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A SimHQ "Second Look" Series
Feature
December 31, 2005
Total Air War: A Brief Retrospective
by Cat 
Hey there, flight sim fans! It's time
for another installment of Flight Sims: the Way They Were,
brought to you by your good friends here at SimHQ! Today,
the Cat's taking a look at an old time favorite: the 1998
Digital Image Design classic Total Air War. I still
have my original box that I bought brand new from the local
CompUSA in the spring of 1998, hot off the presses. It cost
me $34.00 brand new, and whoda thunk it, nearly ten years
later it is still on my hard drive and this one is the only
sim that's made it so far with me. Why'd TAW, as its hardcore
fans call it, have such staying power? A least for those of
us who have stuck with it, you'll find a lot of answers. Let's
take a truncated look at the history that led up to TAW, and
maybe you'll get some insight.
Digital Image Design is known in gamer's
shorthand as DID. Founded by simming legend Martin Kenwright,
peace be upon him and God only knows where he is now, this
pioneering house of sims was already a legend by 1995 when
TAW's immediate predecessor burst onto the simming scene.
Ah, the roaring 90s. This is the time when the British sim
designers ruled the roost when it came to great simulation
titles. In 1995, the big broadly popular jet sims, as I recall
them, were basically EA / Jane's U.S. Navy Fighters / Advanced
Tactical Fighters series, MicroProse's legendary Falcon
3.0, and the great Flanker title from Eagle Dynamics / SSI.
I started simming in '95 with ATF, and quickly graduated to
Flanker version 1.5, the "Squadron Commander's Edition."
I'd developed a taste for the fast, ethereal advanced fighters
of the Jane's game, and so when I first saw Eurofighter
2000 Version 2.0 on the shelf I snapped it up. I still
have it, and I can't bear to give it up even though I can't
find compatible hardware to run it on today.
EF2k 2.0 starred things I'd only dreamed
of. Interactive air-traffic control, for one. A dynamic mission
control system called WarGen, that ran the war itself
I didn't have to make up my own missions anymore! It looked
great under 3dfx acceleration, and I loved flying with the
Royal Air Force, I got used to the British accents and the
different look to the control systems. I loved the working
cockpit with real-time MFDs, I felt immersed in the environment
even though the voices were basically all the same. The artificial
intelligence was eerily prescient, and more than once I found
myself hightailing it out of Norway with Russian fighters
chasing me, howling along behind me while I sweated, out of
ammo, dodging missiles over hilltops, running for my life
with a weather eye on the JTIDS display and a Van Halen CD
playing in the CD drive.
In 1997,
DID started building on EF2k's success with a look at the
American F-22, so new, so radical that it had just got into
the prototype stage. Featuring stealth characteristics, the
ability to cruise faster than the speed of sound, internal
weapons storage, and totally new phased-array radar, the F-22
promised Air Dominance. Kenwright and his staff, headed by
Don Whiteford and lead programmer Steve Hunt, decided to take
a crack at the F-22, with a plan to take their best comprehensive
guess at its capabilities and to insert it in the world's
most volatile area... East Africa on the Red Sea, just this
side of the Middle East. Their first shot debuted as F-22
Air Dominance Fighter in mid-1997 and took the flight
systems modeling of EF2k to the next step. Crucially, it had
support for both Direct 3d and 3dfx acceleration, and a new
resolution of 800x600, which made ADFmuch prettier than EF2k,
and a much larger and more detailed operations area. ADF lacked
one crucial thing, however: WarGen. What is WarGen? Well,
race fans, WarGen is What Simmers Want. WarGen I was EF2k's
dynamic campaign. Yes, the first, and one of the few, large-scale
dynamic campaigns released, WarGen I featured a war that updated
day by day, though not in real time. The player's mission
successes and failures translated into how well the war effort
went. Players loved WarGen I and waited in anticipation for
WarGen II, slated to appear as an add-on to ADF suffering
through the canned missions, hoping for the add-on to bring
things up to spec. But it didn't happen that way. The revamped
ADF became TAW, coming a year late, and as a standalone new
game, outraging ADF buyers who thought they'd been hoodwinked.
Yes, I was mad too, even though Infogrames, DID's publisher
in 1998, offered a partial rebate for ADF owners to take the
sting off.
But...
I bought it and I loved it, and I still love it today. God
bless you, Martin, Steve, Don. This is your true legacy. Let's
take a peek and fall in love all over again.
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