By: Umax
Well well well... look what Microprose FINALLY decided to
release. And just in time for X-Mas no less! How convenient! I
suppose before I delve into the infinite detail which Falcon 4
brings to the flight sim scene, I should give you a little background
on the game. First off, the F-16 Fighting Falcon is the USAF's
primary multirole fighter/bomber. They use it for everything.
There hasn't been a single 'offensive' (I use that term lightly)
military action in which the US has participated in the last 15 years
that the F-16 wasn't an active part of. (It was the backbone of the
air campaign against Iraq in Desert Storm, making more bombing
and air interdiction missions then the F-117 Stealth 'Fighter'
*snicker*.) The aircraft has had actually quite a few games based
around it, contrary to popular belief. There was MSI's "Back to
Baghdad" and Virgin's short-lived "F-16 MultiRole Fighter".
Novalogic is also poised to enter the Fighting Falcon market with
the upcoming "Viper". You may have noticed that it is actually
called Falcon 4.0 and not just Falcon. This is because, you
guessed it, it is the next iteration of a series of games by
Microprose. The series actually gained real notice after v3.0 (and
its numerous add-ons including Hornet and Mig29), which came
out what seems like aeons ago. Falcon 3.0 brought a huge
amount of detail to the flight sim scene, more then any other
single sim had in the past. It combined cutting edge technology
with "make your eyes and ears bleed" graphics and sound.
However, by today's standards, it is less then outstanding. Falcon
4.0 was originally conceived about 3 or 4 years ago. It has been
"in progress" and "coming soon" for a long time now, and you'd
think that Microprose had worked out every bug down to the last
one. Hell, by now you'd expect that they had got it to run on
Macintosh using PC code! Well, let's just see about that...
I'm not going to start with the graphics because everyone does
that, and with a game like Falcon 4.0 they are not really as
important as, well everything else. The game is very broad
ranging in its appeal. It has many different settings for difficulty
and realism which allow the user to vary the degree of AI, and
how the plane handles. Obviously the higher the realism setting,
the more realistically the aircraft will fly. There are lots and lots of
training missions to go through dealing with everything from how
to roll the aircraft, all the way up to using short, medium and long
range offensive weaponry in both air to air and air to ground roles.
I definitely suggest playing the training missions before even
considering the campaigns. It will make your life a heck of a lot
easier. One thing I feel the game could have benefited from was
having an in-flight voice of perhaps an instructor, a-la Team
Apache, which guided you through each mission. This may have
detracted from the overall realism in some peoples opinions, but
when training to fly an F-16 in real life, the USAF does not just
send you out and say 'blow this up'. They send you out with an
instructor, either in a chase plane or in a dual seat F-16D. Still, the
manual for this game is more then adequate and if you refer to it
enough and remember to use the pause key in flight you can make
your way through the training missions fairly briskly. The game
really takes shape after you complete these rather arduous
training sessions. You have the choice of beginning your active
military career in one of three imaginary campaigns based in
Korea. (I won't summarize the campaigns because it's more fun to
hear it in the form of video and audio news reports that Falcon 4.0
uses.) When I first looked at the campaign selection screen, I got
the feeling that the designers intentionally left space for more
missions and campaigns to be added, perhaps even downloaded.
Not only this, but add-on aircraft like Falcon 3.0 had. (Carrier pilots
and Russkies do not fret!) After choosing your campaign you get to
pick which squadron you wish to belong to that is operating in that
area. The campaign generator is totally dynamic. You won't
really ever fly the same mission twice, and if you restart the
campaign you won't fly the same first mission. You aren't limited
to campaign missions though, there are also single missions
available along with a mission editor. Basically that is the concept
behind the game.
The game works extremely well. What do I mean by "works"?
Well, I don't mean that it loads well or anything like that, I mean
that in a certain mission, everything falls into place very well, or so
I thought. The enemy aircraft aren't exactly genius aces, but they
aren't idiots either. They have what I would call a basic
knowledge of advanced flight combat maneuvers, but nothing that
a relatively experienced simmer can't handle first time. The
ground forces I found to be a real problem. The anti aircraft and
SAMs were very well hidden; hard to find in amongst ground
clutter and deadly accurate. To complete a mission you MUST,
and I mean MUST have a mastery of all the skills: flying, combat,
evasion, navigation, and detection, or you can't complete your
objective. There is no one mission which requires only one or two
of these skills. For example, you decide which enemies to
engage, but you can't completely avoid all aircraft, sooner or later
they are going to be arriving on your six.
