As one of the mainstays of the present-day wargame genre, Atomic
Games continues to remain as the real-time wargame to beat.
Many have said, its V for Victory turn-based series was and still is
the pinnacle of war gaming. By the mid 1990s, Atomic turned to
Microsoft to publish the first of its Close Combat series. Since then,
Close Combat has nearly been a perennial title culminating this
year in Close Combat: Invasion Normandy. The first edition
started off at Normandy progressing to Operation Market
Garden, the Eastern Front, Battle of the Bulge and now, it is back
at Normandy again, not on Omaha beach but on Utah beach.
Close Combat's longevity is plain indication that they have a
winning formula on their hands. Its most innovative feature is the
intricate modeling of each and every soldier's psychological
makeup, ultimately dictating what course of action each soldier
takes on the battlefield in real-time. In its fifth edition though,
Atomic faces stiff new challenges as real-time strategy
games take on a more tactical approach like in Sierra's recently
released Ground Control. These games are fully 3D challenging
Atomic's traditional 2D approach. Moreover, clouds loom over the
Close Combat series as recent editions have been criticized for a
lacklustre AI or unbalanced gameplay. Close Combat: Invasion
Normandy aims to erase these doubts and restore the prestige to
this proud series.
This series has gone on for so long that the game appears a bit
formulaic. Invasion Normandy continues its tradition of bundling a
single player, multiplayer and boot camp tutorial all in one.
Although veterans will skip over the boot camp, it's nice to see that
every new edition, care is put into making the boot camp more
accessible and also fit in with the new environments of each
subsequent edition. The tutorial teaches everything
from simple manoeuvring to infantry and armour tactics. I still
found the tutorial rather limited though. The game teaches the
principles of tactics but they are always set-up in situations where
there really is no decision making involved. This is rather
unrealistic as the real battles in Invasion Normandy are chaotic,
dynamic and sometimes unpredictable. This complaint
is small though, since most people will play the boot camp but
once. However, in lieu of the recent RTS craze, I'm guessing Close
Combat wants to develop a more accessible game to appeal to a
wider audience so the boot camp comes into play there.
Luckily, it doesn't sacrifice gameplay for the sake of simplicity.
The single player game is split up into three types of games like
Close Combat IV. You have the option of playing a single battle,
an operation or a campaign. An operation is a collection of battles
while a campaign is a collection of operations. Given that a battle
will only last a maximum of 15 minutes, each operation takes
around 1-2 hours to finish, depending on the size of the operation
while a campaign could potentially take almost a
week of regular playing. In each operation, you are allowed to
move battlegroups around the map a la Risk style. This option was
actually introduced in Close Combat II but reintroduced in Close
Combat IV. It creates meaningful battles, as you want to aim to
hold key sectors such as important crossroads, beachheads if you
depend on naval bombardment or ammo depots. Like Risk, if your
frontline battlegroup moves to claim an enemy sector and an
enemy battlegroup slips through to the rear, the enemy
battlegroup will have free reign hopping around in your backyard.
This forces you to think tactically when manoeuvring your troops.
Success ultimately lies on the battlefield though. There are three
types of conflicts a battlegroup can be engaged in: meeting
engagement, attack, or defend. A meeting engagement is when
two battlegroups stumble on to an
empty sector while attack or defend really dictates what strategy to
use. Each battlegroup can be customized with a number of units
from the force pool. If you prefer to use AT weapons or heavy
armour, you can tailor your platoons to reflect your playing style.
In each battle, you have several options to force the enemy to
capitulate. First, you can capture and hold as many victory
locations on the map. Second, you can force the enemy to
surrender by reducing their morale. Finally, you can always opt to
wipe the
enemy out or drive them from the map. In an attack map, success
depends on
a quick strike into the enemy defences before they become too
dug in. Thus,
you'll want to ditch all your massive AT, Infantry, AA guns or any
immobile
units like heavy machine guns. For defend maps, the heavier
immobile guns
become much more useful as your nimble units like infantry may
not be
adequate enough to hold down the fort.
