Intro
It's time to take to the skies. Nazi Germany and Japan are attacking our
allies in Europe and the Pacific, so grab your gear and go from flying in volunteer
groups to participating in the Allied war effort in Totally Games' Secret Weapons
Over Normandy. Gameplay: 6.5/10 Ah, Totally Games.
They've been so kind to me over the years. I can't count how many great gaming
moments I've had because of their titles. Whether I was piloting a Tie Fighter,
an X-Wing, the Enterprise, an X-Wing, or a Tie Fighter, I'd say it's almost countless.
Being a huge fan of their past releases, the idea of they making a World War II-based
- light - combat sim was almost too much for me to bear. It's with that in mind
that I have to say that I'm pretty disappointed with the results.The
player starts out volunteering in England and for other volunteer groups, like
China's air defenders, The Flying Tigers. With incredible presentation, it's easy
to get sucked into the game world. From 1941 on, there will be planes to escort
escaping scientists, spies to protect, prisoners to pick up, and ships to sink.
Watching the slick intros, with photographs mixed with smooth animations, combined
with strong narrations, it's hard not to get excited about the upcoming adventure.
Unfortunately, that sense of magic and excitement isn't sustained throughout many
of the missions. I don't think that's
from a lack of trying, though. Considering the vast amount of weapons, planes,
and missions available, it's like a smorgasbord of flight combat. In one of the
game's strongest suits, the missions are really different from other the other
WW2 fighter titles on the market. From destroying Nazi 'hard water' plants to
taking out V-2 rocket platforms, the factual grounds will also surprise history
buffs as so much of the game is actually authentic, despite being presented in
a very fanciful way. Completing a mission
will unlock videos, brief clips of professionals discussing the different planes;
asses how many upgrade points are to be given for success in the mission; unlock
planes for use in multiplayer and other modes; and medals, are awarded to those
who complete all secondary objectives. The incentives to do well are there, and
there's plenty of features - instant action missions, multiplayer mode (no Live
multiplayer, sorry folks), and various challenges per mission - to earn those
incentives in, but towards the end of the campaign's 15 missions, I really lost
most of the interest I originally had. The
main problem I had was that the game never seemed to fit in either genre it seemed
to be shooting for - it's an uneven mix of sim and arcade, with options that don't
really do anything but dilute either element. The options available are to either
make the controls realistic or to change how the game itself plays. The latter
is done by offering three options: realistic, arcade, and balance. The controller
option helps some, but it isn't able to do all that much since the options to
change the core of the game isn't very useful. It was really disappointing how
little the 'Realistic' actually did; I did notice that the planes felt like they
had more weight to them and they also felt more prone to stalling, but I was still
able to hit another plane head-on and suffer minimal damage, if any at all. I
don't mind a game going easy on some things to make it more accessible and to
suite the style it's going for, but things like head-on collisions not doing much
damage to the player - I did, however, end quite a few lives by using my plane
as a giant ram and busting through enemy planes - is a bit too much. The
A.I. is also troublesome. At times, it feels just too easy with 10-15 enemy planes
will being taken out in no time; even the player's arch-rivals, the infamous Nemesis
squad, will pose little threat. That is, until about mission 7 or 8, when their
skills increase substantially. While that isn't a problem in itself - although
I do think a slightly more gradual increase would've been better - it becomes
a problem because objectives are constantly being piled onto the player, with
little to no assistance for the player. I know this is standard fair for games
of this genre, but whenever the player is piloting a Spitfire and the enemy is
piloting a new jet fighter, the feeling of futility really brings the mood down.
Targeting also made completing missions
a pain, at times. Many times an objective will be told, but the 'display all'
targeting option won't show the enemies that are suppose to be being attacked,
and sometimes they won't appear until it's too late. Although I think it's intuitive
how the player simply lines up with the text of the object they want to target
and release the display button to lock on, and it's a really great system when
it works, it has a big downside in that, objects in close proximity to one another
can make it difficult to choose one of them. There is the ability to scroll through
ground and air targets separately, but I found that doesn't always encompass certain
things (namely structures). With all of the objectives being time-sensitive, and
an incredibly annoying cast of NPC who do nothing but complain until everything
is done; it gets to the point of being ridiculous whenever an unforgiving checkpoint
save system forces a repeat of a difficult part with the same complaining and
same lack of support. There were also
some scripting problems. One example was when a NPC ally said all enemies were
destroyed and continue along with the next step of the mission, but there was
actually one left, and by the time it had been destroyed, another wave was about
to attack. Because of such, the scheduled breather, which also serves as re-arming
times quite often, wasn't available for me to take advantage of. However, I should
point out that these problems weren't common. A
handy feature for that I did like was the ability to slow down and speed up time.