Falcon 4.0 had been rumored for the longest time to have amazing
graphics and sound, but no one had seen proof. Not long ago
Microprose released screenshots and the drool began to flow.
There is one thing you must keep in mind when looking at these
screenshots, and the ones on this page for that matter. I took these
screenshots on a very powerful computer, which probably 1/20
people have at home as a personal computer. You cannot expect
to get stellar performance on anything less then a PII-266 with at
least 64 megs of ram, and obviously a powerful 3D accelerator
such as TNT or even better yet; Voodoo2 (again, even better then
that is Voodoo2s in SLI mode!). Don't worry though, not all is lost if
you have a less then bleeding edge computer; the customizability
of the graphics in Falcon 4.0 is excellent, and you can chose which
video card to use, in which mode (Direct 3d or Glide etc.), in which
resolution, and then chose which detail levels you wish for the
different elements of the game. A nice feature they included is the
ability to generate a screenshot of what the game will look like
with the settings you chose without having to start a mission, so
you can customize them for efficiency, without completely
compromising looks. The accuracy of the objects in Falcon 4.0 is
great, but the cockpit detail, and functionality of your own aircraft
is staggering. I have never seen anything so beautiful in 1024x768
as the cockpit in Falcon 4.0 with padlocking on. You have about
340º of lateral vision, and when your helmet hits the head rest
there is actually a thud noise made! Everything from 60% of the
buttons in the cockpit being functional down to the reflection they
make on the curved gold-laced armored canopy around you in
different light levels is amazing. All of the MFDs are fully
functional too, which is a very nice change, and don't give you that
unrealistic 'god's eye radar' which other sims allow. Just for all
you propeller heads out there who want proof, I believe this is the
Block 50 F-16C cockpit, so go find a picture and check. It will
make your head spin. The sound in the game is also excellent,
not only in abundance but also in quality and the atmosphere it
provides. During a combat mission there is constantly radio traffic
between aircraft. It can be very haunting to hear something like
"Viper one engaging Mig-29s Bullseye 26 at 290" and then 5
minutes later hear "Viper one has been hit, repeat Viper one has
been hit" and again a moment later hear him punching out and
seeing a puff of smoke off in the distance. Everything else has
very realistic sounds like the engine, the afterburner, the weapons
(especially the cannon) and the explosions. This level of detail is
presented to the gamer throughout each mission, and gives us a
bit of an explanation of just why it took Microprose so long to
release the game.
Other points of interest about the game include its manual. Or
should I say documentation. Yes, documentation is more accurate
seeing as this game is so chock full of what can be at times mind
numbing detail. The manual is literally huge, and encompasses
every element of ACM and GCM you could ever need to know. It is
very informative and Microprose gets big marks from me for caring
enough about the game to go the distance and give it more then
adequate documentation. Another important thing about Falcon
4.0 is the multiplayer. I have as of yet only tried it once, but I
found it extremely simple to use, very efficient, and it supported 4
players over Internet TCP/IP play with no noticeable lag. Very
impressive.
The only real drawbacks or limitations I could see Falcon 4.0
having would definitely be the steep system requirements, and the
sheer detail the game presents to the gamer makes this truly a
simulation. Those of you looking for an experience similar to F22
Raptor or the likes look elsewhere, this game can easily become a
way of life. Also, don't even consider this game unless you have a
joystick. Trying to play this game with the arrow keys is about as
useless as trying to steer a race car by sticking your leg out the
door and using it as a brake. It just won't happen. The amount of
detail in this game does make for some serious key punching in
game and you have to be prepared, but luckily there is a 'quick'
reference chart made available, and it may be wise to look into
getting a keyboard template.
To summarize, Falcon 4.0 is a worthy addition to the series, and
accomplishes what it set out to do well. It is by no means an
arcade game, even on its lowest detail setting, and should be
avoided by fans of games like Incoming. If, however, you are still
playing EF2000, Falcon 3.0 or Tornado (for those of us old simmers
who remember!) this game may be for you. I can't emphasize
enough though that the detail in this game will make your head
spin!
