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Review
Falcon 4.0: Allied Force
Part 1 - Overview
by Chris
"BeachAV8R" Frishmuth and Tom
"20mm" Hayden

In the
roughly two decade history of PC computer flight simulations,
no combat flight sim has garnered more attention than Falcon
4.0. Released by Microprose in December 1998, the story of
Falcon 4.0 is one of true inspiration and vision, amazing
accomplishments, hard work, tremendous sacrifice, and above
all else, passion. And yet, with all of that, there were unrealized
dreams, outright failures, mind-boggling problems, setbacks,
compromises, and struggles. The simulation has its own lexicon,
words like "the bubble", "wall of MiGs",
"The Dance", and others. It also shares other simulation
terms that, in Falcon, tend to have enhanced meaning, such
as "FLOT", "goat-rope", "memory leak",
"dynamic campaign", and "suspension of disbelief".
In
the six years that have followed that initial release, much
of the work that has developed Falcon into the different versions
and combinations we see today has been the result of dedicated
volunteers and pay add-on makers. People who have contributed
their time and efforts to make Falcon better than it was the
day before. To them, the community owes much.
Falcon 4.0 is really two simulations in one. Because of it's
dynamic campaign, Falcon is continually fighting a theatre-wide
war, with ground, naval, and air units. Meanwhile, the player
is immersed in the air combat simulation and directly involved
in influencing the outcome of that war. In the words of Falcon's
Producer Gilman Louie,
"We want to suspend your
disbelief and to give you a better understanding of a pilot's
role in a large-scale engagement. The secret to the Falcon
series has always been balancing the campaign with the flight
simulation."
Astonishing as it may seem, there
has only been one commercial release of Falcon 4.0. That is,
until now. Falcon 4.0: Allied
Force developed by Lead
Pursuit LLC and published by Graphsim
has arrived. It heralds yet another milestone in the story
of what many feel is simply the greatest air combat simulation
ever made for the computer.

Welcome
to Part 1 of our Falcon 4.0: Allied Force Review series.
We will
begin with an overview of this very deep simulation. Succeeding
chapters in the series will focus on particular areas, such
as Multiplayer, Performance, Campaign, New User Guidelines,
and more. While the Falcon 4.0 community certainly is well
aware of the history and evolution of Falcon 4.0, we are going
to concentrate on reviewing a stand-alone product. We may
from time-to-time compare and contrast F4:AF to previous F4
versions, but more in a generic sense rather than a specific
build combination with all the myriad combination of possible
components.
It is
our feeling that, in many ways, this is a new beginning.
Falcon
4.0: Allied Force promises to be the first of what is called
the "Battlefield Operations" series. According to
Lead Pursuit, Falcon 4.0's code has been heavily modified,
making it more stable, including areas such as the AI, graphics
(including new cockpits and volumetric clouds), multiplayer,
and refinements to the renown Falcon 4.0 Campaign Engine.
It is obvious that they hope to appeal to the ranks of seasoned
Falcon 4.0 veterans as well as new players and those who have
not played the simulation in quite some time.
It was
with great anticipation that those of us on the SimHQ review
team received our copies of F4:AF. Our review is based on
the gold, retail shipping version for the US. and played at
the 100% settings (except where noted in the text for specific
testing). Lead Pursuit has confirmed that what we have is
the same version that will be on store shelves in a few days.
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