Reviews / previews
F-16: Aggressor from
General Simulations
Inc. is a little confused
about what it wants to
be when it grows up: a
relaxed-realism
jet-combat game for
casual fliers or a
hardcore sim intended
to lure Falcon 4.0 lovers
away from their
well-patched
MicroProse mistress.
At
first
glance,
the
game
appears
to
be
a
clear-cut
"sim-lite"
product along the lines
of Origin's classic 1993
Strike Commander. You
assume the role of a
mercenary pilot tasked
with fighting rebel forces
in four separate African
theaters (Madagascar,
Ethiopia, Morocco, and
the Rift Valley) and--as
in Strike Commander--your only motivation is cold, hard cash.
In keeping with Aggressor's arcade-style storyline, each of its 10-mission
campaigns is a hard-scripted affair that requires successful results in each
sortie before you can move to the next. Unlike the Origin game, however,
there are no resource- or base-management elements to keep you occupied
between missions, and no clever cinematics to bind the story together. You
earn a few hundred grand and move on.
These plot limitations might be easier to accept if Aggressor had managed to
live up to the hyping of its flight model. Statements from publisher Virgin and
U.S. distributor Bethesda touting "flight modeling so accurate that certain
military-only secret features had to be removed" create the mistaken
impression that high-end sims like Falcon 4.0 and Jane's F-15 are in for some
serious competition.
But although Aggressor offers solid
simulations of G-bleeding, roll sensitivity,
and GLOC-induced blackouts/redouts, it
misses the mark in many other critical
areas. The game's F-16 is all but impossible
to stall (even when its forward velocity drops
below 100 knots) and its airspeed and turn
performance are completely unaffected by
weight and drag. The flight-model fidelity and
AI difficulty aren't scalable from the game's
options menu, and the avionics are equally
simplistic.
This dumbing down seems calculated to make the game more accessible to
the casual pilot. Veteran sim fans aren't likely to be impressed, and the
game's 55-page manual (compared to the 200 to 300 pages for a serious sim),
five-mission tutorial, and lack of any keyboard-mapping options will reduce
their interest even further. Redeeming value
may be found in the game's co-op and
deathmatch Internet play, but probably not
enough to put the game on anyone's
must-play list.
On a positive note, Aggressor's graphics are
appealing when the right video card is used.
Although the game's D3D-enhanced visuals
were coarse and choppy when I ran them
through my Rage Pro Turbo AGP card, they
looked great when I ran the game on a Voodoo card under D3D. The terrain
and aircraft texturing are both first-rate, and--apart from some cheesy
"toothpaste tube" missile trails--the special effects and pyrotechnics are
similarly impressive. A virtual-cockpit view complete with legible
instrumentation is another nice touch, but the inexcusable lack of an
enemy-tracking "padlock" view compromises any sense of situational
awareness.
F-16 Aggressor offers little in the way of
groundbreaking gameplay for either casual or
hardcore sim fans to sink their respective
teeth into. The incomplete flight model and
scripted campaigns won't grab serious fliers,
and the game's uninspired storyline and lack
of flash make it just a poor imitation of Strike
Commander. This middle-of-the-road
approach may not offend most sim fans, but
it probably won't inspire anyone either.-- Andy Mahood / GamePro
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