Pluses: Excellent gameplay, amazing customizability, excellent
graphics, ability to alter difficulty without compromising realism,
accurate sound, cockpit plans straight out of the Pentagon, great
multiplay, good campaigns and more then just one, good replay
value, excellent documentation.
Minuses: Steep system requirements, joystick absolutely
required, appeal limited to only serious simmers who enjoy
spending time training on a video game (*sigh*), the manual might
as well be a Tom Clancy novel.
20/20
14/15
28/30
16/20
5/5
10/10
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Rating
93
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By: Pseudo Nim
The concept of vaporware is rather curious. Many great projects
are started, and the gaming (in this case) community sits drooling
at them for a year, then another one, then two more... then they
give up and move onto better things. Sometimes vaporware makes
it to the markets, but if and when it does, it usually feels like a
product wrapped up within the last ten minutes just to make the
Christmas deadline. Case at point: Battlecruiser 3000AD. This could
have been an excellent game, in fact, one of the best games of all
time - had it been produced and coded correctly, because the idea
was there, and the talent was there. After being put off for a
couple of years, though, it did come out - but none of the original
promise showed, and the amount of bugs was so high the
developer had to release a dozen patches, then charge about $15 -
$30 for a "v2.0" patch. Regrettable, really. Not all is bad, however -
some vaporware games actually do finally come out, and actually
play and feel quite well - like, in the present case, Falcon 4.0.
First, a bit of history. The original Falcon 3.0 was released in 1991,
and was an instant hit, with superior graphics, physics and
expansion possibilities. Many add-ons were released for it, with
the most notable ones being the F18 Hornet and the Mig29
Foxhound. An updated Falcon, dubbed 4.0, was then promised to
the gamers, and, considering how good 3.0 was at the time,
expectations were high. However, as time went on, Falcon 4 was
continuously put off, and eventually, it went away from the front
lines and most people figured it'll never come out. Then, not too
long ago, Microprose started promising Falcon 4 anew, and even
released a demo less than a year ago - which left me
dumbfounded. Even though there were many problems with the
demo, it looked and flew so incredibly well, I couldn't believe this
might come out one day. Then, even though the ads in PC Gamer
and the like said "Falcon now cleared for final approach," nothing
of the like was to be seen - it was still somewhere behind the glass
windows of Microprose's HQ. And then, all of a sudden, not two
weeks ago, Falcon 4 went gold. Truly an unusual flow of events -
but it's here, and we're about to take it apart to figure out how well
it performs and whether it was worth the ultra-long wait.
To paraphrase Umax, I won't start with graphics, 'cause that's what
everyone does. I won't start with the gameplay, either, 'cause
that's what everyone does, too. I'll start with something many don't
consider to be the prime thing to look out to, but when looked
more closely matters much more than graphics, music, sound and
all the other eye- and earcandy. The issue at hand is control - how
controllable is the plane, and how are the physics in it? To start
off, this is the first sim that truly made me wish I had the
ultra-expensive Thrustmaster F16 WQS. The amount of control
keys is astoundingly large - I'd say most of the keyboard is used, in
Alt, Ctrl and Shift combinations. There are two good things: any
and all keys can be remapped, and a lot of the functions can be
accessed through the mouse-clickable cockpit. I'm unsure as to
when the original idea of a clickable cockpit was introduced, but I
believe it was either JetFighter III or one of the DiD games. The
designers recreated the F16C Block 50/52, and the cockpit is
therefore represented accordingly, with over half the visible
buttons working. In my view, though, in the heat of battle I doubt
you'd go about clicking buttons rather than hitting them on the
keyboard, especially since mouse sensitivity seems to be
somewhat low. However, if one were to play in what Thrustmaster
refers to as the HOTAS mode (Hands On Throttle And Stick), I
believe all the commands one may need in the worst-case
scenario could be mapped to all of the buttons on the joystick and
the throttle. Incidentally, as Umax mentioned it, don't even think of
flying this with the arrow keys - but that's fairly obvious to mention,
so there's no need. A very neat thing, which isn't unexpected (but
still cool) is that when I first played the game, I looked around the
cockpit, and when I looked down at my pilot's right hand - what
was he holding in it? No, not that. He was actually holding the
exact same joystick I happened to be holding in my hand, the F16
FLCS by Thrustmaster. Only mine was a replica, and his was real.
