I promised myself when I began writing this review, which from the current length looks like right about now, that I would not use any cheesy "Saving Private Ryan" references. So the comparison to that movie ends right here. Besides, I think many people got so caught up in that movie that they began to feel that every future media that deals with the Normandy Invasion is somehow comparatively linked with it. Obviously the fact of the matter is that it the battle depicted was real--the blood, toil, and sweat--and no game series quite drills that fact into your mind like Close Combat. The frantic pace and reality of its morale system has yet to be equaled (even by the superior but slower paced Combat Mission). Of course, this is due to its complete devotion to the real-time model of game play. Since the series inception the games have been about expeditiously positioning your men all around the map and keeping tabs on dozens of things at once. While this certainly has not been everyone's cup of tea, it has been popular enough to warrant quite a few sequels covering everything from Operation Market Garden to the Battle of the Bulge and the Russian Front. The latest brings you to the final months of the war, when the Allies invaded the great German fortress.
The Normandy invasion brings with it a host of unique scenarios, and Close Combat: Invasion Normandy certainly does not skimp in that department. Scenarios will bring you from Utah Beach, either attacking or defending it depending on your allegiance, to behind enemy lines with the 101st and 82nd Airborne divisions. Or you can take part in one of four grand campaigns. As one would expect from a war game focusing on these battles, the primary units you'll be using are infantry. Armor fans still have a few pieces of heavy artillery to throw around, including periodic air, mortar, and even naval strikes. Once again players can play single scenarios, operations, or take part in the aforementioned campaigns, during which you can choose your order of attack. I've always loved the dynamic feel of the Close Combat campaigns, as even the failure to capture one key point on the battlefield can make subsequent battles play out very differently. This Close Combat also sports the easiest mission editor yet, and it is incredibly powerful. You simply click on sectors of the map of Normandy and can assign what side controls them, whether there are supply bases in the area, and the composition of troops you want there. You can design your own single scenario or your own imaginative campaigns to play when you complete the included ones. Obviously this is a big plus in the replayability department, and far superior to a system of random maps due to the accurate and extremely detailed maps.
The interface remains identical to the previous Close Combat games, which could be a positive or a negative depending on your outlook. But I happen to enjoy the interface quite a bit. For those new to the series, it works basically like this (if you're an experienced player, you can safely skip the rest of this paragraph). You can right click on units to bring down a list of commands, ranging from "move" and "move fast" to "sneak" and "ambush". After you do this a line extends from your units so that you can direct them where to perform the selected action. It is therefore possible to set up intricate waypoints. Also, when firing on the enemy, the bar can vary in color to show you how clear a shot you have, and if your line of sight is blocked by the terrain, the line turns black at that obstacle. All in all, it remains a consistently efficient interface for the game, allowing for the speed of command a real-time game demands with the detail required of any good war game. Similarly, you have the option of a toolbar on the bottom of the screen that will give you detailed stats on all of your units' morale, fatigue, ammo, and health levels. Of course, you can minimize this for a better view of the action. But the key to the game's challenge is that your troops morale level must be constantly watched. If it gets to low, infantry will refuse to follow orders of become paralyzed with fear. This adds a human element to the game that tends to be lacking in traditional turn based war games.
Graphics-wise the game is very similar to the last couple of additions, but this is not a problem. The terrain is extremely detailed and sharp, and the explosion effects are beautiful In terms of sound, Invasion Normandy secures this series's crown. From the minute the first bullet pierces the silence to the final shouts of "C'mon you coward" followed by the screams of dying troops, your ears are in for a treat. But of course, if you've played at least one other Close Combat game, you know what I'm talking about.
I do have some gripes with the game though, that by now should have been resolved. For one, it is still too darn easy to lose your units in the thick of things. Even with outlines they blend into the terrain (not to mention they're being eye strainingly small to begin with). You can, however, remove dead bodies or trees to clear up the terrain a bit, but who wants to sacrifice these details? Also, the AI is still not up to speed, although not totally incompetent. While the realistic morale factor is quite an enemy in and of itself, I become discouraged when I set up a squad of men in a building with heavy marching guns and the computer brings about fifteen men into the open to capture it. You would think that by the time I've mowed down ten of them, they'd be running home with their boot straps between their legs, but no, they keep coming. How about a flanking maneuver? Or just a little more sensible caution? Also, the AI has some problems using tanks, as I have seen them do a little dance in place or actually get stuck in the terrain. Not to mention this extends to your own tanks, which you must baby-sit lest their idea of the best route to their destination be through a marsh. But still, the game remains compelling because of its "coolness" factor. It is thrilling to watch your troops storm the beaches and take cover as mortar and tank fire explodes around them. The beach scenarios are particularly well done, complete with dragon's teeth, fortified bunkers and plenty of barbed wire. The Close Combat series has always been about this nail biting tension, and this one is no exception. Still, can we get a patch for that AI....? If you fell like playing human opponents, as always you can log on to the Internet Gaming Zone, MPlayer (ahh...the memories), or play by modem, LAN, etc. I've never been big on playing war games multiplayer, but for those who are the Close Combat games are great online. Of course, remember to pay attention, because you won't have any pauses to grab a snack.
Overall fans of the series will want to add this to their collection. There really is not any significant improvements over the other games except some minor tweaks veterans may be able to discern. But in my opinion, this game is the best Close Combat yet. Newbies to the series will probably want to choose this one because of its great mission editor which really extends the life of the game long after you've taken Normandy in the campaigns. I really can't see this series holding up too much longer, however, unless there are some serious improvements after this entry, or perhaps one that covers the Pacific theatre. I wouldn't mind seeing the series make the transition to 3D either. But either way, this addition proves that the Close Combat formula is a successful one, if a little slow to progress.
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Reviewed by Anthony
Micari