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Steel Beasts Review - By Derek "Crossbar" Bond Page 2 of 3

Graphics:
Steel Beasts uses a software rendered 3D graphics engine. No hardware acceleration whatsoever. Resolution is limited to 640x480. So that new Voodoo 5 or GTS isn't going to make a bit of difference in the image displayed. In today's world of high resolution accelerated graphics, Steel Beasts is a bit of an anachronism. However, once you accept this, you'll realize the graphics engine does a very nice job. Vehicles are nicely modeled. Terrain I would describe as excellent for this type of sim. SB is also the first sim I've seen that has done trees and forests correctly. They aren't simply 2D walls that you can't move through. They realistically obscure line of sight, and offer excellent concealment.

Special effects are also well done. Tank turrets can pop off as a tank brews, the turret spinning convincingly in the air. Main gun round graphics seem perfect, travelling downrange at a realistic pace. Just like what I've seen in footage. Have you ever seen a 120mm round skip off the ground? I have, and it looks just like it does in Steel Beasts. Infantry is included, but are just 2D bitmaps that seem to have a predilection for running on their tippy-toes. Looks kind of funny. Like they're trying to sneak up on somebody while trying not to laugh. Explosions and such are hurt by the lack of hardware acceleration and color depth, but otherwise well done.

When I first started playing this sim, I wasn't sure of how I'd like the graphics. State of the art they are not. But they do a surprisingly good job. Rendering distance must play a part as well. Tank warfare, especially modern, takes place at long range. It's easy to use an accelerated engine with all the candy when you are rendering a couple of hundred meters, like in first person shooters. But when engagements take place at ranges of 4000 meters or more, the graphical requirements become more difficult to attain. If you've played Panzer Elite, you may know what I mean. PE uses a very nice accelerated engine. At short ranges, like less than 500 meters, trees, shrubs etc are rendered. As you approach longer ranges, these things are removed primarily to keep the framerates playable. Therefore any tanks rendered at long range stick out like a sore thumb. In this regard, Steel Beast's graphics are actually a plus. Spotting and target identification is very difficult at long range. And isn't that the way it's supposed to be? Another plus is evident in frame rates. Very smooth, going from low 20's in external views to 50 fps looking through the primary gunner's sight on the review system. By comparison, PE gets around 10-20 on the same machine. (Unfair perhaps, since I run PE at 1024x768). Smooth frame rates translate into easier operation of the sighting systems, which means you'll hit more targets. And that can't be all bad ;-)

Marder

Sound:
Simply said, the sound in Steel Beasts is fantastic. The sounds were recorded in real tanks. And it shows. Everything, from the main gun to the turret motor to the breach closing sounds awesome. It's as good as in any sim I've played. Outstanding. The speech is also well done. Nothing kills immersion for me more than your co-pilot saying "Wow, great shot!" like he's amazed you hit anything (ala Longbow 2). After hearing that for that for the two hundreth time it gets tiring. In Steel beasts, you'll hear something like " Gunner. Sabot. Tank. On the way. Target." Simple. Elegant. And just the way I imagine it happens in a real life tank. Steel Beasts is best played when the wife is out. Crank it high and let it fly.

Interface:
The menu system is basic. If you like your sims to have a myriad of configurable options, you'll be dissapointed. Gameplay options consist of Instant Action, Tutorials, Tank Range (more on this in a moment) Single Player Missions and Multiplayer. There is also a mission editor and map editor. Choose Records to see stats for your armor-busting alter-ego. Options are limited to music, detail, difficulty and realism. Just what these last three control isn't exactly obvious to me, but I play it with all three set to high. It's a simple menu system. Nothing fancy.

Control:
The tanks can be controled either by a mouse or a joystick. I tried it both ways, and finally settled on using the joystick. It's simply a matter of preference and works well either way. I use a Logitech Wingman digital. It works fine, but a stick with a bit more precision would help with the longer range gunnery. Keyboard commands are well laid out and extensive, giving the player control over the entire operation of his tank. Be prepared to invest some time learning the system. The curve is rather steep, but any flight simmer should feel right at home.

