#1 The game reviews thread
Posted: Wed Jul 20, 2005 9:51 am
Introduction: this is a thread where we can write reviews on the game we love. I hope this could give us more insight of what makes a game great, or the other way around. Well I've been tired often lately, but Ace has motivated me to keep up with our idea! :P
Alright, I'll start with my old-time favorite:
------------------------------------------------------------------------------------------------------------------------------------------
F-19 Stealth Fighter
Microprose - 1989
It is a typical Microprose 'flight-sim' where we fly a hypothetical version of US Air Force's Stealth Fighter, which was designated F-19 at that time. Of course, the aircraft was still on drawing board so an accurate interpretation was impossible. But instead of giving us a 'real-world precision' like most flightsims today, Microprose decided to give the player an immersive, believable gaming experience of what it is like to fly a stealth aircraft.
Game Mechanics
As in most flight-sims on that period, the flight model doesn't even close to today's standard of realism. Moreoever, unlike the real-life F-117, we can bring a shitload of ammunition in the hypothetical F-19; including AA missiles and cannon!
The game features no campaign either; we can only fly in single mission. However, the game gives us a great feeling of involvement despite the lack of campaign. First, in order to play the game, we should enter a pilot's name -starts as 2nd Lieutentant- which would represent our 'game character'. Second, the single mission itself is not a scripted, pre-defined scenario like in most flightsims today. Instead, everytime we fly a mission, we are required to choose certain parameters like mission theatre (ranging from Libya to Iran), rules of engagement (from cold war to full-scale war), and the nature of the objective (either air target or ground target). And then, the game generates a random mission based on the parameters. Our pilot character will gain medals and promotion as we play through those randomly-generated single missions; provided they're successful, of course. If we're killed in a mission, then that's it; we cannot play using the character anymore and in order to continue playing the game, we must create a new pilot and start all over again as 2nd Lieutenant.
Gameplay & Fun Factor
Despite the unrealistic flight model common found in flightsims of that period, the gameplay is very immersive and give us the 'real' feeling of what flying a stealthy aircraft is supposed to be.
First, the heart of the game is in Cold War and Limited War setting; instead of destroying everything in our path, the success of a mission comes from achieving the mission objectives while being stealthy and undetected. So destroying 'extra' targets would actually reduces our score! The premise is that destroying too many extras would expose the 'stealthy' aspect of our misssion. In Cold War setting, even being detected by enemy radar would reduce our score. Actually, this is my first gaming experience where the game would penalize us for inflicting too much damage on the enemy; keeping it consistent with the premise of flying a stealthy aircraft! Of course, trigger-happy player can play the Full Scale War setting which has more 'traditional' approach.
Second, the mission objectives itself further enhance our believability in flying a stealth aircraft. While there are still 'traditional' objectives like destroying oil tanker or radar site, the most fun comes from flying 'stealthy' missions like taking photograph of an enemy installation or making a secret landing on an airstrip behind the enemy lines; those should be performed undetected, of course.
Third, and this is actually the trademark of almost every Microprose flightsims, is the combination of randomly-generated single missions and the 'pilot character' we use in playing the game. See, the pilot we play makes her/his career throughout the game by playing through one single mission to another. Successful missions reward promotions and medals, while fucking up too many mission would make our character end up as a bored administrative staff! So the career of our pilot is actually a campaign by itself, which is dynamically affected by our performance. For ambitious player, of course, the ultimate goal is getting the elusive Congressional Medal of Honor.
There are still minor complaints on this game, though. First, the lack of campaign mode means that the only thing dynamically affected by our performance is merely our career; not the course of the war itself (this is improved in later flightsims like Gunship 2000 which features randomly-generated campaigns). Second, the radar detection model is way too simplified. Third, if our pilot is getting KIA/MIA (or ends up as administrative staff), we have no choice but start it all over again as a lowly 2nd Lieutenant. Of course, this can be circumvented by keeping a backup copy of the pilot file (the file with .FIL extension).
