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PREVIEWS

World In Flames! DEVELOPER : Australian Design Group
PUBLISHER :
Australian Design Group
RELEASE DATE : Oct. 1999

World In Flames! FAQ and other info at Australian Design Group

combattsm.jpg (5473 bytes)Australian Design Group is angling for the primo place in WWII wargamer's hearts - they are porting their world-renowned WWII strategic-level wargame World in Flames to the computer. Currently scheduled for release 10/99, we got an peek at a late alpha (ver 0.0.60) and found good things in store.

For those of you who've spend too much time staring at your  computers, or those too young to remember when "wargame" meant hours sorting little cardboard counters, World in Flames is by far the most    successful world-level WWII simulation out there, ever. combresultssm.JPG (5679 bytes)With the    latest version the level of detail is staggering and the rulebook    immense. The crux of WiF is that it seems to hit all the gamer's    favorite hot buttons when it comes the hows and whys of WWII. Do  you    think the pilot shortage crippled Germany in the face of mounting    Allied air pressure? Pilot management is an optional rule. Do you think that you could have managed the Russian position better by   hammering Germany's allies early? There are rules for diplomacy.

The fortunate thing is that they appear to have gone for the gold  in   the computer game as well. As you can see by the screen cap's of  the   options screen, every option I could think of from WiF 4 (the last  one   I bought!) is there in the works. groundsuppsm.JPG (7232 bytes)If their optimistic release date pans out this will be a testament to Chris Marinacci's skills and    dedication as a programmer. He has a very large task before him.    [Notably, they are not backed by a large publisher yet, so this is  an    amazing product for what is essentially a labor of love...]

Not to say he hasn't done a lot already. In our version,   moreoptsm.jpg (5182 bytes)Barbarossa   is the only scenario available and I was surprised to have played  it   for several hours without a crash. I've played WiF for years,   through   many incarnations, and I think this will even make this game   available to eager novices - a necessity for commercial viability. Managing   the entirety of WWII as any of the powers on the divisional level is a daunting task, and WiF's interlocking semi-simultaneous impulse phasing is one of the harder concepts for new players to grasp. However, the computer already effortlessly manages this, explaining pretty clearly in each phase what exactly is happening (even the different air phases are each touched on, which I always forgot  when to do...).  

Naval rules are not yet implemented, but will be shortly. productionsm.JPG (5479 bytes)Further, significant amounts of code are being rewritten to take advantage  of DirectX6, which should greatly improve the speed and appearance of  the graphics.  

WiF is a huge game. Bringing this to a PC near you is a huge task,  but if the remainder is done with the quality and skill evident in the first half, I think we have a winner here.

wholescrn1sm.JPG (9521 bytes)   wholescrnsm.JPG (9643 bytes)

Previewed by Steve Lieb

 

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