In Close Combat III, Atomic was severely criticized for including
way too
many armuor. Though it was in the Eastern Front, the home of the
largest
land-based tank battle in the history of the world, many players felt
that
armour was too powerful. So powerful was armour, that a group
of tanks could
wade through infantry like AT-AT walkers trampling rebel infantry
in Star
Wars. Invasion Normandy seems to have taken this complaint to
heart. There
are very few areas where you can wield an all armour force. This
is probably
an accurate reflection of the time period. Most of the time, armour
is only
used for support. Furthermore, the AI no longer pits ten King
Tigers (or
equivalents) in every battle. To a lesser degree, this was fixed in
Close
Combat IV but still the Germans possessed incredible armoury that
most often
turned the tides of the game. Most irritating were the German
rocket
launchers, which miraculously decimate infantry and armour alike
with
impunity. I'm happy to say that in Invasion Normandy, the
restrictions imposed
on the Germans makes playing the Americans a lot easier.
Mortars are
actually a lot more useful now. They possess the capability to
actually
knock out small tanks (Stuarts, Panzer II) and immobilize or
damage large
ones (Panzer III, Wolverines). You can select units before each
battle,
restructuring the three platoons in each battlegroup. By default,
there are
two platoons of infantry and a platoon for support. I often found
myself
customizing it to my playing style. It would have been better to
load a
default layout for each battlegroup although I understand this isn't
historically authentic. Customizing your battlegroup is restricted to
whatever units are available. Often times for US troops, there's
really no
need to select Green or inferior troops unless you're involved in an
extremely long battle of attrition. The German troops however,
sport a few
more reserves than I would have liked. You most definitely won't
be
encountering too any crack SS troops.
Invasion Normandy rewards gamers who practice good tactics. In
a typical
battle, you'll attempt to constantly outflank the enemy and the AI
appears
to do the same now. No longer will it blindly rush its most
powerful units
into the fray. The AI attempts to open fire from multiple directions
to pin
and eradicate your troops. They also ambush quite effectively
especially
against armour in open areas so well that you'll often wonder
where their AT
infantry are hiding. Flanking is big part of the game as opening up
new
directions to fire on the enemy can keep them pinned down or
distracted
while you move in assault troops for hand to hand combat or
reposition other
squads in more favourable lines of fire. Think Saving Private Ryan
(or at
least in the end battle). One of the tactics that I devised in Close
Combat
III for defence is to use a wall of AT guns, tanks and machine guns
with
narrow but overlapping fields of fire. This tactic still works and the
AI
still has problems recovering from these traps. When caught in a
three-side
crossfire, the AI also has problems moving to safety. Most of the
time, it'
ll try and actually duke it out in the middle of a field while being
fired
upon from multiple enclosed locations. This ties in with the AI's
inability
to retreat in a quick fashion. Many times when you have
outflanked the AI
with tanks, it will make no effort to relinquish bunkers or move
other
troops to assist in a controlled retreat. Instead, it'll just let the
troops get slaughtered and try to call a truce with you. These are
merely
minor quirks in the game and as I played the game mostly as
Americans I'm
sure some of the AI experience is a little biased. That said, Close
Combat: Invasion Normandy still carries its tradition AI insignia:
the AI is much more adept at
defence than offence. The primary reason behind this is their
inability to
properly use support and armoured vehicles.
The maps provided in this game are a bit more familiar with
mainstream
audiences. You can elect to start off on the beaches and fight your
way
inland or you can choose to lead paratroopers deep behind enemy
lines. Due
to the speed of the game, you won't be getting the same feeling
you got
seeing the first thirty minutes of Saving Private Ryan. Most of the
map
will also be empty as you and the AI are hampered by how many
units you can
put on the map. As such, most often, there is some part of the
beach (left,
right, centre) that is completely devoid of troops. Playing against a
human
opponent eliminates these gaps but the AI seems vehement on
clustering their
troops around one area of the map. I found the number of troops
has always
been a problematic thing with the Close Combat series. Close
Combat IV
re-introduced the command of a battlegroup while Close Combat
III was much
more personal. In the latter, you commanded a platoon, honed
and created
out of requisition points awarded at the end of each battle.
However, after
Close Combat III, the series gave you historical representations of
not one
platoon, but three. Due to the micromanagement involved in the
nature of
this game, you'll most likely not bother customizing or naming
specific
units in each battlegroup. In fact, I found myself unrealistically
bunching
up my Garand, BAR squads as one massive clump of infantry in
order to keep
things in order.
