could ever stuff the genie back into its bottle. Hasbro fulminated and raged, then threw up its corporate hands in disgust and walked away, at least no one's heard from them for a while. And then.... some nameless German calling himself eRazor entered the picture, claiming that he (eRazor is definitely a dude - we know that about him) could bring F4 into the world of Direct-X 7. The pundits laughed. And then they became amazed believers; and this is where we are today. What is Falcon 4.0? I'm aiming this at people who don't know us, fellow Falcon nuts, so go easy on me.

2. Falcon 4.0: What It Is
Simply put, this is probably the most audacious undertaking in the combat flight genre, before or since. This title broke ground on several fronts, does a lot of things very well, and some poorly. It fielded the first true dynamic campaign that included a ground war, and modeled it over a vast area (the whole Korean peninsula). Its flight modeling is among the most realistic out there, and covers the General Dynamics F-16 Fighting Falcon better than any other F-16 simulation. For this review, I used my own system; this is eRazor's latest release with iBeta's Realism Patch 3.0 installed and no other tweaks. One could go nuts trying to keep up with them all; I heartily recommend a utility called F4Patch, by a Falconeer named Joel Bierling, to keep track of them all. Get it at www.bierling.net. F4Patch version 2.1.1 has both the latest eRazor executable and iBeta's realism tweaks as well. Know that eRazor's work is not compatible with the vast majority of hex hacks out there.

Graphics:

Even after two years, F4's graphics aren't dated in most respects. As you can see from the shots at right, taken from an actual air-defense suppression mission I ran just for this review, the terrain looks sharp, though it is tiled and somewhat repetitive. Its major weaknesses are in clouds, which are flat and 2d, and in explosions, which are weak even with T-Bone's explosion pack-seen in the shot of the CBU-58 explosion at right. T-Bone's explosions are part of F4Patch also. The sky you see in the shots is also courtesy of T-Bone; the original game sky is a washed-out perpetual yellow haze that many Koreans have stated isn't what Korea looks like. The F-16 is well modeled, but the other aircraft in the game lack detail and their flight models are sloppy (that last is an iBeta fix priority). There are both 2d and 3d cockpits, which is the way most gamers seem to want it (though I can't understand why). The 2d cockpit is where the pilot spends most of her time; the 3d pit is more tactically useful, but looks awful and requires total use of keyboard. And most control panel indicators are not supported in the 3d view. Third party 2d cockpits abound. The one you see in my screens is courtesy of an Australian who styles himself "Xis." As far as I'm concerned, this is the one to have. Get it at www.ozemail.com.au/~xis/. Another great place to get add-ons and cockpits for F4 is with my French friends at CHECK-SIX, you can find them at http://spower.free.fr/. They have a wide-view cockpit in beta that's going to be awesome to behold. Both owe one to Paul Wilson, who came up with a rear-view that is indistinguishable from MicroProse artwork; very good stuff.

The eRazor executable enables several Direct-X functions not in the original game, but does so at the cost of removing all Glide support. You may want to keep this in mind if you choose to fly that patch. However, in Direct-X, it brings volumetric smoke and primitive dynamic lighting to the table and looks mighty fine on a GeForce card. With nVidia's latest Detonator 3 drivers I got frame rates of 20 or better even over the forward line of battle.

Sound/Music:

Even in the original MPS form, the sound is among the best in sims, in my view. One needs sound to compensate for lack of situational awareness in the flat-screen view that we fly in. F4's sounds are good; there are several, and they are varied. There are several aftermarket sound packs, and though I am not using any at present there are some sounds that come from actual military bases and are as authentic as Mom's Apple Pie. Awesome stuff. The Falcon community is one of the most vibrant in sims.

