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Published by Infogrames; Developed by DiD
Reviewed by Cat91
on 7/28/00
Article
Discussion Forum
First
Impressions:
Hi,
combat flight fans! The Cat is back with the August look at
her favorite flight sims. This review grows out of a brief exchange
I had with Valery Blazhov (I apologize, Valery, if I spelled
your name wrong) at combatsim.com shortly after we published
our Flanker 2 review last month. In a nutshell, I was asked
for my view on what "women" want in sims. (For the record, I
support one of our (male) editorial writers, who recently wrote
that developers should consider not what a specific race, or
gender, wants, but what the players of a certain genre want.)
When answering that question, I kept returning to two sims I
have loved that offered unequaled playability AND easy accessibility
to the novice, yet were stunning at the time for their level
of realism. In 1996, I had the fortune to pick up a copy of
a classic of combat flight called EF-2000 version 2.0, by Digital
Image Design, Ltd., our heroes in this story. It offered a total
battlefield simulation centered around an aircraft of the near
future with glass-screen avionics and the most modern weapons
available. I loved the game, and when I heard that a successor
was in the works waited anxiously for it. Total Air War was
that successor, and I feel the sim community needs to take another
look at it while we wait for the suits to wake up and get with
the program again.
In 1997, the game debuted as F-22 Air Dominance Fighter with
a scripted campaign set in the Red Sea operations area. It proved
to be a comprehensive guess regarding the soon-to-be-deployed
American F-22 Raptor fighter, sporting stealthy, radar-avoidance
features and powerful combat systems. It was great but lacked
a decent changing campaign and mission editor, killing replayability.
DiD promised that an add-on would be available to correct these
deficiencies. A year later, however, the add-on turned into
a new, stand-alone game, outraging many DiD fans, including
me. But my craving outdid my righteous anger, and I sunk forty
bucks into the game. Sadly, due to what many call corporate
mismanagement on the part of Infogrames, DiD disappeared, never
to be seen again after this game. Its legacy lives on in Typhoon,
the third installment of the package started with EF-2000 and
now in the hands of Rage PLC, who own DiD's assets today. No
one knows much about Typhoon, it is shrouded in the utmost secrecy.
We do know that it is supposedly due for a 2000 release, is
based on much of the gameplay of Total Air War, and is the descendant
of DiD's legacy. Was Typhoon's parent all that? Let's see.
Graphics and Test System:
As one can see from the screens at right, the graphics stand
up well even in this day of 32mb dedicated graphics memory and
hardware accelerated transform and lighting engines. DiD's greatest
strength was in this area, and TAW includes an industry first
in its implementation of volumetric 3d clouds. These are more
of a clear-day haze at medium altitude and TAW has no real weather
implementation; however, it is obvious that greater things were
planned. One problem with the terrain tiling is obvious at high
altitudes: the terrain tiles are often mismatched, and seams
show clearly in some areas. This is offset by an innovative
approach that makes towns and trees look almost bump-mapped
in certain views. Night lighting is impressive for its day and
pretty, if tactically unsound. The stars are visible in the
sky, and under the beautiful full moon, one does not have to
use the well-implemented night vision goggles to see at night.
Aircraft are readily recognizable, and all the AI aircraft have
observable on-board weaponry, something many current-day titles
lack. Ground units are sparsely detailed but recognizable enough
to be identified as what they purport to be. DiD did make one
large boo-boo; they model BSU-49 parachute retarded bombs...without
parachutes. I brought that to their QA department's attention
in 1998 and recieved no answer.
Other things one can see include lens flare from the sun, something
only DiD had for years and an innovative, easy to use camera
that allows the pilot to watch ongoing air battles in real time,
while her bird proceeds on autopilot. Also, DiD paid attention
to such details as the sun reflecting in certain ways off your
in-cockpit instrument cluster as you maneuver, much like Jane's
F/A-18's dynamic lighting does today. Quickdraw techniques are
employed that update the cockpit multifunctional displays constantly
and give access to a fantastic wide-screen cockpit at the press
of one key. The only graphical glitch is the fact that LANTIRN
images do not draw on the Attack MFD when in the wide field
view. This was obviously another oversight, as one can display
the LANTIRN image on the center IRST panel and it DOES draw
in the wide field cockpit. The explosion graphics are not spectacular
and could have used work. When I see things hit by bombs I wanna
see 'em BURN LIKE MAD! Even if it ISN'T realistic. All-in-all,
Total Air War stacks up against the current-day competition
pretty well in this department.
