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Hidden and Dangerous

DEVELOPER : Illusion Softworks
PUBLISHER : Talonsoft

 
Requirements:
Pent. 233MHz 32 megs RAM, 3d card
Recommend:
Pentium II 300, 64 meg RAM, 2nd gen 3d card (TNT, Voodoo2)

Ratings

Code Issues

Graphics: 8 - Good looking, with truly excellent texture work.

Audio: 10 - Fantastic use of ambient sounds, sound cues, and dynamic music

Interface: 5 - Functional FPS/TPS interface with some clumsy features.

Play Issues

Solo play gameplay quality: 9 - Excellent; mission design is exceptional and devious, enemies are credible if a bit TOO skilled.

Length of play/replay value: 8 - High marks for length of play, missions take a lot of work to complete, but lack of editor a big minus.

Multiplay quality: 7 - TCP/IP,IPX,modem - cooperative play returns with a vengeance.  Missions are none too easy for 4 humans to complete! Co-op only, though.

Learning curve: 5 - The basics (movement, firing, etc) are simple but the missions (even at easiest level) are really, really hard.   Ultra-realism in weapons effects will be off-putting to FPS gamers

Other/Notes

Manual/documentation quality: 6
- functional and complete.

Stability: 5
- played with patch 1.02, didn't have any real code problems beyond H&D apparently messing with my V2 drivers

Other comments (Reviewer's bias) +1.0 just because I really, really enjoyed the game.

Overall Rating: 8.4 "The mix of atmosphere, tension, and mission design definitely raise the bar for all FPS games - especially the yet-unseen TF2.  Cooperative play is a delightful feature lacking in many other top-tier FPS games."

Hidden and Dangerous is a shooter-style game that simulates the activities of Britain's SAS (Special Air Service) commandos behind German lines during World War 2.  I use the word simulated advisedly and with great pleasure - this is NOT a "Quake in army uniforms" or "Tribes WWII" mod.  This is a great game, designed from the ground up to simulate as realistically as possible the activities and situations that would confront such commandos.  Some players, picking it up in the hopes of simply getting a "WWII Quake" are going to be definitely overwhelmed.  Rainbow 6 players will be a little more prepared, but H&D is still another beast entirely.

(One aside: throughout this review I'm going to constantly compare and contrast it to other first-person shooters, which are the majority of my analogous experiences.  This should not be misunderstood - H&D is NOT simply an FPS game - it supports (and in a sense, requires) third-person oblique view as well.  In fact, if you aren't constantly switching views, you probably aren't succeeding.)

The premise of H&D is ostensibly simple: you have 40 soldiers of varying skills and abilities, of which 4 can be selected for any given mission.  Once selected, you arm and equip them for their tasks.  You enter the mission, complete one to five "stages" in the mission (individual scenarios), and then move to the next mission.  Simple, right?  Well, maybe not.  When you consider the cliche "no plan survives contact with the enemy" - the results can be very exciting, to say the least.

But, let's not get ahead of ourselves.  Is H&D a wargame or what?  Commonly, serious wargamers will do a double take at the suggestion of a FPS-wargame-simulation.  Technologically, they're absolutely right.  Even after playing H&D I would agree that the machines are still simply not fast or powerful enough to simulate realistically (in real-time) the multitude of figures, vehicles, and events in even a simple skirmish.  But H&D proves that - within certain limits - it is now possible to put players on a realistic battlefield, with realistic opponents and make it work.  It works very well, in fact.

Graphically, the game is the clear result of a great deal of hard work.  The models of humans and vehicles are detailed and accurate, and the textures throughout are of extraordinarily high quality.  Everything - from the signs in a train station, to the transformers on the power poles, the license plates on Kubelwagens - shows the attention to detail that is important in making a reality-based simulation like this.  Apparently the engine is a custom written one, which begs the question if such was needed?  There are the occasional severe clipping problems here & there, which would suggest that a mature F/TPS engine (ala Half Life, etc) might have been a preferable choice.  As it is, you know Illusion spent a great deal of time creating the engine that might have been better spent elsewhere (although I shudder to think what they could have come up with given MORE time to think about scenarios....).   Of course, granted that Illusion probably didn't have the initial cash to outlay for licensing, then it becomes a little more understandable, and hopefully to be fixed now that they've proved their talent.

The 3d engine question notwithstanding, Illusion has included a number of novel graphic features that make the look "right".   First, trees - a notorious framerate-killer in all such games - are given a novel treatment that allows them to look pretty realistic, yet play speed isn't hit badly at all.  This seemingly minor innovation is disproportionately important: the sterile landscapes of most FPS games are either unrealistically barren or players are forced to fight always in canyons, grottoes, and buildings.  In H&D you will find yourself in actual forests.  (And, you'll find yourself hating them.)  Secondly, the playing space is quite large.  The illusion of infinity is helped by vision haze, fog, mist, rain and snowfall, all subtly preventing you from noticing the finite environment.  The benefit is that such a gradual vision-limiting device makes it more realistic, not less.  As I inched forward with my sniper scope at max magnification, many were the times that I'd see a vaguely human sized/shaped figure in the gloom.   Centering the crosshairs on the head, I'd be rewarded with the slumping body of a sentry I wouldn't have to fight later.

