To
be published by Microprose
Previewed by Cat91
on 9/25/00
Article
Discussion Forum
Guten
Tag, combat flight fanatics! For the next couple of visits
to the Scratching Post, the Cat is going to turn from the
past and toward the future with a look at what many feel are
the mighty slim pickin's due out soon to grace the hard drives
of air combat fanatics. We'll start with B-17 II today, move
to Rage PLC/Infogrames' Typhoon in our next installment, and
finish up in October with looks at the ones this writer thinks
are the wave of the future: IL-2 Sturmovik and Flanker: Attack!
What have I to tell you, flight fans? Sims are NOT dead.
Consider:
You all know that your writer is into jet combat. Simulations
of Korea and the world wars are just too much twisted steel
for one delicate little kitty to handle. Besides, I can't
hit the broad side of a barn at two feet with a .50 cal. In
Jane's WWII Fighters (scheduled for a retrospective sometime
soon in this space) I keep getting in perfect IR missile launch
position for a Sidewinder or Archer, and then cursing to myself
when that P-51 or Bf-109 I'm in hasn't got that particular
piece of ordinance. And bombing? With what bombsight? Enter
the heavy four-engined bomber of World War II. The Memphis
Belle. The B-17 Flying Fortress; the grand old dame of the
high-altitude daylight bombing campaigns over Europe. It can
carry twelve 500-pounders. So can an F-16...but is that the
point here? Nah. Let's face it: Who wouldn't like to drop
a load of mixed 500-pounder frags and incendiaries on evil
Nazis and see 'em reap what they so lovingly sowed through
the perspective of your very own top-secret Norden bombsight?
Okay, okay. You have my interest.
I started
following this title about a year back, when a guy by the
name of Iain Howe, its lead designer and Wayward employee,
made a few posts about it over at CombatSim.Com, and piqued
my interest with some pretty outrageous claims. Will Wayward
deliver? Leave us take a look.
First
Impression
Some
years back, Microprose was responsible for a combat flight
classic, the original B-17 Flying Fortress. It was very detailed
for its day, and simmers have long clamored for a modern-day
update to this title. According to its press, B-17 II is that
follow-on. The game is set during the time period 1943 to
1945, and Wayward states that they have set the ending date
of both in-game campaigns to be that of the very last recorded
B-17 strike over Europe, shortly before the Nazis threw in
the towel. The Boeing B-17G, the penultimate Flying Fortress,
is the featured aircraft. Bristling with defensive guns (which
gave the bird its name) and able to lug a respectable bombload
to hell-and-gone without need to land and refuel, this was
the most-favored Allied mud-mover of the war (though B-24
fans would dispute me). Mr. Howe has made public claims that
each and every system of this revered and venerable warbird
is present, accounted for, and affects the flight model of,
the in-game B-17. The start sequence for the engines is rumored
to have been taken from the very Dash-1 (that's cute wanna-be
pilot talk for driver's manual) of the Real Life B-17G! Artificial-intelligence
help is supposed to be present for the more casual gamer to
get into the game, and the rumored time-skip feature allows
neophytes to skip the preliminaries and get right into formation.
1. Aircraft
Represented Wayward claims that not only bomber fans will
be represented here. They say that they have modeled fighters
as well-including the American P-51D Mustang, P-38J Lightning,
and P-47 Thunderbolt, for those who would rather fly escort
missions than do the nasty mud moving. And what would be
an escort mission without the evil Hun to keep off the bombers?
For our German friends, rumor has it that they can defend
their homeland with Axis stalwarts such as the infamous
Messerschmitt Bf-109 (I assume the G-6 variant) and jet
powered Me-262, and the Focke-Wulf FW-190 (acclaimed as
the best single seater of the war by both sides). There
is a rumor that some enterprising Wayward employee has managed
to slip in, by popular demand, the legendary Messerschmitt
Me-163 "Komet," which is to date the only rocket-powered
combat aircraft ever to fight. This hasn't been confirmed,
but it seems that a lot of the faithful want it.
2. Fidelity
According to Iain Howe, (see the FAQ at www.bombs-away.net)
in the B-17 every switch and every dial is represented at
every position, and there are ten-count 'em-ten crewmembers.
All controls are supposed to work, and all to impact the
flight model appropriately. If true, that is a Great Leap
Forward in modern flight simming. That alone brought my
attention to this sim. It's hailed as the Fly! of combat
flight. Will it meet the same fate at Chairman Mao's Great
Leap Forward? The buzz from virtual pilots who've seen it
at ECTS in London say that Mr. Howe is "spot on," as they
say in Merrie Olde England, in his representations.