Sound:
Total Air War models sound well overall. Pull the trigger
to fire a missile and hear the BAM! as the shotgun cartridges
fire to separate the weapon from its pylon. AMRAAM missiles
drop away from the aircraft, then ignite and streak away with
a missile-like WHOOSH! as do Mavericks and Sidewinders. There
are several different types of explosion sounds, though they
are kind of "poof" sounding, and not earth-shaking BOOMs for
the most part. The 20mm Vulcan cannon sounds a little anemic
from the cockpit, not like the horrific "Zipper" should sound
(I've heard the real thing in real time), but ZSU-23-4 cannon
sound as mean as they really are. Doppler effect in sound is
modeled and gives the pilot situational awareness. There are
only five voices, all male except for the pilot of the KC-135
tanker. The air traffic control is this drunk-sounding, vaguely
Middle Eastern man. And the lead American pilot sounds about
eighteen, and muffled. His wingies range from a muffled Texas-sounding
man to generic Midwestern, and not a woman in the bunch. Confusion
is rampant in large scale air battles; you have to listen close
for your call-sign or else you won't know who's talking to whom,
since the AI AWACS controller has the same voice YOU do unless
you're flying for the Saudis. Other than this, I find the sound
acceptable.
Gameplay
and Enjoyment:
I give TAW the highest mark yet for gameplay. Why? Consider
that The Holy Grail for modern-day combat flight, multiplayer
aside, is accessibility to the novice, without compromising
realism. Of the modern day jet sims, Falcon 4.0 came closest
but missed the brass ring with the fact that it needs dedication
for total enjoyment; the fault of the aircraft modeled rather
than the sim itself. Overall, Comanche v. Hokum is the closest
to capturing DiD's legacy with its advanced helicopters, real-time
dynamic campaign and easily scalable settings. But let's get
back to TAW, and what it does best.
Avionics do most of the job, and the F-22 is state-of-the-art.
The DiD team all had military simulation backgrounds. Using
Lockheed's non-classified material, they made a VERY educated
guess as to how the F-22 would work. From demos of the F-22
cockpit I have seen, they came closer to getting it right than
any other F-22 sim. The F-22 is designed to be a member of an
INTEGRATED combat system. The American "Link 16"/ NATO Joint
Tactical Information Distribution System (JTIDS) are both parts.
Raptors can link to EW radars and to AWACS and airborne JSTARS
ground scanning radars, and to each other, building a picture
of the entire aerial battlefield. Situation awareness is a whole
new ballgame. You see every bird in the sky and every target
on the ground, identified by AWACS/JSTARS. You see your wingies'
radar pictures, and your on-board computer identifies enemy
aircraft by their radar emissions and radar cross-sections.
IFF is integrated seamlessly into the system so you don't whack
a good guy. The Raptor driver can flick a switch on her HOTAS
and use the phased-array APG-77 radar to build a shoot-list
of priority air targets, and engage up to eight almost simultaneously.
She can use JSTARS input to assign ground shoot-lists to her
AGM-65G Maverick missiles. The lone aircraft's systems limits
were modeled in TAW. You will really appreciate the AWACS/JSTARS/EW/wingman
links after a few sessions.
Another area that many virtual pilots flamed DiD for: the ground
part of the campaign engine was nonexistent. No ground war?
I blame this on a couple of things. Consider that the dynamic
DiD campaign engine known as WarGen II was the first ever real-time
dynamic campaign. DiD broke ground here. They did well, but
were not perfect-WarGen was a work in progress. The designers
made a choice, influenced by the Gulf War and U.S. Air Force
General John Warden's "Five Rings" air war strategy: they only
modeled a limited air war. Total Air War is not the kind of
game where the virtual pilot will find herself embroiled in
a huge war a-la Falcon 4.0. And the missions tend to get a bit
repetitive. The Rage Warrington team working on Typhoon, who
count among them many of TAW's original designers, painfully
remember this and swear they'll counter the problem with scripted
events triggered by campaign conditions, and an expanded ground
war. That's an innovative, RPG-gaming strategy a-la Diablo II
that will reap big benefits if it works as the designers intend.
