
Developer: eSim; Designer: Alexander Delaney; Publisher: Shrapnel
Games
Reviewed by Cat91
on 10/11/00
Article
Discussion Forum
First
Impressions:
Whoda
thunk it! The Cat is back much earlier than usual, with yet another
look at your favorite hardcore sims! I got
a reader request for this test subject. As all of you know,
the Cat is a frustrated fighter pilot. I did time in Army green,
and the only time I've seen tanks is when I've been on the business
end. Accidentally driving in front of an 82d Airborne Division M551
Sheridan in an M-151A1 quarter-ton Jeep will instantly make you
"respect their authoritai," especially when you're a lowly military
policewoman who's just busted a few of their compadres the week
before in the local on-base pub. So when I stumbled across the demonstrator
for this title on Combatsim one fine day, I didn't get the hubbub.
I loved dating tankers, but I didn't necessarily wanna be
one! But, I'm a sucker for waxing the Evil Empire's hardware, so
I checked it out. And, I was impressed. I made a mental note to
remember this when it was released - and promptly forgot it. Then
I got an email from a reader, telling me this title would rock my
world and I HAD TO TAKE A LOOK! I can't resist that challenge. So,
I got in touch with the very responsive Alexander Delaney of eSim,
who got back to me within 24 hours - ain't NOBODY topped that -
and put me in touch with Richard Arnesen of Shrapnel Games, the
publisher. One week later, I had it in my hands for a look. Gang,
no one else's got that kind of regard for the gamer out there. I
mean no one. That alone should make us all stop and take a look.
Steel Beasts is the Flanker 2.0 of tank sims. It is a comprehensive
look, mainly from the gunner's position (though the tank commander
is modeled), of the top two Western main battle tanks of the present
day: the American M1A1 Abrams and the German Leopard 2A4. The game
is scaleable and user-friendly, featuring decent graphics, top-quality
sound, and polish one doesn't expect from a one-man band like eSim-that's
right, folks, eSim is Al Delaney alone, with the help of some volunteer
types that participated just for the love of sims. If you are into
simulation, sea, air, or ground, you OWE it to yourself to sink
thirty bucks into this title. Full stop. What? The Cat is giving
an UNQUALIFIED endorsement? Why is that? Read on.
Graphics:
I'll get the weakest part of Steel Beasts out of the way first.
The thing the pundits have griped about - when they've griped
- has been the fact that SB is stuck in 1997 graphics-wise. They're
non-3d accelerated, and the only resolution is an antique 640x480.
That being said, before you close the door on this feature let
me just direct your attention to the immediate right. Y'all, I've
seen full-throttle Glide acceleration that didn't look that
good. I shudder to think what might happen if Mr. Delaney hooks
up with a guy like X-Plane's Austin Meyer and puts SB in OpenGL.
Wow. But even in 2d, this game ain't half bad graphics-wise. Consider
this: I ran it on a GeForce DDR card with the latest Detonator-3s.
With software 4X4 anti-aliasing "forced in all apps." And it ran
solid as a rock and WITHOUT ONE CRASH in four solid hours of beating
on it. Exactly WHO ELSE has pulled this feat off within the last
several years? About every title released by the Great Big Game
Houses has required about a thousand patches to even run stably.
And SB ran with really good frame-rates; at least as good as I
get in Flanker 2.0 in 16 bit graphics and 1024 resolution. Whoa.
The color palette looks good, with water looking like water, trees
looking like trees, and grass looking like grass. If you could
step up the resolution to 1024, even without 3d acceleration,
this title would rival a lot of the top eye-candy games out there.
Important effects are modeled in the graphics suite, including
smoke canisters to shield tanks from view, dust trails, tactically
useful trees, and explosions that ain't bad, considering their
non-accelerated ancestry. They are varied, as you can't always
tell if you've put the bad guy out of action because, as in real
life, they don't always burn like mad when you've knocked them
out. But sometimes they do, and you can knock turrets off of enemy
tanks with your depleted-uranium APFSDS sabot rounds, just like
the Spearhead used in the Gulf War back in 1991. Do not pass this
up because it isn't 3d accelerated. Trust me-it looks nearly as
good as Microprose's eye-candy-heralded Gunship! with a lot more
gameplay.
Sound/Music:
It's
the best I've seen in a sim. It is obvious that the developer
was once an Army man and advised by tankers. It sounds right.
You hear the right commands being yelled (I'll hear "Gunner, Sabot,
Tank!" in my sleep for the next month), and best of all, YOUR
position doesn't respond verbally. Armor is a man's world in real
life, so we don't have women in tanks in either Germany or the
U.S. to my knowledge. But as gunner, for example, your character
doesn't respond verbally (in real life, she'd yell back "Identified!"
when the commander designates a target and rotates the turret
to it for her), so for the female wanna-be virtual tanker it helps
tons with immersion. And you can hear the shrieking of the M-1's
jet turbine engines, or the locomotive rumble of the Leopard's
diesels as the tank moves, and you look for the bad guys in your
monocle. All sorts of sounds are represented-things like the thump
when the rangefinder changes ranges, the squeal of the hydraulics
when you rotate the turret too fast, the clanging of the gun,
the loader's shrill "UP!" to let you know it's time to send another
round downrange, and the ZING! of an enemy round just missing
your tank overhead, it's all there.
