
Developer: Atomic Games; Publisher: SSI
Reviewed by Cat91
on 10/24/00
Article
Discussion Forum
First
Impressions:
A rough
day on the beach was about to get rougher. The lieutenant
tried to burrow deeper in the sand behind the twisted I-beams
of the tank trap as the mixed mechanized company dismounted
from the landing ships behind him. A 75mm IG-18 gun high above
controlled this area of the beach, unfortunately for him and
his men, and from another bunker came the hornet's buzz of
the dreaded MG-42, the German machine gun most feared on the
battlefield. The lieutenant reached for the handset of his
AN/PRC-10 radio. "Condor, this is Easy five-two, adjust fire,
over!" A five-inch gun barrage from the destroyers out to
sea would give the Jerry MG in the bunker something to think
about. As he barked coordinates into the mouthpiece, over
his shoulder came the booming crash of a Sherman's 75, the
scream of the shell overhead making him flinch. The following
satisfying explosion was accompanied by faint screams in the
direction of the now-smoking IG-18. "Serves ya right, Uncle
Adolf . . .."
I have
followed Close Combat since CC2, the 1996 iteration that modeled
the movie "A Bridge Too Far" and the attempt by airborne forces
to take the route to Arnhem, Holland during late 1944. The
first CC dealt with the 29th Infantry Division's march inward
from the Normandy beachhead and is still an incredibly challenging
game. Set in Europe in the Second World War, the four Close
Combat games model personal, up close tactical warfare on
the squad level, around forty soldiers per side on a relatively
small map. If you know anything about Avalon Hill's old board
game "Squad Leader" then you're in the ballpark. I was drawn
to Close Combat because it models not just the weapons and
the tactics-it models the men as well. The game uses an innovative,
still unapproached psychological model for the soldiers that
was designed by a behavioral psychologist-if you drive these
men too hard they'll break and you'll get them killed, and
lose the fight. This is not grand strategy. There are few
logistical headaches, and we're just not concerned about the
back-story or the politics. We're trying to kill the enemy
and stay alive. Close Combat isn't for the squeamish, but
it is Microsoft's gift to small-scale wargaming.
The first
two games in the series were primarily about infantry combat-this
was, and is, CC's strength. But wargamers like tanks. Wargamers
clamored for more armor. In 1999 Atomic heard the cries of
wargamers and came out with Close Combat 3-The Eastern Front,
which modeled a grand-scale campaign in Russia; the first
CC to leave Western Europe after D-Day, and relied heavily
on tanks. Which in my mind destroyed game balance, as only
German infantry have a prayer of taking on tanks since Soviet,
British, and U.S. infantry generally had little antitank capability.
Most CC gamers began to favor the Germans, who were tougher
in the clinch. This attitude reached its zenith with CC4-Battle
of the Bulge, released in early 2000, which I consider the
nadir of Close Combat gaming. Taking place in the Ardennes
in the winter of 1944, this game introduced the highly demanded
strategic layer and airstrikes, but was again dominated by
tanks. This, by the way is the only edition of Close Combat
I don't own, but played the demo enough to hate it. I defaulted
to the excellent community of third party addons for Close
Combat 3, particularly the Tombstone Vietnam addon (http://closecombat.thegamers.net/Cc3Vietnam/);
this addon serves up the most intense infantry firefights
I have ever played in Close Combat, command-team observed
artillery and air strikes, and great play balance.
Then SSI
bought the Close Combat franchise from Microsoft. Gamers began
to speculate. Gamers speculated even more when the movie Saving
Private Ryan showcased the brutality of the Normandy landings
in June 1944. And then Keith Zabaloui of Atomic confirmed
gamer suspicions-CC5 was going to return to its Norman roots.
Did it do the job? I got a package in the mail a few days
ago. Let's take a look.
Graphics:
Don't
believe the hype. Ignore the pundits. The CC series has been
broadly the same since 1996, with incremental graphics differences.
The games are 2d, with tiny sprite-animated soldiers prowling
a top-down landscape. Trees and buildings are sprite-driven,
and when soldiers enter buildings the roof disappears and
you can see them moving around inside the building. In this
Direct 3D age the pundits have blasted first Microsoft, now
SSI, and always Atomic, for not going 3d. "Cease and
desist!" this writer hollers. Look, the 2d graphics here
get the job done more than handsomely. This game runs at 1024x768
on a mid-range system with all options enabled. You can see
individual movements; explosions are bright, flashy and crisp,
tracers fly all over the screen, aircraft flash by, tanks
blow black exhaust in the air, smoke looks great. What more
do ya want? For CC, the top-down perspective works. It gives
the gamer a real crow's nest view of the battlefield, and
the ability to plan tactics on the fly. It is akin to the
old board games with none of their turn-based vices. That's
right; gamers-CC is Real Time. The menus in CC5 are sharp
and well done, and although many have bemoaned the lack of
flash and dash .avi movies for goal making, other than the
one at the very beginning, you don't need that extra stuff
once you get into the gameplay. When your sprites get shot,
they fall in pools of blood, too. This game is not for the
young. It is very disturbing, as war should be.
Sound:
Top-quality.
In the first two CC games, the designers went out and got
sound-bytes of actual WWII weapons-the actual M-1 rifle, the
actual MG-42 machine gun, et al., and incorporated them. CC3
saw the beginning of generic sounds, and the quality began
to fall. When you can hear individual rounds pop off with
an MG-42, which had a cyclic rate approaching 1000 rounds
per minute, you know something ain't right. But in CC5 Atomic
went home to its roots and got the sounds right again. At
least, they feel right. I said above, the game is disturbing
and NOT FOR THE KIDS. I wouldn't let anyone under 18 play
Close Combat. A CC firefight is punctuated by screams as the
soldiers die in huge explosions, or are cut down by machine-gun
fire in the open. Sometimes their buddies will call a comrade's
name. "Riley!" or "Brubaker!" as Riley or Brubaker gets shot
down by the Germans. You hear your men's morale begin to stretch
under sustained fire from overwhelming odds-they'll cry out,
"I can't take it!" and tell you, "We need to pull back!" Lest
we forget the horror that is modern war, Close Combat will
make us remember. And at the same time, it delivers the challenge
of a great tactical game.
