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Review: Over Flanders Fields Back To Page 4

Graphics,
Sound, Ambiance and Other Notes of Interest If Microsoft
has always been weak on AI they definitely spent the extra
effort in the Graphics 'shop', OFF is no exception. The environmental
eye-candy is as rich as your hardware can handle, it's no longer
cutting edge graphics technology but still looks very good.
If maximum settings are selected there's a huge effect on
FPS, and it can bring a recent generation gaming machine to
it's knees... even as 'old' as CFS 3 is. The aircraft models
and cockpits vary slightly, some are very good, and others
are just OK. Not all of the aircraft 'skins' are as crisp as
they should be. Other current games look better in some ways,
but overall OFF's graphics are acceptable. See some of the
accompanying screenshots for examples. I rate
OFF sound files as a solid 'good', nothing spectacular, but
much better than the noise that shipped with CFS 3. The GUI
sound effects and music are above average; they contribute
much to the overall ambiance of this game. Engine and weapon
sounds are believable; the only area I find a bit overdone
is the artillery sound that can be heard over your engine
noise while flying near the front.

The requirement
to create and select an active pilot for any and all missions
modes is unique. At first I considered this an unnecessary
pain, but after some time playing I came to like it. The selected
pilot's records are updated with all of his/her flights accomplished
in any of the available 'flying' modes; this adds to the immersion
as the same pilot begins to increase his experience and kill
tally. While on the subject of kill tally... The OFF crew
added a really neat little kill recording system. The kills
that you get during a mission are just 'claims' until approved
by higher headquarters, they only go into your pilot's official
record after confirmation. Pretty Cool! The last
item I want to note is the view system in OFF and CFS 3; it's
awkward, incorrect, and in my opinion very unrealistic. While
no game can display an accurate representation of the human
eye's vision capability on a two-dimensional device, other
game developers have demonstrated more acceptable compromises.
Padlock view in CFS 3 is, well
odd, especially when
compared to how the rest of the industry accomplishes this
function. 'Snap' and 'Pan' view are mutually exclusive, unacceptable
in an air combat simulation that requires the player to 'see'
everything near him in order to 'survive'. The 2D cockpit
initial seating position is way too low with too narrow a
field of view to be realistically useable. You don't drive
a car with your eye level below the instrument panel, why
must we do so in these virtual aircraft! Yes, I know it can
be adjusted, but that's another 'correction' that must be
accomplished by the player that really shouldn't be necessary.

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