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Review
Lock On: Modern Air Combat
The Future...is Now!
by Cat
Introduction
On November 21, 2003, one of
the most anticipated combat flight simulations of the past
ten years was finally released to North America. By the time
this article goes to press, European simmers will also have
their hands on Lock
On: Modern Air Combat,
the latest title in the line of detailed simulation experiences
from the Russian development houses marshaled under the banner
of the French concern known as Ubisoft.
And all will know the truth: This is a worthy successor to
its ancestors.
Lock
On is known to the simming faithful as LOMAC; the prevalence
of acronyms in world militaria probably shouldnt render
that a great surprise. Its beginning inauspicious, its buildup
great, and the anticipation incredible, this title would seem
to be destined for failure almost before the first line of
code was crunched. But the Russian development house of Eagle
Dynamics would be equal to the task, if any house were.
Follow me as I set my soft, white paws on the path of History,
at least as I remember it. If I get it wrong, well, memory
is wont to play tricks on one. But heres how the Cat
saw it.
An Honorable Ancestry
LOMAC is descended from an honorable
ancestor: Su-27 Flanker version 1.0. Its mythical parents
genes are clear here, as the player pages through this release
today. In the mid-1990s, that worthy title burst onto a hard-core
simming market owned in almost all respects by MicroProses
benchmark Falcon 3.0, and quickly established Eagle
as a development force to be reckoned with and catapulted
publisher Strategic Simulations, Inc. (SSI) out of its wargaming
niche into the combat flight hall of fame. Boasting impressive
flight physics and polygon graphics, Flanker served as the
entree for many of todays hardcore simmers into
this most enjoyable hobby, self included. This was patched
into version 1.5, and the Commanders Edition of Flanker
1.5 was my first complex flight simulation. I have been
hooked on the series ever since.
Flanker 2.0, after several
delays, succeeded to the title just as SSIs fortunes
began to fall. Bugs plagued the Son of Flanker, though it
was an artistic triumph. Its flight modeling was impressive,
its artificial intelligence as deadly as its predecessor,
and its graphics were so state-of-the-art that it brought
all contemporary computers to their silicon-based knees in
very short order. Only the most dedicated of technicians and
tacticians mastered evasion techniques for the Super Missiles
of Instant Death, those awesome engines of destruction that
even the dreaded Archer Inbound! warning in MicroProses
contemporary legend, Falcon 4.0, could not match for
sheer Godlike, frustrating, mission-ending power. The stuttering
problems that harried Flanker 1.5 fliers on high-end machines
were back, with a vengeance, and though gorgeous the 3d parts
of the terrain suffered from pop-up problems that made air-to-ground
action virtually impossible. Worse, the Su-33s air-to-ground
radar resembled a television camera more than radar, and what
made matters worse still was that the N-001 radar had no ground-map
mode in real life! Simmers loved the game but felt isolated-the
world didnt talk to them. We were now expecting an interactive
world around us, with wingies we could order around and complex
strike packages, thanks to the vision of Gilman Louie and
Leon Rosenshein in Falcon 4.0, and of Digital Image Designs
Martin Kenwright in Total Air War. Even
now, over six years after its release, Falcon 4.0 is still
the One to Watch in so many respects. Flanker 2.0s lack
of comms and radio traffic was leaving simmers cold. Though
an excellent title, this was not flight sim Nirvana.
Right about this time, developer Oleg
Maddox began his rise into the pantheon of sim-development
gods. His IL-2 Sturmovik morphed as we watched, and
as simmers everywhere made suggestions, from a limited simulation
of one variant of the World War II IL-2 ground-attack aircraft
into an incredibly complex and realistic simulation of 1940s
air combat in the East. Where before IL-2, simmers were glad
to get one aircraft, well-modeled, to fly and fight in the
virtual sky, Maddoxs expansive vision offered ten, then
more, from multiple nations. He offered weather effects never
seen in sims. And trees on the ground, trees that looked like
trees and didnt impact framerates badly. Artificial
intelligence took a Great Leap Forward. The bar had been raised,
to the next rung over the one that Falcon 4.0s persistent
world and Total Air Wars full-time dynamic air campaign
had sent simmers to in 1998. Maddox had upped the ante and
Flanker was looking archaic in comparison. What to do?
SSI rose to the challenge, and commissioned
Flanker 2.5, which was later patched into version 2.51.
Bringing for the first time a high-fidelity MiG-29 to combat
simming, this was a huge, and totally free, upgrade to the
Flanker product. Flanker 2.5s portrayal of Top-Gun-like
air-to-air combat was hands-down the best ever, in all of
simulated combat aviation. Its debut came on the heels of
two announcements that would change Flanker, its community,
its scope, and flight simming as we then knew it.
First, simming great Carl Norman stepped
to the forefront as the public face of the Flanker team. Like
Maddox, his vision included more. More action. More aircraft.
More goodies. More AI. More realism. That vision spawned Su-25
Frogfoot, which was intended as the follow-on to the Flanker
series. Norman originally envisioned a Flanker for air-to-mud.
But the new twinkle in the ex-Marines eye would be short-lived
in that mode-it wasnt big enough. The combat sim world,
and Norman, wanted more. And in the ashes of another great
simming house, he would find it.
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