Reviews / previews
Since it followed fast on the heels of three similar
titles, I was hoping Screamin' Demons would be the
WWII flight sim that has it all. After all, the last game
in a given genre to
hit the shelves
should be the best,
right?
But alas, while it
excels in a number
of areas, Screamin'
Demons falls flat in
just as many.
Each of the four
recent WWII flight sims shines in some way.
Microprose's European Air War has massive
campaigns, an authentic WWII feel, and huge aerial
battles. Jane's WWII Fighters touts awesome
graphics and special effects. Microsoft Combat Flight
Simulator's most salient feature is that is does
everything well, but doesn't do any one thing
superbly.
Enter Screamin'
Demons, which
offers the most
impressive physics
model and realism
of the bunch.
The game is more
like a military
combat simulator than a true "game." You can fly
some 90 missions in three combat theaters--English
Channel, German Rhineland, and North Africa--as an
American, British, or German pilot. However, the pilot
you fly as is generic. You don't play as one pilot but
rather jump around among the aircraft in your flight,
and you can choose to fly with a different squadron
from mission to mission.
Moreover, the missions are not linked to create a grand campaign. You can
fly them in any order you wish. Indeed, Screamin' Demon's is designed to give
players a sense of what WWII combat felt like--not a sense of what it felt like
to be a pilot in the war.
You get 10 aircraft to fly, which include such staples as the American P-51
"Mustang," British Spitfire, and German Me262 jet. However, in what is
Screamin' Demon's coolest asset by far, you also get to pilot bombers,
including the American B-17, British Lancaster, and German Ju-88, which
none of the other games allow.
Better still, you can jump from position to
position in the big birds, so you can switch
from pilot to gunner when things get hot.
And it's a blast firing away at bogeys from a
B-17 ball turret as 20-millimeter shells whiz
by your head.
The missions vary from garden-variety
patrols to long-range bomber escorts and
strikes. However, one theme remains
constant: There are never many planes in
the air. Battles typically feature three
bombers with an escort of 2 to 5 fighters, against a similarly sized opposing
force.
However, the lack of numbers does not mean combat isn't exhilarating. This
is a white-knuckle game. Several times during dogfights I had to make myself
relax my grip on the stick for fear I would
break it.
Each plane has 20 to 40 "break points." If
these are damaged, the plane will handle
differently--and just about every part on the
plane can get shot away. Try bringing home
a Spitfire that's missing a third of its right
wing! Explosions can also be spectacular,
with multiple parts of a plane spinning off in
different directions and fluttering in the wind
as they fall to earth.
Yes, Screamin' D does combat well.
It's too bad the overall game feels unfinished. Screamin' Demons feels like a
collection of different parts rather than a cohesive whole--something that could
have been fixed with a true campaign
system. The view system is cumbersome
(and buggy), and it's easy to get disoriented
when you jump from plane to plane in
combat. The manual is also extremely
meager for a flight sim. The music sounds
like a collection of unused MechWarrior
tracks. (How 'bout vintage '40s music to go
with the vintage radio clips used in the
game, folks?)
LAN and Internet multiplayer options (for up to eight) help, but you can't have
multiple players in a single airplane (as pilot and gunner).
While it could have been much, much
better, Screamin' Demons is a solid
simulator that hardcore purists are sure to
enjoy. Less fanatical flyers are probably
better off with European Air War.-- Steve Klett / GamePro
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