And now to the eyecandy part. The visuals of the game are
incredible - the terrain texture is great, and the overall feel of the
world is incredibly detailed. Of course, down close to the ground,
the texture is pixelated, but there isn't much one can do about it. I
found that flying at 10 meters above the ground wasn't an easy
task, as I couldn't always precisely judge the height I was at - for
some reason, it was harder than in the other flight sims I've
played. Landing is not hard, however - you can actually feel the
asphalt moving close to you (especially if the lights are off and
you're really "in" the game.) An interesting variation on the
landing theme was, I thought, that when you land badly you don't
necessarily blow up - often your gear will break and you'll end up
doing a belly landing, even if you didn't intend to. Or one of your
wheels can break, in which case it becomes incredibly hard to
keep the plane going straight as you brake. The controller also
makes some sarcastic remarks if you land badly, which is a neat
added effect. To spice up the realism, many graphics modes are
available - and the neat thing is, everything ran quite smoothly on
my Pentium 200 with a 3Dfx Voodoo card. Amusing is the fact that
there's no Voodoo option in the menu - there's Software rendering,
Direct3D and Voodoo2, and setting your 3Dfx Voodoo 1 adapter to
Voodoo 2 settings works beautifully. You can tweak the graphics
settings quite extensively, too, and even turn on a "preview" mode
which displays roughly what the final game screen will look like.
And, I must say, at 640x480, with medium-to-high detail settings,
the frame rates were more than acceptable, and never did I feel
like I was playing on an old and outdated computer. On a
downside, while being a minor complaint, I was somewhat
unhappy with outside camera angles - I was only able to find a
satellite view and a chase view, which spins around so wildly
you'd think it's being filmed by someone tied with a rope to the
exhaust nozzles. The inside camera views, however, are
extremely varied, with HUD views, cockpit views and so forth.
I didn't find the training missions to be as bad as Umax believes
them to be. There was a mission, for example, in which my wing
commander would tell me where to fly, at which height to
rendezvous, which heading to take, which airspeed to
accelerate/decelerate to, and so forth. I have to admit, though, that
I can't ever properly execute such maneuvers, so I just ignored
him - that's, I suppose, one of the things that differ a real pilot from
a wannabe gamer. Just the same as in-flight refueling... All kinds
of training missions are available to the aspiring pilot - formation
flying, basic takeoff and landing, OCA sweeps, OCA strikes, AG
weapons training, AA weapons training, countermeasure use, et
cetera et cetera et cetera. They do come in useful, as well - while
the airborne targets in the game are relatively easy to spot and
destroy, SAM sites and other unfriendly folk on the ground are
masqueraded (probably) better than in real life, so they end up
being quite a nuisance during missions, especially if you finished
the mission and are heading home. While I'm on the subject of
missions and campaigns: the war in Falcon 4 is truly dynamic, that
is, not only are you extremely unlikely to fly the same mission over
and over (short of restarting), but losses carry over to subsequent
missions and mission results affect the war positively or negatively.
The plane physics and world realism are incredible. The work was
cut out for the designers beforehand, since the C variant of the F16
has multiple enhancements over the A used in Falcon 3. For one, it
has an AN/APG68 radar, capability of launching AIM120 missiles,
and the Wild-Weasel-roll-capable Harm Targeting system. The
radar is capable of operating in over 10 different modes, those
including, but not limited to ACM, RWS, GM and GMT (Air Combat
Mode, Range While Search, Ground map and Ground Moving
Target, respectively.) Everything is accurately represented, such as
stalls, MFDs, radio chatter, visuals and even the plane breaking up
as it hits the ground (as opposed to the standard round explosion).
And if you're really thirsting for a challenge, try spinning or deep
stalling the plane... even that is possible. Not to mention boring
little things like landing on two gears, or gear up, or weather
effects (with the weather fronts progressing as the war goes on,
rather than appearing and disappearing.) The way the plane
breaks up is quite neat, actually - and not always does touching
the ground mean the end of the journey; quite often you can still
take off, albeit extensively damaged. All this attention to the
minutest of details justifies the 3-year wait, and definitely makes
Falcon 4.0 a worthy successor to the original. And hey... if you
think this review is late... this game deserves it.
Highs: incredible graphics and physics, dynamic campaign,
documentation and music, multiplayer options and expansion
options
Lows: array of controls truly daunting, system requirements
somewhat high
19/20
13/15
27/30
18/20
5/5
10/10
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Rating
92
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