Gameplay:
I've touched
on this. CC5 continues the tradition of CC4 in only one respect:
the strategic layer. The field of battle is the Cotentin Peninsula
in Normandy, in the German rear area. Tare Green and Utah
Beaches are the starting place. You move your forces into
areas on the strategic map that will default to the local
area map in the game. You assign air strikes, off-map artillery,
and new to CC5-naval bombardment-to your battalions before
moving to the game map. Your forces are battalion-size "force
pools" that you can build your company-size combat team for
the battle from. Your resources are finite, and if you get
too many killed, when you get to harder battles you'll be
short of men and equipment. This is the only way logistics
impact you. Off the strategic layer, you enter the battle
itself, position your forces, then take the map one position
at a time.
Your men
are modeled on real soldiers. Tell a lone infantry man to
charge a machine gun by himself, and he'll tell you to stick
it where the sun don't shine. But pin the enemy gun in place
with a fire team, and work another up the gun's exposed flank,
and you'll watch the men dive for cover, then throw hand grenades
as they close, and envelop the bad guys in a withering blast
of rifle and submachine gun fire. In the CC3 Vietnam mod,
I made the mistake once of leaving an Australian infantry
team in a covering position on a small hill, while I fiddled
with two squads of ARVN Rangers pinned in a firefight in a
rice paddy. Before I knew it, my Aussies were charging the
Viet Cong guerillas who'd pinned down my ARVNs on their own
initiative, without orders to do so. In CC5, I saw a squad
of combat engineers from the 101st Airborne do the same thing,
madly charging unbidden into the front door of a cathedral
as a Browning Automatic Rifle team was getting slaughtered
in the Rector's office in back, spraying the unsuspecting
Sturmgrenadiers with liquid Napalm from their backpack flamethrower
and turning the tide. Check out the aftermath in the screenshots.
CC5 returns to the CC1 and CC2 tradition of fierce infantry
firefights. Until CC5, my Close Combat fix was filled by the
CC3 Vietnam mod, and in that mod I have seen some of the most
withering firefights I ever thought possible; a cacophony
of M-16's, AK-47s, M-60 machine guns, grenades, Claymore mines,
M-79 grenade launchers, and the shouts and screams replicating
the confusion and adrenalin rush that war is. CC5 shows us
that 1944 France was just as mean as the Street Without Joy
was in 1968. You'll become attached to individual soldiers
throughout a campaign, and get to know them as virtual people,
not "units"; each sprite has its own individual personality
modeled in statistics similar to a role-playing game, gaining
experience in combat, and decorations for bravery as he gets
better. When you see them fall, you'll mourn their loss, and
remember spots on familiar maps where memorable fights, and
acts of incredible bravery happened in other games. As with
all the iterations of CC, Atomic has tweaked the artificial
intelligence in CC5, and the result is the best from-the-factory
Close Combat yet. This one's a keeper, CC fans.
Overall
Impression and Enjoyment:
I'm a
dyed-in-the-wool CC fan. War, in my mind, should not be sanitized.
While games like Close Combat should not be marketed in any
way to kids, I believe war's horrors should not be lost on
adults in demanding and challenging strategic gameplay. As
General Lee said, should war lose its horror, we would become
too fond of it. I play Close Combat for its attention to detail,
its realism, the psychological model of the troops, and the
tactical challenge. But I also cannot forget when I play that
I once wore Army green, and that war is a deadly serious business,
and brave men died once upon a time, in the real battles I
re-fight in virtual time. In a way, we honor their memory,
and their sacrifice, in games like Close Combat. Close Combat
leaves enough to the gamer's imagination that, like a Hitchcock
movie, it comes eerily alive in a way that 3dfx/Direct 3D
gore-for-the-sake-of-gore could never capture in a thousand
years. I hope Atomic stands firm, and resists the pressure
to modernize the game engine. This is a classic that will
never grow old.
Marketing
Efforts Toward Women:
Nonexistent.
I had an email conversation with Keith Zabaloui shortly after
the release of Close Combat 3-The Russian Front, and he was
shocked that any woman would play their game, and seemed to
be of the opinion that we shouldn't, though he was glad I'd
bought the games. Too bad. Women should play Close Combat;
we'll fight all the harder against real war for the experience.
The cardinal rule of battle is Know Thy Enemy.
The pressure
is on Atomic to "modernize" the game. Frankly, I hope that
instead, Atomic will continue its incremental improvements
to AI and the sprite-based graphics, and bring the game into
other time periods instead. With a minimal investment on SSI/Atomic's
part, the game would work in time periods from 1879 to present
day; Tombstone's Vietnam mod should be the pattern for future
development. With existing resources and third party hacks,
he has added 40mm grenade launchers, and given command teams
the ability to control air strikes in much the manner as in
real life, in a better fashion than in CC4 and CC5; he is
an Army man and knows his stuff. If Atomic were to broaden
CC by moving it into more modern conflicts such as the French
Indochina War, the U.S. involvement in Vietnam, or the Six
Day Arab-Israeli War of 1967, wargamers will revive their
interest in the franchise regardless of any 3-D eye candy.
This is an excellent game franchise; I hope we see continued
growth from it. There are so few franchises we can count on
in gaming today. Perhaps Close Combat will be the one we can
count on.