Gameplay:
Let's move on to what I call, with tongue in cheek for the virtual
tankers out there reading this, the avionics. I mean the killing
gear. Look at the screenshots and salivate at the thermal views.
Both tanks are represented, and as you can see, they're radically
different. I didn't show you the ability to change to black-on-white
polarity in the thermal view. And let me clue you in on one detail:
You need this. This is *not* eye candy. See, the bad guys' camouflage
paint will let them hide in the treeline, invisible to the naked
eye. This is realistic-I've seen real-life tankers do this in
the field. I've rumbled up on a laager of tanks and never knew
they were there until I got my fire team slaughtered. But they
can't hide from your passive IR gear, you can see 'em like coconut
bits in chocolate frosting.
That is not all, tanker fans. I consider myself a pretty good
gunner. In Falcon 4 I can put virtual BSU-49s into your coffee
cup at Mach 1 and 500 feet. But try that when your vehicle is
on the move, you're getting shot at, the bad guys are moving too,
and they're moving IN THREE DIMENSIONS. You heard that right.
Height mapping is present in this game, and when you're peering
through your scope, your moving enemy is ducking behind a friendly
dip in the terrain just as you pull the trigger. That is irritatingly
realistic, and causes you to jump like a cheerleader when you
whack that pesky T-72 hiding hull-down behind a rise. And you
have to think fast: again, these tanks are different, and in the
Abrams you have to master a technique called "dumping the lead."
See, you latch onto a bad guy by putting your crosshairs on him,
then using the #2 button on your stick to hit him with a range-finding
laser. Now your gun compensates for HIS and YOUR relative motion
as you rotate the turret, taking into account in its electronic
brain the relative differences in velocity. And it remembers that
when you pop him with a sabot or other antitank round. So if you
FORGET TO DUMP THE LEAD when you engage the next bad guy, you
overshoot, tell him where you are, and while your loader is frantically
reloading, he is sticking it to you with an antitank missile.
"Dear Mom, the Defense Department regrets to inform you that your
daughter is dead because she can't hit the broadside of a barn
at two feet!" Not only this, but real Army vets have done the
single-player scenarios for you, using what has to be the most
comprehensive mission and full-tilt map editors this side of Jane's
F/A-18. So, enemy INFANTRY is hiding out there, just waiting to
introduce you to their friend, Mr. Rocket-Propelled Grenade, who'll
punch through your paper-thin side-turret armor and teach you
to "respect THEIR authoritai!" Kick that turret around and teach
those mosquitoes the error of their misbegotten ways with your
co-axial .50 cal machine gun! I'll note that the tank-commander's
position is modeled, but it is WAY more fun to be the gunner.
The game's editors allow mission-micromanaging programming, and
the AI is good enough that you don't have to be the boss. The
tank'll go where it's supposed to and find good places to hide
without your help, and the virtual tank commander will help you
find targets and yell at you to try again when you miss, in a
Lee Ermey-inspired Southern drill sergeant's drawl. SB's one weakness
is the lack of air assets, on either side. That's its only real
gameplay lack, and given the fact it makes up for that lack with
modeling artillery in richer detail than I've ever seen, makes
it not so important in my mind. Arty includes things as esoteric
as ICM-those are nasty little cluster munitions you can call in,
and FASCAM, for those times you'd like to spread a fast do-it-yourself
minefield in front of the enemy via air bombardment. Don't let
air's absence put you off.
Enjoyment:
If
you don't run, not walk, to Shrapnel's website you're denying
yourself a not-to-be-missed experience. It takes a bit to learn,
but it IS scaled in the options, so don't let the fact that it
isn't an arcade shooter put you off. Even *I* averaged 75% first
time kills on the Abrams range after about an hour's practice.
There are a giant number of tutorials and range practice areas
to help you learn the tricks and skills you'll need, and the editors
are so comprehensive that the game will have unlimited life. Further,
patch upgrades are planned for the immediate future that will
add more target vehicles and a couple of features that didn't
make it into the release. Though it won't be patched forever (it
doesn't NEED IT-picture that), it's a heckuva value for the price
of admission. I'm naggin' my husband to buy another copy so we
can play together.
Multiplayer:
Not
tested (I don't like multiplayer games), however Steel Beasts
allows IPX, TCP/IP and modem connections, and most importantly,
allows in-tank collaboration between a virtual tank commander
and a virtual gunner. From what I've seen on the forums, there
are very few issues with multiplayer. It comes off to me much
like Longbow 2 did. Fans of cooperative multiplayer need to take
a hard look at this title.
Overall
Impression:
I
love it. 'Nuff said.
Marketing
Efforts Towards Women:
Well,
we've got to take into account that armored warfare isn't your
stereotypical female occupation. But the response from women gamers
has already started, and on Sim HQ's Steel Beasts forum there
is a one named Tank Girl that's even programming user-addons for
the game. There are no female voices, however the fact that YOUR
position has no programmed vocals makes your immersion happen
as well as it did on Flanker or any of the early Jane's games
with the same environment. The developer is aware of our potential,
and responded to my request for a look at this game with alacrity,
as he has responded to about all the fans, and that's a whole
lot more than I've seen in hand from certain big-name studios.
Women gamers, *please* support this title. Of all
the ones I've looked at, Steel Beasts deserves it. If I've ever
seen a title that ought to bring female shooter clans out of Quake
in droves and into real-life combat, this is it.
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