Jane's F/A-18: Step Into the Hornet's Nest
Reviewed by Cat91
on 5/22/00
Article
Discussion Forum
First
Impressions:
EA/Jane’s
leads the industry in developing high-fidelity, accurate simulations
of modern-day fighter aircraft. Their current offering, based on
the F/A-18E Super Hornet now undergoing acceptance trials for the
U.S. Navy and Marine Corps, is another triumph for the developer,
and a worthy title for the new century, just as is the bird it portrays.
Graphics:
The
Cat gives this area both a Pro and a Con. The first area of innovation
here is the fully mouse-clickable 3-D cockpit, the first of its
kind in a flight sim. About every switch or button you can think
of is here. Many virtual pilots have panned the cockpit for its
flat lack of detail, however beauty is in the eye of the beholder,
and the ability to smoothly thumb-hat your view around the cockpit
more than makes up for the lack of slick looks, in my view. Spartan
and utilitarian, the cockpit in the screenshots was enhanced by
a third-party addon by Buddman, available through Limech’s Jane’s
page. The sim features gorgeous sunsets and sunrises, 3-D volumetric
clouds, lightning spikes when it’s stormy and leaping fires when
something flammable explodes. It boasts spectral and point lighting
(see the HARM launch to your immediate right and note the afterburners
glowing on the tailfins in the over-the-shoulder shot), and the
sun glitters off the water beneath you. The Con-- you gotta have
a bunch of horsepower to run it. My Katmai Pentium III/500 rig
has a Hercules Prophet GeForce DDR aboard and 256mb RAM, and sometimes
gets bogged down.
Sound/Music:
The
voices are awesome! See Marketing Efforts Towards
Women below.
Gameplay:
Flight
Model/Avionics: According to lead designer Chris Martin, F/A-18
was tested and approved by an active duty Hornet pilot. The flight
model is crisp and responsive. It is also steady, and does not
respond too fast or too slow to control inputs. Weight penalties
from munitions and fuel tankage is modeled, and one cannot pull
nine g’s with a full load of bombs. The avionics suite is the
best of any game out there. Electronic countermeasures include
air-launched drones, towed decoys and an onboard jammer that actually
works. For someone (like myself) who is into ironhand (anti-surface-to-air
missile) work, the ability to use standard SAM evasion techniques
such as Doppler notch (putting the missile on the three or nine
o’clock to keep Doppler radars from being able to detect relative
motion, making the aircraft invisible) and terrain masking (using
terrain features to shield your bird from enemy radar) really
upgrade your survivability in a high-threat environment. Global-positioning
targeting systems, forward-looking infrared cameras, and most
types of iron bombs provide the player the means to simulate about
any type of mission she sees on CNN. Attention to detail includes
the Sparrow air-to-air missile’s home-on-jam capability, with
this the first simulation to model this weapon’s ability to home
on enemy jamming. The HARM anti-radar missile features all three
real-life modes of operation, being able to attack pre-briefed
targets, set up on the fly for opportunity fire, and run in the
background to self-protect you when an enemy radar locks you up.
And look out when you try to land this bird in a storm-- the aircraft
carrier moves in three dimensions. Without implementation of the
real-life Automatic Carrier Landing System (they did that too),
I would never be able to land this bird. Ten out of ten here.
Mission Editor: I give this area high marks. You can make
missions of incredible detail in this full-featured editor. You
can assign a U.S. Marine forward air controller to spot for you
on the ground. You can set up a paratroop drop and watch the 82nd
Airborne float in. Ships can move and fight-- not only you, but
each other if they get close enough. Same goes for enemy ground
forces. Aircraft can be given waypoints and mission timing to
do anything from stand-off jam (the EA-6 Prowler) to bomb targets.
You have not only U.S. Navy, but Air Force and Marines, British
Royal Air Force, Finish and Norwegian air forces, and both good
and bad Russians. There is an undocumented campaign editor as
well, however one has to search the internet to learn how to use
that.
Comms/Wingman Control: Again, the team did well here. The
artificial intelligence is the best in any current sim I’ve seen.
When you tell a wingman to do something, he or she does it. When
you’re fighting other aircraft or SAMs on a high setting, prepare
to die if you aren’t very, very good. The comms are set up well
for one who uses voice-activated software like Game Commander,
however if you use the menu-driven system you’ve got problems
when the heat’s on. Some of the menus are three and four tiers
deep. With detail comes a price. For people who use a Hands-On
Throttle and Stick combo, like a Thrustmaster system, you can
map the commands to buttons on your stick.
The biggest cons are the inability to set up varying instant
action missions and the static campaign. The instant action missions
are canned, but with some selectable variables, and the lack of
a dynamic campaign has turned a lot of virtual fliers against
this product. Don’t believe the hype--this is a good flight experience.
However, be warned: it is a hardcore, very detailed simulation.
To get the most of it, you will have to put in some time reading
the very detailed manual and learning systems. Thankfully, there
is a pause key, so when you’ve AUTO-LOFTED that Walleye glide
bomb to the wrong place, you can pause, uncage the seeker, fine-tune
the aim, recage and unpause at your leisure. The sim does have
a casual mode for those looking for the arcade experience, however
in my mind you’ll have more fun in the long run if you learn the
systems and fly in maximum realism. Finally, be sure you have
a fourth-generation video card such as a GeForce or Voodoo3 before
you buy a ticket to this game. This sim is a CPU hog. There is
no way around it. These graphics demand power. And the graphic
art that came with the sim can be very dark and hard to read--
thankfully the French CHECK-SIX site on the Web has come out with
a palette fix that changes all that. Now, if we can get Jane’s/EA
to give us a way to get the Iraq campaign from F-15 into the game,
I’d be happy-- the campaign is set in the Kola Peninsula, near
Russia and the Arctic. Frankly, I’d rather bomb the Taliban or
other known misogynistic fanatics! The last con is the sound--
those great explosion graphics deserve earth-shaking kabooms to
go along with them, and we haven’t got that here.
Enjoyment:
I
have had the pleasure to fly every title this label has come out
with since ATF-Gold was released in 1996. F/A-18 is based on Andy
Hollis’s F-15 title that EA’s Origin Systems division released
in 1997. Enormously successful due to what was then a ground-breaking
graphics engine, F-15 was beginning to get a little long in the
tooth by the Voodoo-3/GeForce 256 driven systems of three years
later. F/A-18 delivers on its predecessor’s promise.
Multiplayer:
You
can play in cooperative mode as well as head-to-head. The multiplayer
aspect of this game was not explored for this review.
Overall
Impression:
Customer
Service: Jane’s is known for bug-free sims. Some of their
latest releases caused one to think their quality control department
was on vacation. However, F/A-18 shipped with only a couple of
serious bugs, none of which rendered the game completely unplayable,
and a patch has since been released that corrects the majority
of them.
Marketing
Efforts Towards Women:
For
female pilots like myself, F/A-18 is one of the two combat flight
simulations out there that allows gamers the option of actually
having a female lead pilot speak the lingo! Only here and in Microprose’s
Falcon 4 have we had that comparative luxury. Kudos to EA/Jane’s
for realizing that women fly in this man’s Navy today! Ten out
of ten in this category.
|