Gameplay:

F4 was aimed at the hardcore flier. In its most realistic modes, it models almost every radar mode out there, plus three different bombing modes in air-to ground. Precision-guided munitions are present, and I swear that you can plink tanks with GBU-12s just like they did in Desert Storm, if the anti-aircraft guns don't get you first. It looks like a CNN shot! In air-to-air mode, the pilot gets AIM-120 AMRAAMs and AIM-9M Sidewinders, along with the rear-aspect only AIM-9P (which doesn't always work as advertised). The AIM-7 Sparrow is present but lacks the home-on-jam facility of the actual Sparrow and is more like an AMRAAM that isn't fire-and-forget. Depending on the patch variants you use, AI ranges from very stupid to incredibly lethal at higher skill levels. Without third party patching, the MPS stock AI are dumb as stones on both sides of the ball. Verdict: patch this game, partners. The game is scalable all the way to Total Air War-style ease of use and situational awareness, if the user so desires. There is a powerful mission editor that allows design and trading of missions both for single and multiplayer play. And of course, there is the dynamic campaign.

Most single players like me spend most of their time in campaigns. This is where the game's biggest accolades as well as its biggest flames have come. The campaign AI ranges from prescient to downright incomprehensible-I swear, it is like fighting for real generals! One commonly cited irritating thing its the AI's insistence on bombarding Pyongyang when the North Koreans are massing for an attack just across the Han River from Seoul itself (I still haven't any idea why it does that.) Missions do tend to be the same, and I must admit that in over two years I have never finished a campaign; I tend to use campaign as a mission generator and pick good missions to fly. When no decent, close in air-defense suppression missions are about, I tend to pack it up and go to a new campaign - One can win. I've seen players on the Falcon boards at Delphi crow about it.

Enjoyment:

The bottom line is that unlike many sims, Falcon truly has something for everyone. From the neophyte, to the weekend warrior (like me), to the grognard who has real USAF jargon and technique down pat, F4 still delivers better than any other competitor.

Multiplayer:

Falcon 4.0 has a full multiplayer suite and there are many online squadrons. I don't fly multiplayer, as you know. But if you want to know more about this feature, step in to www.delphi.com and go to the Falcon 4 forum-you'll find more Internet and LAN squadrons than you can shake a stick at!

Overall Impression:

F4 was a sim before its time. Only now, through the dedicated efforts of those who love it the best, is the game beginning to reach its potential. It requires an investment of time and effort to learn its advanced features and get the most fun from it; however, it does not turn off the casual, beer and pretzels gamer that just wants to get into the game and "frag some Commies."

Marketing Efforts Towards Women:

F4 broke ground in one other important place: It was the very first flight sim that allowed users to choose a female voice for the lead pilot. Falcon will always have a special place in my heart for that, as it was the first flight sim I ever flew where I felt included and not like an interloper in the guys' locker room. Leon and team, I think I speak for many virtual pilots in saying "thank you" for including us in, and not leaving us out like so many of your competitors continue to do. You got it, and I hope the rest of the developers out there learn form your example, like the Jane's team did with F/A-18. They, and F4, get the Cat's Meow for friendliness. Women, strap on that Falcon!



PROS: Even after two years, F4's graphics aren't dated in most respects. The sound is among the best in sims. The Falcon community is one of the most vibrant in sims. In its most realistic modes, it models almost every radar mode out there, plus three different bombing modes in air-to ground.

CONS: Its major weaknesses are in clouds, which are flat and 2d, and in explosions. Most control panel indicators are not supported in the 3d view. Missions do tend to be the same.

Total Rating - 9.0
Gameplay - 9.0
Enjoyment - 9.5
Graphics - 8.5
Sound/Music - 9.0
Multiplayer - not tested

Katmai P-III/500 (built by my husband); Guillemot-Hercules Prophet 3D DDR-DVI (GeForce 256 using nVidia's Detonator 6.18 reference drivers); Creative SoundBlaster Live!Value; 256mb SDRAM; 1.5gb System drive & 20gb secondary drive; Microsoft Sidewinder Precision Pro stick



ESRB: Animated Violence, Mild Language























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