Another thing I disliked was the need in many of the ten separate
campaign scenarios (spread out among west Africa and Saudi Arabia/Yemen)
to jump into the AWACS and work as a controller rather than
a pilot. The AWACS interface is easy and quick to learn and
understand, leaving the armchair general in control of active
air assets. Unfortunately, she gets irritated to learn she can't
task flights not in the air. That's realistic, but it takes
away what the AWACS types want: total control of all air assets.
There must be a balance between realism and playablilty.
As good as TAW is in its approach to realism, one thing I really
hated: surface-to-air missiles (SAMs) weren't well done. REAL
SA-6 systems do not have radars on the individual launchers.
The separate "Straight Flush" radar vehicle was not modeled,
and the launchers could track and fire independently, making
suppression of enemy air defenses dependant on the SA-6 problematic
and unrealistic. This was offset by good modeling of ZSU-23-4
radar-guided anti-aircraft guns and of SA-11 vehicles that DO
have on-board tracking capability. The limited variety of SAM
and anti-aircraft artillery systems didn't feel "real" in the
way that Flanker and Falcon do, and since I'm into air-defense
suppression, that bothered me greatly. This region favors SA-2,
SA-3, and SA-8 air defense systems, all conspicuously absent.
And on the Western side the dangerous Roland and Crotale systems
are there, but where's the Rapier? And they modeled the Chaparral?
I thought only the South Koreans and Taiwan still used those.
Also, TAW models no auto-bombing or dive/toss bombing modes
that even the F-16 has today, and presumably a dual-purpose
aircraft would have. The F-22 was originally designed with "not
a pound for air to ground," but DiD's compromise to get mud-movers
in the game was half-done. There is no "target of opportunity"
mode, and only one target can be pre-briefed, making more than
one a waste of space. The real F-22 is slated to carry the JDAM
family; a "target of opportunity" mode (as the real JDAM presumably
has) would have enabled DiD to dump the other bombing modes
and free-fall/laser-guided bombs, emphasize the air to air role
that is the F-22's province, and still let the player use precision
guided heavy bombs or cluster munitions.Where the game shines
is in the aircraft's envisioned real-life role: air superiority.
Situational awareness is unparalleled. In the helmet sight and
the color multi-functional displays, the pilot can see and know
who is out there, target the most deadly of her aerial foes,
and move on. G-limits are modeled, and loss of consciousness
from G-forces both positive and negative is present without
being obnoxious. The Su-27-like helmet sight allows Sidewinder-X
kills from 45 degrees off-center, and the aircraft's electronic
countermeasures are implemented better than anywhere but Jane's.
Radar degradation from ECM, chaff and flares, Doppler notching,
and terrain masking are all present and accounted for. This
is also the only game I have ever played where I really enjoyed
air-to-air dogfighting.
Multiplayer:
TAW's
multiplayer features were primitive. There is no multiplayer
campaign, a horrific oversight given the incredible AWACS interface;
this would have made TAW the ongoing standard for LAN squadrons.
Virtually no TAW multiplayer squadrons still exist, and as the
Cat does not DO internet multiplay, this feature was not tested.
Overall
Impression:
Total Air War is regarded by most of the combat flight world
as one of the classics of the genre. While not perfect, it pioneered
many of the features that modern simulation aficionados expect:
solid artificial intelligence, realistic avionics for the subject
aircraft (within limits), challenging scenarios, a dynamic campaign,
and attractive graphics. It was stable out of the box and needed
only one patch to correct its most aggravating flaws.
Marketing Efforts Toward Women:
Nonexistent. It seems most U.K. titles I review ignore the presence
of women in combat aviation throughout the world. Whassup with
that, gents? Developers, it is so EASY to open avenues to give
us access to your titles-just give us a voice! THE U.S. AIR
FORCE HAS WOMEN COMBAT PILOTS! So do the Russians! So do the
Israelis! So do the Canadians! As far back as 1991, y'all. Women
were flying combat when TAW was in development. There is no
excuse for leaving us out.
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