The idea of this ability is that the adrenaline of the fighter slows time down
during combat situations, while the speeding is just there to help cover long
distances quickly. Also helpful where airfields within the missions, both allied
and commando-commandeered fields, that allowed for re-arming and repairs. Breaking
things up a bit, players will also be able to man AA guns and gunner positions
on bombers. These aren't particularly difficult, but are pretty cool. Being able
to take the spot of a bubble gunner at the bottom of a B52 was a small thrill,
so I welcomed these portions. Secret
Weapons Over Normandy isn't a bad game, at times it's pretty good, but it's
lacking that certain something that really makes a game special. Factoring in
the problems that seem to pile on top of each other and the experience just isn't
nearly as exciting or engaging as they initially seem. The presentation is outstanding,
the variety of craft is impressive (everything from Swordfish to Sturmoviks),
there are oodles of weapons (cannons of various calibers, guided torpedoes, rockets,
etc.), interesting missions (Midway, flying as part of the Flying Tigers, etc.),
and there's plenty of additional levels for those who didn't get enough of the
single player campaign. In the end, though, I came out with the feeling of "ehh"
and not much else.
Graphics: 7/10 Mmmm, now that is some sweet, sweet presentation -
crisp pictures, archival footage, and clever animations make for some fantastic
mission intros. The planes look good and, when zoomed up on, so do crafts like
tanks and boats, but the environments tend to be rather bland. With quite a few
battles over land, there is little detail in the towns, harbors, and factories
below. What really irks me - REALLY irks me - is the fact that there is slowdown.
The entire look of the game screams PlayStation 2 - which would be fine if this
was the PS2 version - but that, combined with the slowdown, annoyed the beejezus
out of me. Aside from flak, there's rarely really all that much on the screen
at the same time, and I'm pretty sure that the Xbox could've easily handled what
is there. In fact, because of that, this version comes off as an - unrefined -
PS2 port. Sound:
7/10 The pre-mission narratives are strong, creating a very cinematic feel.
The in-game radio chatter, despite being good in a technical sense, can get very
annoying. I'm not an expert in the kind of communication technology used in planes
for that time period, but I don't think it was common to hear German pilots talk.
While it's cool at times, it isn't cool whenever someone is trying to say a mission
objective and Fritz won't shut up. If
there is one thing that I cannot stand in a game, it is when characters get sarcastic
and bossy with me. There is one particular female character that grated my nerves
so bad that I wanted to shoot her out of the sky, just so I could catch her in
my propeller as she was parachuting down. Whenever it's just me protecting 7 bombers
against 15-20 German fighters, the last thing I want to hear is "get your
ass over here!" and "we're taking damage!" over and over. I just
wish I could've grabbed the mic and said, "Look, I know you're taking damage,
but if you haven't noticed, there's one of me and 20 of them. Die." Since
I couldn't, I was left just muttering cuss words under my breath - mean cuss words,
mind you.
Control:
7.5/10 Surprisingly, the planes really do control differently. Japanese Zeros
are quick and nimble, British Spitfighters are more maneuverable but less protected
than American Mustangs, Messerschmitts have awesome firepower, and the unwieldy
jet fighters will take time to tame. Luckily, a streamlined HUD helps to keep
things simple with easy to read gauges that indicate how close the plane is to
stalling and the basic damage that has been taken. On the topic of damage: I also
would've liked for the control of the planes to have been more intertwined with
damage taken, but I can see how that might not have fit in with the game's style.
The targeting functions can make things difficult at times, which can be a pretty
serious problem during missions that have to be beaten quickly. Serious sim fans
will find it too arcadey, but it's a relatively smooth experience for everyone
else - targeting problems aside. Overall:
6.5/10 Totally Games, I still love you; I just don't happen to be a big fan
of Secret Weapons Over Normandy. As much as I wanted to like it, a handful
of minor problems and nuisances made its unnatural mix of arcade and sim an experience
that I found more lackluster than compelling. It's hard not to recommend a rental
though, because the oodles of features and goodies would make it an outstanding
value for those who end up enjoying it. [
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