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Multiplayer
I have saved my personal
pet favorite feature of any sim for last. The Multiplayer link takes you in the
UI for game setup. Note that if you have not chosen a type of connection for
multiplay in the SETUP menu, it will ask you here upon mission start. However if
you want to CHANGE that selection, you will need to go back to the SETUP menu to
do so. It only asks if the SETUP screen is blank and once you enter anything
here, it changes that as well.
Multiplayer has 6 different scenarios:
- Free
for All (self Explanatory)
- Red vs. Blue (self explanatory)
- Red Defends
Area B-17 (simple base defense, I believe there is a typo in the description on
who defends what, but the title says it all)
- Blue Defends Area B-20 (same as
above, with the same typo)
- Blue Carrier Strike (basic carrier defense, land
based training carriers used)
- Red Carrier Strike (same as above, only
reversed) If you look at these scenarios, really there are only 4, with 2
duplicates.
Maximum number of players is 4 so you can have 2 teams of 2. This is
as close to cooperative play as you will get. You cannot play any of the
missions in multiplay. This has always been a long-standing complaint of mine in
the Graphsim line up. When the original Hornet released, I could see the
reasoning behind wanting to limit multiplay. Even though there were sims out at
the time doing it very well (and even by todays standards some of those sims are
still quite robust), their concerns with networking, coding and stability were
valid. In 2003, this should be resolved and the cooperative feature added. There
are so many strong points about OIF that this one single feature could make it a
serious contender in the very competitive flight sim genre. Couple that ability
with the already solid and flexible mission builder, and you could have a Prince
if not a serious contender for King of at least the carrier ops based flight
sims. I still find the lack of this feature a serious black eye for any
currently released simulation, particularly with the proliferation of broadband
and on line squadrons all looking for sims to fly. Some people may say, you can
coop since you fly 2 on 2 … lets be honest, do you really want to fly the same
mission over and over again with only 2 people to a side with only Air to Air
combat? No, I really didn't think so.
Multiplayer is able to function via four
different connection types:
- Internet TCP/IP Connection for Direct Play
- IPX
Connection for Direct Play
- Modem Connection for Direct Play
- Serial
Connection for Direct Play
Unless I am mistaken, this has not changed at all
since Hornet Korea.

Mission Editor
The mission editor must be accessed from out
side of the game. Not a big deal. And once you are in the mission editor, you
are rewarded with a very well designed and thought out user interface. The
overall package is easy to use and flexible. As with the original Hornet Korea,
you can expect a huge number of missions on the web from this sim. The ease and
clean simplicity of the editor will allow for fast mission creation.
Now on to the other aspects of the game.
Graphics
One of the major selling features of OIF is the satellite imagery maps. Over a
gig of your hard drive space will be taken up with these terrain files. I had
some difficulty at first. I expected … well, more. Understand that we are now
flying over Iraq, and most of the area modeled is FLAT SAND. Sand for the most part is pretty
featureless, especially from the air. When you fly low with "terrain
noise" that is associated with pretty much every sim, it is less than
impressive. I ran OIF on a GF4ti4600 as well as a 9800 Pro 256 meg video card.
Graphics were pretty similar on both cards. Every detail maxed out (which in
reality in OIF is just one setting) and running at 1280X1024 in 32 bit color,
the over all graphic quality is good, but not great. Exterior plane views
display "jaggies" even at this higher resolution. As you can see from
the two screen shots below, A having no FSAA applied, B having 4X FSAA applied,
there is a pretty big difference. On the other hand, most sims out today have
issues with HUD symbiology being legible. Even at 4X FSAA, the HUD was clear and
clean.
A
B
Over the mountainous regions of Iraq, the high altitude view of the
terrain is truly spectacular. As you reduce the altitude, as the series of
pictures below shows, the terrain becomes less and less stellar. As you get down
to "mud moving" level, it gets rather uninspiring. Graphsim explains
the terrain detail this way:
"Remember that we represent a VERY LARGE
geo-specific terrain, which restrains terrain texture resolution as the game
already requires over 1 GB on your disk. The advantage is high realism -- you
can fly almost anywhere in the database and see what is really there! Terrain
elevation are actual -- most of Iraq is indeed quite flat."
While I
completely understand this statement, I personally think it would have been
wiser to make the area smaller and the detail higher. As it is now, you never
want to leave your perch at Angels 25.


