Computer Gaming World reports on FIGHTER SQUADRON: THE SCREAMIN' DEMONS OVER EUROPE.
Denny Atkin 12/1/98
Real-world Physics Rule in This World War II Sim
The Focke-Wulf 190 dives for safety as tracer bullets from the nose of your P-38 chew into its wing. As the ground rushes toward you, you realize you're heading down an unsafe speed. But you've worked too hard for this kill to give up now. One final burst and you start to pull up. The 190 seems to have survived your onslaught; but suddenly, as it begins its pullout, the plane's left wing rips free--too weakened from your fire to handle the stress of the pull-up--and the Focke-Wulf spirals into the ground. You recover from your own dive with barely 100 feet to spare, savoring your victory. But then you look out the side of your canopy and realize that you actually bent your plane's wings during the pullout. You're going to have to nurse this one home.
This is just a typical dogfight in Activision's upcoming FIGHTER SQUADRON: THE SCREAMIN' DEMONS OVER EUROPE. In a crowded field of WWII flight sims, FIGHTER SQUADRON has a number of distinguishing features, but none more than its physics modeling. The sim is being developed by Eric Parker's Parsoft. Fans who experienced the previous effort by that team, A-10 CUBA, will be happy to know that this one makes the already impressive physics model in that previous game look positively primitive.
Wings of Density
I have to admit that even though the game's artificial intelligence was already doing a good job in combat in the alpha version I tested, I spent at least as much time playing "test pilot" as I did in combat. I performed successful experiments, such as hopping into a B-17, jumping into its ball turret, and shooting an engine nacelle and part of the tail off another plane in the formation. Then I jumped into the cockpit of the other plane and tested how it flew with the damage. Its performance was convincingly hampered.
Then it was time to test-fly the P-38. Looking out the side window while performing high-G maneuvers, I could actually see the plane's wing flexing up and down. Then I purposefully came in for a couple of hard landings. On the first one, I bent the left main gear strut. On the second, I actually knocked the wheel off. What was impressive, though, was what followed. The wheel continued to roll down the runway and down a hill. It finally came to a rest at the bottom, wobbling to a stop like a spinning quarter.
For the less experimentally inclined, the detail of the sim's physics model will translate into a convincing flight environment. Aircraft handling feels authentic, and when you shoot off parts of another plane, its performance will be hampered accordingly. Don't follow too closely behind a bandit when you're blasting him. If you saw off a wing, it will spin back toward you in a manner eto your own plane. Bullet modeling is very good, with the effects of gravity and gun convergence on your tracers very evident when firing at distant targets.
It was particularly impressive when I made a close pass behind a Hawker Typhoon during a dogfight and actually felt my plane jerk as it passed through the plane's "wake." This brought back an immediate deja vu to a real-life dogfight against Robin Kim in Sky Warriors T-34s--the plane reacted to the slipstream in the sim just as it did in real life. While other upcoming sims may match FIGHTER SQUADRON when it comes to getting the performance and handling numbers right, no other sim I've flown has so fully captured the feeling of the entire flying experience.
Fire in a Crowded Theater
Combat takes place in three theaters: Dover, covering battles over the English Channel; North Africa; and Rhineland over Germany. These theaters are compressed in size: Targets it would take an hour to fly to in reality can be reached in a few minutes of flight in the game. While this will offend purists, it simply means you won't be faced with the choice of equally unrealistic time compression or spending a lot of time flying a boring, uneventful straight line to the target. The terrain here is absolutely beautiful, with rolling hills and river valleys that promise to be great for low-level dogfighting in multiplayer mode. Roads run between the towns, which are modeled in nice detail, and transparent smoke emits from chimneys. Even this smoke is useful, because it can indicate the current wind conditions. Fogging is used to good effect, keeping the frame-rate up without generating an unrealistic experience.
You can fly missions for three sides in a variety of aircraft. For the U.S., you can pilot the B-17G Flying Fortress, the P-38J Lightning, and the P-51D Mustang. For England, choices are the Lancaster Mk.II bomber, the Mosquito fighter-bomber, and Spitfire and Typhoon fighters. Finally, German pilots can fly the Focke-Wulf 190A, Me-262A, and the Ju-88 bomber. When flying bombers, you can man each of the plane's positions, so you'll be able to put the plane into autopilot and jump into a turret when you're engaged by fighters.
The current build of the game has 10 missions in each of the three theaters, but there are far more than 30 different flying opportunities. Each mission has aircraft from all three countries taking part, and you can fly the mission from the viewpoint of any of these aircraft. You might fly a dam-busting mission in a Lancaster bomber, then fly it again from the perspective of a Spitfire escort.
Next you can revisit this mission from the other side as a FW-190 pilot trying to take out the Lancasters. In addition, there are training missions for each aircraft, a scramble instant-action mode, and multiplayer missions. The latter weren't implemented in the version I flew. However, given the layout of the terrain, the superb damage modeling, and the smooth multiplayer play in Parsoft's earlier A-10 CUBA, multiplayer mode should be quite intriguing here.
Call in an Editor
The sim also includes a complete mission editor, so you'll be able to add your own missions or download new ones from the Net. You can set waypoints, orders, and targets; assign squadrons to escort other squadrons; and adjust weapons and fuel loadouts for each plane. You can also adjust numerous aspects of each squadron's artificial intelligence: Skill, Aggression, Loyalty, Morale, and Sanity. Even in this early version, the AI is quite convincing. I could drop planes into an arena and they would engage in realistic furballs.
More extensibility will come from Parsoft's Open Plane Interface. The developer will document the formats and flight model structure for the sim's aircraft, so third-party developers will be able to create new planes. However, they won't be doing an actual plane editor. And after having had a few of Parker's intriguing flight physics discussions go skyrocketing over my head, I don't think creating new planes will be a task for the uninitiated. I hope an enterprising third-party developer like Game Tool Technologies will come up with a user-friendly plane editor.
Fighter Squadron has enough unique features to stand out from the pack. When you factor in its quality physics model and extensible plane set, it has the potential to offer long-term gameplay.
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