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A
variety of aircraft, a variety of scenarios and best played
in a group

Take
to the skies for a small continued fee with Warbirds III
Images from www.warbirds111.com
Win
the games
The
Gamesmen has an XBox copy of Unreal Championship and the
PC release of Warbirds III to give away.
Entries
should be e-mailed to ADFgamesmen@telstra.com
with the name of the game you would like to win in the subject
line.
Only
one entry per person, as subsequent entries will be discarded.
Please include your full name and mailing address in the
e-mail or your entry wont be accepted.
Congratulations
to our recent winner IGI2 Covert Strike
M.
Smallman, Sydney.
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Fly
the birds of war
Warbirds
III
www.warbirdsiii.com
Red Ant Enterprises
www.red-ant.com.au/index.aspx
There is an endless debate among gamers concerning the legitimacy
of paying to play a game, via monthly subscription, versus the more
common one-time purchase of boxed software.
From
the outset I would like to state quite clearly that I am in the
second camp, paying the initial purchase price only, but for one
reason exchange rates.
After
spending a couple of months with WarBirds III, I can definitely
see the appeal in this multi-player online war game. Unfortunately,
forking out what averages about $25 a month as well as the $60 purchase
price, for several months, with my level of dedication just doesnt
appear feasible at this point.
I
found aspects of gaming in WarBirds III I have never experienced
elsewhere and have thoroughly enjoyed my time fighting to hold or
take the numerous airfields and cities on the game map.
WarBirds
III is a massively multi-player online game that focuses on aircraft
engaged in a battle for the skies. For those that have played earlier
versions, it is essentially the same game with a complete visual
overhaul. It also includes some elements of ground warfare and requires
strategic thought coupled with tactical awareness and good skills
to succeed.
WarBirds
III gameplay can be divided into three distinct areas offline
flight, online flight and control of ground vehicles.
Offline,
the game is quite playable but it is really only designed as a training
area before the player launches into the online world.
A
very simple quick mission builder is included, allowing players
to practise take-offs and landings, aerial-combat manoeuvring, gunnery
and formation flying.
The
player can introduce AI-controlled aircraft that behave as target
drones, set up intercepts with bombers, attack or duel with fighters.
Attacking ground targets can also be achieved but requires some
in-game manipulation using the radio console.
WarBirds
III online, given the right preparation, is an amazing experience.
Unfortunately, to get the most out of it requires a fair bit of
dedication and commitment. Launching an online mission is quite
easy and WarBirds III offers several arenas for play.
Most
players usually congregate in the general arena but there are also
training, arcade and some private arenas dedicated to players in
full-blown historical missions.
On
launching an online game, players pick from four countries
red, green, purple and gold and select a start field.
Depending
on the status of the field only certain units may be able to operate
from the area. In most cases, fields under attack or on the frontline
are closed to aircraft and only ground vehicles are able to spawn
from them.
Now
this is where it gets interesting. Launching an online game by myself
usually deteriorated into a series of dogfights with about 50 other
players all intent on just shooting each other out of the sky.
In
fact, there seems to be a constant furball in a couple of places,
with people respawning and just heading back into the fray.
This
can get frustrating particularly when outnumbered five to one
chances of a long-lasting flight are pretty slim.
However,
by joining a WarBirds III squadron and playing with squadmates the
game completely changes.
During
the course of this review I was lucky enough to fly several missions
with one of the Australian WarBirds III squadrons, No 456 Sqn vRAAF
(v for virtual) supporting two other Aussie units, Nos 21 and 75
Sqns vRAAF.
On
one mission there were well over 30 virtual pilots focused on achieving
a mission objective set out by the CO.
Another
had more than 20 pilots take off in P-38Ls flying at about 300ft
above ground level to remain undetected by enemy radar and attack
an enemy airfield. As the gaggle tightened up enroute, a lone enemy
JU-88 pilot crested the hill on the way to attack our base. I would
have loved to see his face when confronted with a windscreen full
of P-38s.
This
co-ordinated approach allows players to specialise as fighter pilots,
provide close-air support or use heavy bombers and transport planes
in a collective assault package and actually achieve something within
the game.
Apart
from the ongoing cost, the major fault I found with WarBirds III
is a result of limited control within the arenas.
Players
can take any aircraft from the planeset into the skies, despite
their country, and the result is a map full of uberplanes. This
is a real shame. Unless it is an organised mission, wonderful aircraft
such as the Hurricane or P-40 hardly ever see action as they are
easy prey.
Those
wanting a more realistic game can join the historical arenas but
I feel a similar tightening up of the general arena would give the
game far more appeal.
Unfortunately,
unless taking part in large organised missions, the game seems to
have no goal. This relegated the game to a once-per-week event for
me and only if I was available on the particular night of the mission.
WarBirds
III was my first foray into the world of massively-multiplayer online
gaming and the sense of amazement that I felt seeing more than 100
players engaged in an online war cannot be understated. The game
provided me with moments that I have never experienced in my years
of PC simming.
However,
it was the games few problems that soon diluted any sense
of enjoyment individual co-operative missions were fantastic
but just jumping online at anytime to continue the war was a real
let down.
After
the disappointment of B-17 Flying Fortress, Im sure there
are hundreds of simmers who would pay the subscription for the co-operative
bomber experience alone. Warbirds III requires at least a PII 400
with 256 MB RAM and a 16MB 3D Video card. A Mac version is also
available.
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This review was written based on experiences with a US online
purchased copy of the game and appears in full at www.wargamer.com
Console
Corner - XBox
Unreal
Championship
Eidos Interactive www.eidosinteractive.com/
First, a bit of nostalgia and news. When Unreal Championship loads
a little bit of gaming history flashes on the screen the
unmistakable logo of Atari. I dont know what it is, but for
some reason that logo always means a great gaming experience for
me. It was recently announced that Australian distributor Infogrames
will be taking on the legendary name.
The
Unreal franchise has been battling the Quake world on our PCs for
several years now. Despite similar hardnfast gameplay
and a bloodsport-like mentality, gamers were strictly in one camp
or the other.
With
advent of the new age of consoles like the XBox, a game as detailed
and system intensive as Unreal Championship has made it to our TV
screens.
Unreal
Championship is all about deathmatch and to really enjoy that multi-player
is the only way to go. The game does offer very capable bots to
practise on but nothing beats fragging a mate. It is the standard
fare played out larger-than-life on a TV with all of the normal
taunts, gibes and other sticky bits flooding a players senses.
Unreal
Championship is also XBox Live compatible and with Microsoft currently
calling for Beta testers (you need a broadband connection) a local
Unreal Championship tournament looks set to lead the consoles
new role as a truly multi-player system.
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