F-16 Aggressor:
The real shame of it is there is
a fine, fine flight simulator at the core of Aggressor.
Sometimes
when I'm cleaning my ears I push the Q-tip just a little too far in, and it
hits something that hurts like hell. It kind of hums for a while and then
settles into a dull ache. The thing is, I can experience this sensation all I
want for about a quarter cent per tip, whereas Bethesda would have me pay
upwards of $40 for relatively the same sensation. That throbbing in the brain,
that jabbing pain in the head: That's about what I took away from Bethesda's
first attempt at a flight simulation, F-16 Aggressor.
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.
Instructions:
1.download the rar file.
2.password-ubuyfree.blogspot.in
3.right click and extract the f16 aggressor
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Thursday, 18 October 2012
Free F-16 Aggressor [full version]
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