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Red Baron 3D: Full
Canvas Jacket
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Gameplay
As I
said before, this isnt going to be an in depth, blow
by blow review of the gameplay aspects of RB3D. Most people
who are interested in Full Canvas Jacket know the gameplay
aspects of RB3D quite well. In fact, it was the great gameplay
of the original game that has kept it alive for much longer
than most other games.
FCJ
claims updated flight models along with improvements in squadron
and ace databases to make the original game much more realistic.
Planes in the game do have a quirky feel that you would expect
from aircraft created during the time period. Flying during
the great war was a very dangerous prospect even before factoring
in enemy action. Less than 15 years after the first Wright
Flyer aircraft tangled over the trenches of Europe. Most of
these aircraft were very unstable in flight and recovery methods
from stalls and spins were still being developed. To fly from
point A to point B was a crapshoot, much less bringing home
a shot up airframe with a wounded pilot.
This
feel is pretty well represented in the updated flight models.
Planes really are quirky in this game and you had better know
your planes handling characteristics well before you
get into a dogfight deep in enemy territory. Planes are slow,
stall easily and spin mercilessly. Getting out of them at
times seems impossible. I have already relearned many of the
swear words I used with the original RB3D when flying the
game. Each aircrafts different faults and strengths
are still well represented, and probably improved although
to be honest, it has been so long since I have flown the original
I cant honestly compare them. Lets just say turnfighting
a Spad against a bunch of Dr1s will still get you in trouble,
just like the first game. I dont claim to be an expert
on WW1 aviation. I know some aircraft, like the Spad and Albatros
were better BnZ fighters than aircraft like the Dr1. Others
like the Sopwith Camel and D VII were more all around fighters.
I think
the relative strengths and weaknesses of the aircraft seem
well represented here, along with the relative frailty of
these aircraft. These arent stunt planes to say the
least and while very acrobatic they could only take so much
punishment before things started falling off. Likewise, with
FCJ this weakness is pretty well represented. RB3D FCJ is
a thinking persons game, not an arcade shoot em up and
just diving in like an idiot (at least in realistic modes)
will give you an outside view of a tortured fuselage.
AI varies
in the game as well. Getting and saying on some of the AI
can be very hard while others appear pretty easy. This is
probably accurate for the time frame when pilots ranged from
experienced vets to cannon fodder. Experienced AI enemy will
stick with you like glue. Enemy AI will gang up on you given
the chance so dont get target fixated in the game. To
kill the enemy can be a very hard proposition at times, dont
expect a one or two shot kill with the game. Damage models
have been reworked in the game. This
means that bullets need to hit critical areas to cause much
damage, praying and spraying will just waste a lot of ammo.
Get close and make it count. You will find out how little
ammo these little planes carried in 1917.
Groundfire
is especially accurate in FCJ, meaning strafing missions will
more than likely leave you with a bunch of holes in your plane,
and if unlucky enough, a few holes in you. I found attacking
balloons and ground targets to be a much riskier prospect
than air to air combat. Likewise, pursuit aircraft at times
seemed easier to attack than enemy bombers or observation
craft. Sometimes the AI was a little too good at getting a
shot off. This can be modified in the control panel so if
you find yourself getting pinged too much you can change it.
The
campaign mode appears to be unchanged from the original game,
which of course was one of the highlights of Red Baron II/3D.
I am seriously enjoying getting back into the campaign, particularly
since the game looks in general very good. The feeling of
being a cog in a much bigger machine is absolutely present
in campaign mode. There is no telling what you will run into
when you are out flying. Of course the missions are randomly
generated so no campaign feels quite the same. In addition
you have selection of preset missions, you can download custom
missions (not sure about how some non-FCJ missions will work
with the update), there is an instant fly button that has
easily reconfigured setting in the FCJ configuration utility
(easier than in game). Given the age of the game the options
available still amaze me.
I still
find the view system archaic, something that I am sure Kess
couldnt change. Of course support for new features,
like mouse panning or TrackIR support doesnt exist for
this game. Using the joystick to pan around the cockpit is
clumsy to me but I have to remember that this is six year
old software that has been updated but not replaced. I dont
know how hard it would be to replace the current enter/joystick
setup with a mouse look but I really wish it could be done.
The padlock
feature still works well although some probably still dont
like the idea that you can padlock an enemy without having
direct sight on him. It is amazing to think that this was
a 'gee whiz' new feature back in '97, but it was. Just goes
to show that the games we play have really progressed. What
was once new and amazing (moving control surfaces, padlock
features, pannable cockpits) are now common features that
are not considered 'extras' anymore.
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