Replayability
As common in most Microprose's flightsims, or even non-flight military sims (like M1 Tank Platoon), the replayability is great. First, the single missions are randomly generated. Second, our pilot character advances her/his career by playing those random missions. So we can play the game over and over again to continue getting medals and promotions; pretending we are actually a pilot with a career to think of. While it is unrealistic to fly a mission as a General, collecting medals is still fun after all. And of course, ambitious players would enjoy pursuing the Congressional Medal of Honor.
As a nice touch, Microprose actually offered rewards for players who manage to get five Congressional Medals of Honor; so very successful player can send their pilot file ( .FIL) to Microprose and getting a souvenir or memorabilia of some sort... Too bad I didn't managed to achieve five CMOHs while the offer still lasted. :(
Of course, starting the game all over again as a lowly Second Lieutenant is not a fun way of replaying the game, so always keep backups of your pilot file!
Graphic & Sound
Well, the graphic is primitive. It is only available in 320x200 resolution with several color choices from CGA to VGA/MCGA; depending to the capability of our monitor and graphic card. While the CGA color is pretty bearable, the VGA/MCGA color is basically the same with 16-color EGA. What to say? It is an 1989 game! The graphic is merely adequate for its era; certainly not as stunning as Ultima 6 or Their Finest Hour, but still adequate.
The sound effect is of course primitive compared to today's standard, but pretty convincing even for those with only PC speakers. Not bad, considering the period of the game.
Conclusion
Despite primitive graphics and simplified flight models, F-19 Stealth Fighter is a FUN game and succesfully convinces us that we are flying a stealthy aircraft. Not to mention the randomly-generated mission and the career mode gives us a significant feeling of involvement; way greater than predefined missions and campaigns in most flightsim today.
Modern-day flightsim developers should learn so much from the charming gameplay of F-19 Stealth Fighter. While hardcore armchair pilots would demand nothing less than meticulous physics model, developer take some lessons from the past that flight simulation, like any other genres, is a game and always a game. There are more than overly realistic flight model in giving the player an immersive, involving, and most importantly, FUN gameplay experience; and F-19 Stealth Fighter is quite successful in achieving the goal.
OOC: in case you guys didn't notice, I'm not a hardcore flightsimmer; I'm the kind of guy who choose easy landing all the way to Sunday.
Edit: Just added 'Replayability' section. Thanks, Ace!
Alright, I'll start with my old-time favorite:
------------------------------------------------------------------------------------------------------------------------------------------
F-19 Stealth Fighter
Microprose - 1989
It is a typical Microprose 'flight-sim' where we fly a hypothetical version of US Air Force's Stealth Fighter, which was designated F-19 at that time. Of course, the aircraft was still on drawing board so an accurate interpretation was impossible. But instead of giving us a 'real-world precision' like most flightsims today, Microprose decided to give the player an immersive, believable gaming experience of what it is like to fly a stealth aircraft.
Game Mechanics
As in most flight-sims on that period, the flight model doesn't even close to today's standard of realism. Moreoever, unlike the real-life F-117, we can bring a shitload of ammunition in the hypothetical F-19; including AA missiles and cannon!
The game features no campaign either; we can only fly in single mission. However, the game gives us a great feeling of involvement despite the lack of campaign. First, in order to play the game, we should enter a pilot's name -starts as 2nd Lieutentant- which would represent our 'game character'. Second, the single mission itself is not a scripted, pre-defined scenario like in most flightsims today. Instead, everytime we fly a mission, we are required to choose certain parameters like mission theatre (ranging from Libya to Iran), rules of engagement (from cold war to full-scale war), and the nature of the objective (either air target or ground target). And then, the game generates a random mission based on the parameters. Our pilot character will gain medals and promotion as we play through those randomly-generated single missions; provided they're successful, of course. If we're killed in a mission, then that's it; we cannot play using the character anymore and in order to continue playing the game, we must create a new pilot and start all over again as 2nd Lieutenant.
Gameplay & Fun Factor
Despite the unrealistic flight model common found in flightsims of that period, the gameplay is very immersive and give us the 'real' feeling of what flying a stealthy aircraft is supposed to be.
