
British
flight sims are like the British: They may have one or two good bits, but it
always goes to hell when you get to the teeth. In the case of British sims,
things always go to hell when you get to the controls. They wind up assigning
simple commands like "fire guns" to Alt + Ctrl + ~ and so forth.
Let's face it: There has never been a British sim that was worth a damn out of
the box. DID took two years to get EF2000 up to par, and Total Air War still
isn't exactly burnin' 'em up. Rowan seems to assign controls by having a
chicken pick at three successive keys and binding all three to a common command
like "raise flaps." And now we have GSI, composed of former employees
of DID, and their brainchild F-16 Aggressor. Their key assignments aren't as
baroque as in other games, but they've managed to commit the Unholy Trinity of
sim no-nos: no key mapping, no joystick configuration, and, stunningly, no
keycard included in the packaging. It's almost like they want to make your
brain hurt.
F-16
Aggressor has puzzling aspirations. The designers actually set out to re-create
Strike Commander. Remember Strike Commander? It was going to be Origin's flight
sim version of the Wing Commander format, a narrative-driven mercenary flight
simulation. Unfortunately, it didn't turn out quite right. It was incredibly
late, pretty buggy, and just not all that impressive. So of course it makes
perfect sense to emulate it. And then, to really nail the lid down, GSI
emulates it badly.
The
real shame of it is there is a fine, fine flight simulator at the core of
Aggressor. GSI has modeled the F-16's flight properties with commendable
detail. The funky handling of the rudders at certain speeds, tough landings,
speed bleeding, and other things related to flight are all smack on. It's a
flight model worthy of the best F-16 sims, poised to offer the hard-core crowd
everything it could demand... until you get to the systems modeling. These are
more on par with a Novalogic game. The complex instrument modeling of Falcon
4.0 and other true hard-core sims is only hinted at in Aggressor.
This
is not a problem for a midlevel sim, but Aggressor has pretensions of hard-core
greatness - pretensions that crash to the ground due to grossly simplified
radar controls. A sim has two prime components: the modeling of the flight of
the plane and the modeling of the systems. On one count, the developers succeed
at realism, and on the other, they fail. In the end, they scuttle all their
good programming by failing to offer any realism or difficulty switches
whatsoever. The flight model is set to its full realism level at all times.
When you have a very realistic flight model, an unrealistic set of sensors, and
no ability to change the complexity of anything, you have some truly schizoid
problems.
Graphically,
while F-16 is quite good, if at times mind-blowing, it's true that there are
better-looking, better-performing sims out there. The terrain is a bit patchy,
but object modeling is good. Cockpits look very good and have effective dynamic
animations for throttle and stick. HUD overlays and quick-view keys provide
excellent perspectives on the instruments. In another stunning lapse, however,
GSI has failed to include a padlock view. This makes situational awareness well
nigh impossible and deals another serious blow to the sim.
Possibly
the most baffling aspect of F-16 is its alleged "mercenary flight
sim" nature. You would expect to have to fly missions to earn money to pay
for weapons and upkeep on your planes. That was the plan in early specs for
this game, and there are traces of it left. You still fly for money, but the
money is merely used to rate your performance. It has no other function. As for
the "mercenary" element, it's mainly limited to mission structure and
some cursory background info. Missions range across Africa and include a fair
selection of strike and dogfighting action. Without any in-game mission
statements or target priorities, it's often hard to remember just what you're
supposed to be doing. The quick-start missions allow for some custom
dogfighting configurations, but there's no mission editor. As for the AI, it's
OK, but nothing special. Wingmen (when you have them, which is rarely) aren't
much help, and enemy pilots aren't all that aggressive. At least Aggressor has
multiplayer, which compensates for these failings only slightly.
Aside
from a very good flight model, there really isn't a lot for which to recommend
F-16 Aggressor. For a company to create a sim with not only no key mapping, but
also no key assignment card, is just mind-blowing. (You can find the key
assignments buried in a 200-page manual.) This feels like a game that started
out really good, with some strong elements and good design intentions. But then
it got delayed over and over, features were dropped, sections removed, and
finally it just shipped. You know, like most computer games.

Windows 98, Windows XP, Windows Me, Windows Vista
Memory: 256 MB
DirectX: 7.0 or later
CPU: P3 700
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