Tanksim players sure must be a patient bunch. WWII
tanksims have been quite rare. Sure, there have been a couple of modern
tanksims of late worth noting: NovaLogic delighted us with their modern
sim Armored Fist 2 in '97. Then Interactive Magic rolled out iM1A2
Abrams, which drew mixed reviews. A few weak attempts have been made to
recreate the 1939-1945 tank battles of Europe. Microprose tried to make
magic with Across the Rhine and fell flat. The search for a quality WWII
tanksim has proven elusive. Well, that’s likely to change. The year is
1998. A crop of new tanksims promise to take players to new levels of
realism and simulated combat. Among the contenders are SSI’s Panzer
Commander (WWII), Microprose’s M1 Tank Platoon II (modern), and Wings
Simulations’ Panzer Elite (WWII and delayed until 1999). First out of
the gate is Interactive Magic’s iPanzer ’44 (WWII).
iPanzer recreates armored battles on the Eastern and Western
European fronts during 1944 and early 1945. In addition to introductory,
quick start, and single missions players will face four different
dynamic campaigns in eighty combat areas, which can be played from
either side. On the Western Front, the player can choose either the U.S.
2nd Armored and German 116th Panzer "Greyhound" divisions in
the Battle of the Bulge (December 1944). In the East players can serve
with either the Soviet 5th Guards Tank Army or the German 5th Panzer
Division in Operation Bagration (June 1944). iPanzer gives you
command of three models of tanks: the M4A3-76 HVSS Sherman for the
Americans, the T-34/85 for the Soviets, or the PzKw Mk VG Panther for
the Germans.
Control
of the tank is achieved through the tank commander’s, gunner’s, or
driver’s stations. A novel feature in the gunner’s view is the
inclusion of small view ports arranged in a ring above the gunsight.
These cupola ports in the gunner’s station aid the gunner in locating
targets and directing the gun toward them quickly. The obligatory
external view is included for those who want to play tank battles but
not get locked into claustrophobic world of view ports. The interface is
elaborate but not overwhelming. Use a combination of mouse, joystick,
and or keyboard, you can pretty much get anything accomplished with one
or all three. As usual, prepare to learn quite a few keyboard commands
for the fastest playtime, but iMagic does include a hiding menu
bar you can use. It doesn’t slow you down much and all the major
commands are available.
In addition to the player’s tank, you can move to one of the other
three to four tanks in your immediate platoon. During the prebattle
briefing, you are permitted to choose your supporting forces within a
preset level of force. This way you can add a couple of howitzers,
panzerfaust teams, scout cars, and tank destroyers to command from the
tactical display. This aspect of iPanzer ’44 is nice—it
surpasses a simple first person tanksim and gives you some strategic
control over the battle.
War is ugly business and the visual world of iPanzer ’44
reinforces this. The graphics are not as crisp or clean as Panzer
Commander and the look of the overall theater pales next to Armored Fist
2/3. The tanks are representative of the vehicles they are supposed to
be. The treads and wheels sometimes can be seen turning but usually are
static as the tanks "glide" across the landscape. Forests are
big solid structures with fir tree facades, not unlike Panzer Commander,
with individual trees scattered sparsely across the plains. Not enough
to use as cover, just window dressing so that the game doesn’t look
like Tank Commander's barren battlefields. There are hills and ridges,
telephone poles, railroad tracks and roads to add some credibility to
the terrain, but not buildings or structures. Most battles are set on
flat ground. Once you round a forest or crest a hill the enemy
formations await you and gunnery is the name of the game. The weakest
graphic details are the smoke and fire. The fire is just plain cartoony
and the smoke from burning tanks appears as smoke textured circles
floating toward the sky. Even worse, the smoke emitted from tanks to
mask their presence is rendered as translucent cones. Ugly! I can live
with forest blocks but the smoke cones—what was the dev team thinking
at this point? The manual mentions 3D support but I don’t see anything
3D related in this sim except the art on the box.
The sound quality is a step above the visuals, with a few exceptions.
Your tank engine sounds are pretty anemic and there is nothing in the
sound of your cannon firing that distinguishes it from the other
combatants. Against that chalk up a plus for the battle sounds; in the
TC unbuttoned view, a battle in iPanzer ’44 sounds pretty
impressive indeed. Rifle fire and enemy guns crack and boom with
authority, as if someone visited a Hollywood sound archive and matched
up all those old WWII movie sounds with the sim. The distant explosions
have great echo effects. Vocalization is adequate. Some decent martial
music is included for the between missions menu.
There are infantry here, and although the figures are quite 2D, some can
be deadly. Rifle corps and anti-tank teams can ambush your platoon while
your attention is focused on the enemy AFVs. Rifle toting grunts make
great traction but beware of the anti-tank units. Artillery support
makes frequent appearances but not air support.
With any sim, the level of gameplay is directly related in large part to
the quality of AI for the computer-controlled units. And this is one
area where iPanzer ’44 really drops the ball. For the most
part, enemy tanks do not employ any tactics other than sit and wait for
you to find them. They do not maneuver much, their fire is second rate,
and they make easy targets for the player-controlled units. One platoon
of enemy tanks will sit idly by and witness the destruction of another
platoon of their comrades at your hands.
Another defect that raised my ire was discovered at the conclusion of a
mission. I had destroyed all the enemy units except two tanks that were
listed as "immobilized". They couldn’t return fire, so I
approached them at the point blank range of 60 meters and pumped shell
after shell into them, with no noticeable effect. I concluded that they
were neutralized and ended the mission, to be met with the debriefing
analysis of a "major defeat".
Pathfinding is nearly nonexistent. In the original version of iPanzer
’44, it was very common for your AI controlled forces to run into the
forest blocks and get stuck, taking them out of the fight. Interactive
Magic released a whopping 18MB patch to fix many of these annoying
glitches (see