First, the heart of the game is in Cold War and Limited War setting; instead of destroying everything in our path, the success of a mission comes from achieving the mission objectives while being stealthy and undetected. So destroying 'extra' targets would actually reduces our score! The premise is that destroying too many extras would expose the 'stealthy' aspect of our misssion. In Cold War setting, even being detected by enemy radar would reduce our score. Actually, this is my first gaming experience where the game would penalize us for inflicting too much damage on the enemy; keeping it consistent with the premise of flying a stealthy aircraft! Of course, trigger-happy player can play the Full Scale War setting which has more 'traditional' approach.
Second, the mission objectives itself further enhance our believability in flying a stealth aircraft. While there are still 'traditional' objectives like destroying oil tanker or radar site, the most fun comes from flying 'stealthy' missions like taking photograph of an enemy installation or making a secret landing on an airstrip behind the enemy lines; those should be performed undetected, of course.
Third, and this is actually the trademark of almost every Microprose flightsims, is the combination of randomly-generated single missions and the 'pilot character' we use in playing the game. See, the pilot we play makes her/his career throughout the game by playing through one single mission to another. Successful missions reward promotions and medals, while fucking up too many mission would make our character end up as a bored administrative staff! So the career of our pilot is actually a campaign by itself, which is dynamically affected by our performance. For ambitious player, of course, the ultimate goal is getting the elusive Congressional Medal of Honor.
There are still minor complaints on this game, though. First, the lack of campaign mode means that the only thing dynamically affected by our performance is merely our career; not the course of the war itself (this is improved in later flightsims like Gunship 2000 which features randomly-generated campaigns). Second, the radar detection model is way too simplified. Third, if our pilot is getting KIA/MIA (or ends up as administrative staff), we have no choice but start it all over again as a lowly 2nd Lieutenant. Of course, this can be circumvented by keeping a backup copy of the pilot file (the file with .FIL extension).
Replayability
As common in most Microprose's flightsims, or even non-flight military sims (like M1 Tank Platoon), the replayability is great. First, the single missions are randomly generated. Second, our pilot character advances her/his career by playing those random missions. So we can play the game over and over again to continue getting medals and promotions; pretending we are actually a pilot with a career to think of. While it is unrealistic to fly a mission as a General, collecting medals is still fun after all. And of course, ambitious players would enjoy pursuing the Congressional Medal of Honor.
As a nice touch, Microprose actually offered rewards for players who manage to get five Congressional Medals of Honor; so very successful player can send their pilot file ( .FIL) to Microprose and getting a souvenir or memorabilia of some sort... Too bad I didn't managed to achieve five CMOHs while the offer still lasted. :(
Of course, starting the game all over again as a lowly Second Lieutenant is not a fun way of replaying the game, so always keep backups of your pilot file!
Graphic & Sound
Well, the graphic is primitive. It is only available in 320x200 resolution with several color choices from CGA to VGA/MCGA; depending to the capability of our monitor and graphic card. While the CGA color is pretty bearable, the VGA/MCGA color is basically the same with 16-color EGA. What to say? It is an 1989 game! The graphic is merely adequate for its era; certainly not as stunning as Ultima 6 or Their Finest Hour, but still adequate.
The sound effect is of course primitive compared to today's standard, but pretty convincing even for those with only PC speakers. Not bad, considering the period of the game.
Conclusion
Despite primitive graphics and simplified flight models, F-19 Stealth Fighter is a FUN game and succesfully convinces us that we are flying a stealthy aircraft. Not to mention the randomly-generated mission and the career mode gives us a significant feeling of involvement; way greater than predefined missions and campaigns in most flightsim today.
Modern-day flightsim developers should learn so much from the charming gameplay of F-19 Stealth Fighter. While hardcore armchair pilots would demand nothing less than meticulous physics model, developer take some lessons from the past that flight simulation, like any other genres, is a game and always a game. There are more than overly realistic flight model in giving the player an immersive, involving, and most importantly, FUN gameplay experience; and F-19 Stealth Fighter is quite successful in achieving the goal.
OOC: in case you guys didn't notice, I'm not a hardcore flightsimmer; I'm the kind of guy who choose easy landing all the way to Sunday.
Edit: Just added 'Replayability' section. Thanks, Ace!