Some of
the screenshots you can see over at the fansite I pointed
to above bear this out. Windows are where they are supposed
to be and at least one view from the Sperry ball turret (located
in the belly of the B-17, this was where the smallest gunner
sat and was the most dangerous position) looks like a photo
I saw in a book once. I'm nervous, however, that there are
no current cockpit shots out, other than those of several
of the fighters. Those, by the way, are very reminiscent of
those seen in Rowan's MiG Alley game, and will probably satisfy
the majority of simmers. But where's the star attraction?
I'd like to see the B-17 control panel, frankly-I'll be spending
most of my in-sim time in the front office.
I have
also seen screenshots of the Norden bombsight. CombatSim
has some nice shots, as does Bombs-Away.net.
Here are closeups,
and a shot through the sight itself. Remember-this is over
a year old. Wonder why we haven't seen much current on the
insides of this bird? Anyway, as you can see, if they didn't
change it, your look through the bombsight is pretty effective.
Some of the ECTS reports indicate that clouds are 3-D and
present, wind is modeled and must be dialed into the sight,
and low cloud cover can obscure your view of the target just
as it did in real life. Overall, the aircraft is looking pretty
interesting.
Graphics
The word
on the street is that B-17 II will sport a form of bump-mapping
that enables one to look down from 25,000 feet and see fully
colored terrain in bas-relief. The correct airfields-all of
them-for the Allies and for the Luftwaffe in France, England,
and Germany are rumored to be present in their historically
proper places. The scale of the terrain is supposed to be
1:1 to the aircraft, meaning that air-transit times from London
to Berlin are the same as in real life (however, a time-skip
is promised for those of us who don't want to fly it all the
way there). One interesting effect from the screenshots is
the contrails that form from high-flying heavy bombers. Have
you ever seen a jetliner fly by real high, trailing those
long streams of vapor? They do it in B-17 II as well, and
it really looks good. I've flown on a C-141 at altitude and
looking out the radio operator's window in one screenshot
at the engines gave me the same weird feeling.
The messages
on the forums indicate that this great contrail-induced visibility
of your squadron (B-17s flew in large groups, and the intent
of the programmers is to have an Allied strike consist of
three six-bomber groups) is not lost on the German antiaircraft
gunners, who will be using 88mm guns to try and shoot you
down with both random fire and full-scale box-barrages (filling
the sky with a curtain of metal) as you approach. Dynamic
lighting is promised, with gun-flashes in your face and spectacular
explosions evident in the screenshots. They boast that over
200 targets, from U-Boat pens, to rocket launch complexes,
to factories and oil refineries will be modeled in glorious
3-D, as will landmarks such as the Eiffel Tower in the bump-mapped
cities. Mr. Howe has stated publicly that their bump-mapping
is so good that one cannot pick out the 3D object as distinct
from textured terrain around it-it all looks true-life. The
screenshots do bear out that many 3D models are there in air
and on ground, and actual trees dot a fractally-generated
landscape based on real terrain features, such as roads. It
has been boasted that one can navigate by the road network,
and an early hope was to allow fighter raids with bombs as
distinct from the strategic bombing, which did not work out.
They really worked hard on the crewmembers-all ten were motion-captured
and fully animated. It looks like most simmers will enjoy
the graphics offerings, from the published screens. Bottom
line is that the screenshots are awful pretty, though the
Cat looks with a jaundiced eye on the claim that a P-200 with
Voodoo 1 card will render acceptable frame rates. Don't believe
that one, kids. Better boot this title up on at least a P-III/500
with 6th generation graphics card if you want the bells and
whistles.
Gameplay
B-17
II is a simulation of the 8th U.S. Air Force's strategic bombing
campaign in World War II Europe, and as such has two ongoing
campaigns. There is no stand-alone mission generator or editor.