The situation you fight in also dictates where you will be placed on
the
map. For paratroopers, you're often placed in the middle of
nowhere just
off the edge of the map, surrounded by enemies, therefore
creating a new
type of challenge. Close Combat: Invasion Normandy features a
heavy dose of plains fighting,
forestry environments and dreadful city ruins as settings for
fighting. You
can see downed airplanes, dead cows among other objects drawn
on the map.
The entire game is still drawn via DirectDraw without any 3D
acceleration.
Some have complained about this since Invasion Normandy's
soldiers are a bit
small especially at higher resolutions. With games like Ground
Control,
Dark Reign 2, Force Commander, among others offering
"cinematic" view of
firefights (those from a single soldier's point of view), Close
Combat seems
to be surpassed in this aspect. There really isn't anything new in
the form
of dynamics on the maps. Most of the terrain is still static. Yes,
craters
and hollowed out armour vehicles still carry over, but the maps
lack even the
simplest animations for objects like trains or buildings. There also
isn't
any fighting at night or any lighting effects. Gun tracers are still
represented by dotted lines.
That said, the engine is dated but it is by no means inadequate for
the task
. The speed is relatively fast even on modest machines beyond
the standard
800x600 resolution. Every individual soldier is depicted and
animated in
the game. Moreover, the Germans continue to speak German
while the
Americans speak English. And you still have the option of hearing
the
Germans speak English too. The aural cacophony of war drones
out the speech
though. I found this rather irritating because the speech is useful
in
pinpointing whether your units are in trouble but the sound effects
are at
the same so incredible that you don't want to stop hearing them.
Close
Combat: Invasion Normandy carries sound effects from Close
Combat IV and some from Close
Combat III (like the squirt of the MG .42). New sounds have been
introduced
for AT guns like the Howitzer. I've always thought that some of the
existing Close Combat weapons fire sound artificial. An 'M1A1
Howitzer' or
'M5 Gun 3 inch' firing will definitely get your attention on the
battlefield
now. Close Combat has never had any music during the battle
itself.
Instead of ambient bird or woodland sounds, Close Combat:
Invasion Normandy features the
distant ambient roar of mortar fire and deep chattering of machine
guns.
This is a nice addition as it brings realism up one notch in this
already
realistic game. Again, think Saving Private Ryan. The sounds are
setup in
a way that you can discern from your ears alone which units are
engaged and
which aren't as each weapon has a sound unto its own.
In Multiplayer, you can't play an operation but you can play single
battles
with one opponent in traditional head to head wargaming style.
Invasion Normandy allows you to play with the Zone, Mplayer,
UDP/TCP or Serial connections.
I found the multiplayer features once again lacking. When Close
Combat II
came out, there was a rumour that you can have up to four people
playing at
once. Close Combat could really benefit by allowing more than
two players
duke it out with AI involved. Sid Meier's Gettysburg has this option
and
the sheer fun of collaborating to beat the AI or beat a group of
players is
enticing. Imagine being able to parcel out a battlegroup's platoon
among
other players and watch over each other's flank. Furthermore, the
developers could make the Operation map a kind of persistent
world where
players can war with each other over territories a la Risk fashion
but
engage in real-time combat when a conflict ensues. Technically,
the
multiplayer portion is good. It provides near lag-free gameplay
even for
analog modem users and also helps offset the AI idiosyncrasies.
But sadly,
Invasion Normandy is only technically superior to the original
Close Combat
bringing no innovation to the table.
Having played all of the Close Combat trilogies and real-time
tactical
imitators from other companies, I have to say that this rendition of
Close
Combat is definitely more polished than previous titles. Though
there are
still outstanding problems, it's easy to overlook them as the sheer
excitement of leading troops into combat in the WWII era is still
worthy of
everyone's attention. Unfortunately for Atomic Games, I don't think
the
public will accept another rendition of Close Combat without any
significant
improvements. Even the die-hard veterans will admit that the
"wow" factor
of this game has diminished and only time can tell whether the
developers
can work their magic once again for what's next in line.