The cockpit retains it very clean look. It appears
it may have been cleaned up some, but that may just be better video equipment.
As previous releases, the dash is clean and easy to read. And as mentioned
earlier, even with FSAA turned un, the screens and HUD are easy to read.
As with previous releases, HK and PSF,
the other object models are incredibly basic. Everything other than your
aircraft in the sim is very polygonal and bland. Even though there is satellite
imagery for the terrain, the rest of the graphics are still very dated and not
much better than the 3Dfx Glide version of Hornet Korea some 5 years ago. To be
perfectly honest, I think the airfields in Hornet Korea are nicer. Maybe because
the surrounding terrain is sand now, but even the buildings and such are just
BLAH. Even in comparison to PSF, not much has really changed here over all
except the terrain visuals at high altitudes.


The caveat here is that this sim
will still run on what many today consider "sub standard" machines. A
1Ghz system should be able to run this simulation fine at reasonably high
settings. Unfortunately I do not have access to a system close to the
recommended specs, so I could not tell if these specs were accurate. As with
previous Hornet releases, FPS is locked to a max of 20, so even on my P4 3.2 Ghz
with a 9800 Pro, it was going to get no more than 20 - just like a 1.4Ghz
machine. The great "FPS LOCK EQUALIZER". This is not a bad thing. 20
FPS is fine. Runs very smooth and looks good and helps keep CPU overhead
requirements on lower end machines down.
Game Play
The real question here is,
how much fun is it to play? Hornet Korea when it was released was a fun sim to
play solo. Game play and balance were good. User missions available on the net
were able to increase the fun and longevity of this sim for a long time. For
quite a while, it was THE sim for carrier ops. Most of the bugs that appeared
NOT to have been addressed in PSF seem to have been taken care of here. Missions
included with the sim seem well thought out and detailed. Briefings, maps and
notes help prepare you for what you are about to face. Missions are not too
long, not too short. They seem a little sterile, but the original missions felt
that way to me as well. Missions are a bit longer than they used to be, so that
is a plus.
Flight model of this series has always been top notch. There is no
reason to change that apparently and it still has a great feel and you get a
pretty good sensation of flight. I still think that gun tracking in the HK
series is the best of all, and OIF is no exception.


There really is no campaign
to speak of, just separate missions. These missions if played in sequence give
you a bit of a feeling of a campaign as you advance closer to Baghdad, but in
reality are nothing more than a bunch of missions with no real relationship to
each other. Six years after initial release, this should have been addressed,
much like the Cooperative Multiplay issues. Today, these features are a
requirement for any successful simulation.
Conclusion
So, lets bottom line this.
Operation Iraqi Freedom is marketed as a follow on of Hornet Korea, not a new
game. It is priced appropriately for what is basically a re-release with some
enhancements as well as a new theater of operations. Well, nearly new. Operation
Iraqi Freedom takes Hornet Korea back to the original middle eastern theater of
Hornet 3.0. I don't have a copy of Hornet 3.0 anymore, but it appears that
the area encompassed is very similar, but larger now. It has retained and built
upon its strengths from the past. Unfortunately it has not addressed those
glaring weaknesses that have been a thorn in the Hornet line since it's
inception.
New players, particularly those on lower end systems, will be pleased
with the game play, difficulty and immersion this sim offers. They may be more
than a little disappointed regarding the graphics when they see other games on
the market that are older, run on lesser machines and look better. Even the
satellite imagery is not enough to save this. It is a very nice feature and
looks decent at high altitude, but it is just no enough when the aircraft
modeled will frequently be at low level for attacks.
Veteran players,
particularly those fans of the HK games of yore, will more than likely enjoy
this as a solo endeavor. They will get to fly in a familiar aircraft with very
familiar behaviors and flight modeling that they grew to love. They will get a
whole new theater to explore and combat in. Most will overlook the graphics
warts or the lack of a campaign. Most folks that have fond memories of flying HK
solo, may indeed have the same enjoyment from OIF.
Mobile users will be pleased
since this game should run on most laptops. The ability to trap a few carrier
landings in OIF while flying around on business trips or extended family
vacations will keep even the most stalwart sim fanatic from "jonesin'"
until they get home to their real sim systems.
If you read my conclusion on PSF,
you pretty much know I felt that was even over rated as a coaster. I do not feel
that way with OIF at all. It offers enough new features, fixed some old issues
and is priced and marketed appropriately. It is a great entrance level
simulation as well as a nice trip home for fans. OIF will not set any records
for innovation and still is not up to the current feature list that users come
to expect from a sim released today. As I felt in '97, the lack of cooperative
missions is the nail in the coffin for this sim. That single feature could take
a mediocre simulation and make it a great one. Toss in a campaign, even a
branched campaign, and it would be on par with the bests sims on the market
today. I would rate OIF as a mediocre to fair release. Operation Iraqi Freedom
should fair reasonably well in the low to medium level sim arena. Hopefully the
funds from OIF will allow Graphsim to start to work on an all new sim from the
ground up.
Dan "CRASH" Crenshaw
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