Gameplay:
There are several ways to play Steel Beasts. Instant action is just that. The tutorials are very well done and cover all of the basics. I suggest running through these before tackling the missions. e-Sim obviously put some effort into creating these, and they certainly help. They aren't Longbow2 quality, but the tutorials are effective in teaching the basic commands and maneuvers needed to play the game.

The next option is the tank range. It is here that you achieve your gunnery rating. You play as gunner. The tank commander (TC) position is not available. At the range, the TC's job is handled reliably by the AI. A variety of OPFOR APC's and MBT's are presented one at a time and travel perpendicular to your position at a range of 2000-2500 meters. Ratings are determined by your accuracy and the time it takes you to engage and destroy the targets. Your gunnery rating is then used to determine the quality of all friendly vehicles in the single player missions. The better you do at the range, the better they will do in the missions. Kill probabilities and first shot accuracy are very important in modern armored warfare. And for your side to do well, you'll need to have a good gunnery rating.


Ratings of 70% will ensure that you have a decent chance in the single player missions. At 90% or better, you will be leading a kick-ass company. Lower ratings result in your mates being less likely to hit targets. I'm not sure why they chose to link this rating to the performance of friendly vehicles. Pehaps they wanted to force the player to improve his gunnery before attempting single missions. I don't know. But the result is, if you haven't mastered the gunnery, and qualified with a good rating, you stand little chance of winning the more difficult missions since your wingmen (and all friendly vehicles for that matter) just don't get it done. In fairness, it's not too hard to get a good rating, and the program uses your best recorded rating, not just the most recent. So after some time at the range you should have a decent rating in the bag. It's curious though, since the beginner player would need the most help from their AI mates, thus benefitting the most from good friendly AI.

Single missions are a mixed bag. Some are extremely challenging, testing you on your mastery of that armored behemoth and your knowledge of tactical doctrine. Some misions are rather quick and easy. The mission and map editors are included with the game so you can easily create your own. This also means there are plenty of missions available off the internet and new ones all the time.

A typical mission puts you in either the M1 or the Leo, with command over other units. Which units you can control are determined by the mission designer. You may be limited to your tank. Or you may be in control or your platoon. Some missions allow you to command the entire force, sending movement, engagement, formation, and firing orders through a simple map interface. In most missions, you'll be able to instantly switch to another vehicle with the click of the mouse. It's all decided by the designer.

There is no campaign option in Steel Beasts. It's a shame really, since it would benefit tremendously from good campaigns. With the mission editor it's possible to create scripted campaigns (some are out already). It's hard to criticize a game for something it doesn't have, but a dynamic campaign would really put Steel Beasts over the top in the gameplay department.

Most missions can be played as either the gunner or the tank commander. Some will restrict you to one position or the other, but most of the time you can jump between positions at will. The interaction between the TC and the gunner is great. If you are gunner, the TC may spot a target and swing the tube toward the target. He will call out target type and suggested ammo type. A press of the "I" key tells your TC you don't see the target, and he will re-sight the gun on the desired target. Once acquired in the sight, the gunner must be sure the round that's indexed is the same type that's loaded. This ensures the tank's ballistic computer is matched to the round. At this point the gunner must "dump the lead". Essentially this means you are resetting the stored lead in the computer. The M1 and the Leo have automatic lead. Once dumped, you simply have to lase the target for range, track it steadily for 3 seconds and the ballistic computer will add the necessary lead compensation for the round. No need for deflection shooting here!

You can see the sabot on it's way. Notice where the round is compared to the sighting reticle. That's the automatic lead working for you. This round was on target, by the way

When playing as TC, it's your job to spot and prioritize targets. The TC can take control of the main gun and assign targets to be engaged. A press of the "T" key causes your gunner to acknowledge if he's spotted the target. He will then confirm if he does and index the proper round and fire the gun. I prefer to handle the gunnery myself most of the time, but having the ability to choose is very nice.

A sabot finds the mark

In addition to the maingun, there are two machine guns at your disposal. The .50 cal from the TC's position (M1 only) and the .30 cal coax from the gunner's position.

Loader and driver positions cannot be occupied by the player. The AI loader does his job without a hitch. And the tank is easily maneuvered with a simple keyboard interface.

Artillery is included and is easily applied from the in-game map. Several types including HE, smoke, ICM and FASCAM (artillery fired mine field, great way to quickly fill a breach in your lines) are included.

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