From the makers of the splendid (if a bit short) IL-2 Sturmovik: Birds of Prey comes this, a proper helicopter simulator on the 360 and PS3. (demo available now, ta DBSnappa for reminding me)
Flight sims haven't really had much luck on the consoles this generation. Despite being technically capable, the world has been too interested on COD and other big-name shooters to bother (see also: the demise of the space sim). In fact, the only other flight sims on 360 that I can think of are Ace Combat 6 and magnificent indie game Flight Adventure. (Tom Clancy's HAWES doesn't count)
Anyone who's played online with me knows I love helicopters. Whether appearing menacingly overhead in Crackdown 2 or swooping over the Atacama Desert in Bad Company 2, they're probably my favourite vehicles in games. My favourite implementation, however, was the not-Cobra gunship in Saint's Row 2. The designers elegantly decided that when two were playing the chopper missions, the pilot concentrated on flying while the gunner took care of targeting the cannon and missiles. This works in real life, after all.
When I first played Apache, I hated it. For one thing, the controls are absolutely terrible, and you can't change them. You can invert axes but that's it. The arcade flight model, too, was awful. You always remained at a steady altitude no matter how far forward you pitched the nose, but the game still suggested you pull up on the collective to increase your speed! Then, when I'd finished flying a gauntlet of waypoints, it recommended I pull back on the cyclic to 'brake'. BRAKE?? ANGRY PERKIES BECOMES ANGRY. Finally, I was asked to engage autohover and manually aim the chaingun to shoot some trucks and men.
This couldn't be right. Terrible controls, terrible flight model, and what amounted to a device for the designers to insert a 'stationary turret' section into levels whenever they pleased. So I finished the mission and turned over to realistic difficulty, and re-ran the training mission.
Things suddenly made sense. All the way back to base in arcade mode, I'd be swearing to myself about what great idiots the developers were not letting me, say, put the collective on the triggers and the rudder on the bumpers. The twin sticks thing seemed to unwieldy given how unmaneuverable you were. But with realistic controls on... it all made sense. The rudder and collective NEEDED to be on the right stick, because realistic controls set you free. It was like coming out of the office, tearing off your business suit and running naked through the park. Liberating, exciting, and dangerous. The Apache was now the acrobatic deathdealer it is in real life, with loops, barrel rolls and other terrifying moves now possible. Once you gained momentum you could adjust your pitch without worrying about losing speed; at altitude you could flip over while firing rockets down at a target; you could slide sideways past a group of targets while firing into them, minor control inputs ensuring your shots hit home.
Into the missions, then. The first saw me in command of Americans in not-Afghanistan defending their base from insurgents. Sweeping across their advancing forces, rockets raining down, they soon routed, and I had an exciting pursuit chasing their fleeing vehicles along a canyon road. The second saw me in command of a British Army Air Force Apache (gosh!) in not-Somalia, fighting pirates in the employ of a local warlord. Shanty towns gave way to wide savannah. The graphics are a bit gritty looking, but they fluidly, smoothly model huge, detailed landscapes which you'll be rushing over at treetop level.
It was in this second mission that I encountered my first snag. Your wingman is shot down and you need to protect them from evil pirate not-Somali-men emerging from the shacks. The FLIR mode of the gunner's seat comes into its own here, displaying a flashing beacon over the two friendlies (as seen in COD's AC-130). However, while you're searching for bad men to headshot, your helicopter is hovering dumbly, vulnerable to small arms fire. A volley of RPGs send me crashing into that tin hovel out of the UNICEF ads. While it is possible to move the helicopter around while gunning, there doesn't seem to be any indicator of where you're pointing relative to the chopper. As a result, a disorienting swing of the camera later and you have to switch back to the pilot's seat in a hurry and figure out where you've just gone. I'm concerned that there'll be too many sections that require this precise gun control (you can set how long the AI co-pilot will wait before using the gun themselves) and I think you can only have a human co-pilot in split screen mode.
Overall, though, it's good. It is definitely not for everyone, as with IL-2. The arcade controls are simplistic to the point of making the game a joke, while the realistic controls are thrilling but likely unmanageable for most gamers. If you can handle the flight model, it looks like a fun ride awaits.
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