The game focuses not just on flying, but on managing the crew
of your aircraft. The B-17G had ten crew, including radio,
navigator, bombardier, two pilots, and five gunners. In Single-Bomber
mode, this game aims to allow the virtual pilot to interact
with her men (it's WWII, kids-no American women flew combat)
and take over any position. In jet sims, the avionics suite
takes care of bombing set up, radios, and navigation, allowing
one pilot to do the work of four. In the 1940s, though, mud
moving was labor intensive. In B-17 II, each crew position
is rumored to be fully operational, as noted above. The crewmembers
have individual biographies, and personalities that will show
up in combat. Further, Mr. Howe indicates that as the player
becomes more and more proficient at use of things like the
Norden bombsight, the crewmember assigned to that position
gets better at his tasks. Husbanding your resources is therefore
important. If you get people killed, you take off on the next
mission with a rookie in that slot, reducing effectiveness
when you personally are not seeing to his duties, and causing
your rookie bombardier to drop 6,000 pounds of HE onto a school
and church instead of that ball-bearing plant he was supposed
to hit, merrily committing a war crime while you were busy
shooting at Jerry fighters from the top turret (carefully,
as you only have 1,000 rounds of ammo per gun. Shoot it up
too soon and you're in deep kimchee, as the U.S. Army in Korea
is wont to say). You'll hear it when one of your people gets
hit, and can send other crew to him for first aid. If a critical
member of the crew is incapacitated, another can try to take
his place at your order. And if no one's available, you can't
operate that position. This is a people business, pilots.
The game
is dynamic, within limits. We did win the war, after all-that
won't change. But no mission will ever quite play like the
one before; what you do (or fail to do) is planned to influence
future target selection. In Single-Bomber mode, you don't
control target selection-the higher ups tell you where to
go and what to bomb. According to Wayward, that means if you
miss that U-boat pen, you'll have to eventually go back, and
Jerry will be waiting for you with increased flak and fighters.
The game also features a Squadron Commander mode where you
get to have six B-17s (I think) at your disposal, and get
to pick targets and plan loadouts (though you may be able
to set your own loadout in the single bomber game too). Still,
you cannot avoid strategic imperatives, and the 8th Air Force
will tell you what general types of targets are operational
priorities. You cannot avoid the Ploesti Olifield (or equivalent
really bad mission), gang. Do it right the first time. Pick
your ordinance with care. You have 500-pound General-Purpose
H.E. demolition bombs, incendiaries, semi-penetrators, and
full penetrators for those pesky sub pens. Not a bad selection
of bombs. Note that according to the ECTS watchers there is
a bomb-bay camera you can go to for the Dr. Strangelove view,
and see the bombs drop just like the newsreels. That will
really be cool. You can also make you own nose-art for the
aircraft; bomber nose art is something American squadrons
were legendary for. I want to use a black Halloween cat with
big yellow eyes for mine, and call the bomber "The Cat's Meow."
All in all, it looks rather interesting and innovative from
a gameplay perspective.
Overall
Impression and Marketing Efforts
I have
spent a significant amount of time lurking on that site, and
what marketing efforts there are are being made by the publisher
are rather soundly directed toward men, and men alone. Women
are not even an afterthought, only wanted, apparently, as
slinky-looking and scantily-clad nose art. Some of this is,
admittedly, a reflection of the time period represented. After
all, the Soviet Union was the only one letting us fly combat
back then. Americans saw their women as Rosie the Riveter,
Doughnut Dollies, pinups, or Mom and Apple Pie; not as an
equal in the cockpit. It took the U.S. until the 1990s to
open its collective eyes to a woman's potential there. But
I am surprised and disappointed at the closed atmospher I
have seen on the BA forums, and on Combatsim's B-17 forum.
Very few women, if any, will feel comfortable looking in on
the online community for this game; this will mean that sales
may not develop as they could have. After all, we fly too,
and are a vibrant part of the online community for Falcon
4.0 and European Air War, two of the biggest recent Microprose
sims.
Another
disturbing development is the fact that Microprose has insisted
Wayward drop all development of multiplayer support for B-17
II in order to get the title out the door as soon as possible.
B-17 II is a year overdue, and Hasbro Interactive has chosen
to recoup its investment as best it can - now - without regard
for the fact that for over a year the developer has publicly
represented that in-plane multiplayer for up to 32 players
was a key goal for the game. That's created a storm of controversy
among the game's most fanatical fans, and recent surveys indicate
that many are reconsidering a "buy" decision for this game.
This would be unfortunate, in my mind, and reinforce a negative
perspective among large game houses that serious sims are
not what the public wants. The fan base is also concerned
that Hasbro/MPS will not support B-17 II post release, given
the dearth of support for Gunship!, Falcon 4.0, and European
Air War. This too will hurt B-17's sales and lead to the fulfillment
of a self-ordered prophecy that combat simming is dead. In
reality, this was one title that could so easily have been
a for-sure blockbuster, if only it had been marketed a little
better.
It still
is worth a look, and despite the inescapable fact that no
women were in the crews of B-17s; I recommend this game to
the woman virtual pilot. Its crew-management functions in
particular, and its emphasis on scalability and strategic
decision making, will prove an enjoyable and intense experience
for any virtual pilot, and women in particular.