Ably assisting in this illusion of reality, the audio for H&D is unparalleled.  In the demo/1st mission, you start in the midst of a downpour - it looks and SOUNDS like a downpour, muting your footsteps and even gunshots (thankfully, as the AI responds to audio cues as well as visual).  Vehicles sound like their real-life counterparts, weapons can be identified (after some experience) by the sounds of their shots, and you can even tell you're next to a power pole by the faint electronic "humm."  Truly, they have done an exceptional job in their placing/planning ambient sounds.  Combine this with an orchestral soundtrack strongly reminiscent of most WWII action movies and a dynamically applied score that changes as action and danger-level rise and fall - without immediately 'giving away' that you are about to be ambushed, for example - and you'll want to leave the headphones on your head for this one. 

It's not just esthetics, either - sound cues are critical to the play of the game.  Make sure your sound balance control is set correctly, as finding the location of of a sniper can require the adept use of hearing as well as good observational skills.

The interface for H&D is a weaker point, pointing again to a crafted-from-scratch product that lacks a lot of what have become "FPS interface" standards.  Certainly, the fundamentals are there and it's functional in its own way, but some of the nuances are lacking or hidden by a clumsy structure.   For example, each mission allows you one (1) saved game, so don't screw it up!   Key configs can be changed, but only from the opening menu screen - it's not accessible from in the missions, so don't forget how you've re-mapped them.  The soldier selection screen forces you to go to a separate screen to see the brief stats on each character, so you have to remember "this guy's got the shooting skill, so I give the sniper weapon to him."  There is an "auto-equip" feature but I strongly recommend against using it as it's priorities aren't very clear.  To restore a saved game - something you'll do A LOT when learning to play - you'll find that it's not a simple matter: you have to OUT to the opening menu, select the correct mission, the correct scenario, and THEN select "load game."  Whew.  I imagine that this sort of thing will be straightened out pretty easily for the certain-to-follow H&D2, but it's tedious nonetheless.

That said, there are distinct efforts to make gameplay easier.  First, the mission briefings (with one distinct exception that I'm not going to spoil here) are thorough, accurate, and helpful.  Be warned, however - the briefings are realistically based on intelligence which may be days old.  Always be prepared for variations from what you are told.  Second, as the mission commander, you are provided with a top-down map of the mission area, allowing you to pre-plot movements and activities for your troopers.  (It's possible some people use this effectively - as far as I'm concerned, the AI is far too skilled to allow your troopers to move under their own steam...)  In the game, limited orders can be issued "Follow Me!, Stop!, Fire!" and so forth.  Typically, I ended up moving my team members myself when playing alone, as their AI just didn't seem up to snuff for the critical consequences of a wrong turn - invariably a dead good guy and alerted enemies.

Beneath the surface there is also a powerful AI engine managing your allies' actions.  There is no scripting here (or minimal scripting) - if you give a team member the order to cross an open area, his responses are truly open-ended.  If he sees an enemy, he may engage them, take cover, or try to find another route around him.  Unfortunately, the enemy AI is just as good or better.   An errant shot will cause enemy troops to go from "bored sentries walking routes" to "alert defenders who will shoot first, ask questions later".   The enemy soldiers will, if shot at, even frequently take cover and work their way to  set up a clear shot at you.  Scary when you first encounter it (and, honestly, subsequent times) this is much more robust and flexible behavior from enemies than I've ever seen in any similar game.

And, when they shoot at you, you'd better duck - because injuries are as realistically modeled as possible.  Neither your soldier nor the enemy's are iron-man Rambo-types.  Get shot in the arm or leg, and you'll gasp and possibly fall prone.  Shoot the enemy in the head, and it looks (especially through the well-implemented sniper scope) like the Zapruder film.  Unfortunately, this is where the AI response could be improved - it's common that long range sniper shots will be fired from beyond a clear-hearing range.  So you could sniper a sentry, and his buddy 5 feet away would go to an "at ready" pose, but otherwise not take any cover or action - leading quickly to a second dead sentry.  (Honestly, though, it was rare that you had enough unmolested time to accomplish this without some risk from patrols or other enemy snipers.)  Further, the AI seems reluctant to use grenades (despite every enemy I've looted having at least a few) but this could be more a function of difficulty level.

But any holes in the AI are made up for by skilled scenario design.  The scenarios here significantly raise the acceptable standard for single player/co-op multiplay.  The variety of missions, situations, and goals are equaled only by the magnificent implementation.  Enemy soldiers patrol realistic routes, and the settings are entirely credible.  Credible.  That's a great word to describe H&D's missions.  They are entirely believable.  It's neither laughably easy (egad, not even nearly that!) nor insanely difficult.  Reinforcements don't "magically" appear to thwart your well-thought plan.  But it's not uncommon for your careful approach to be revealed prematurely by a one- or two-man patrol.  It always pays to keep an eye out behind you as well as before.

Unfortunately Illusion are the only ones who are going to be producing scenarios for this, as there is no "level editor" nor "map/scenario editor" included or planned.  In my opinion, this is a huge mistake.  It is sad that while both the wargame/simulation community and the FPS community have both recognized the necessity of editor inclusion, the genre-busting crossover product omitted this key feature.  Clearly, the internet fans of games such as Railroad Tycoon2, West Front, Half Life, and Quake have shown what a robust and massive following will do to prolong and support a game.  How much 1999 revenue came from Doom, Quake1, Quake2 and their derivatives (justifiably including Half-Life and TF2 in that...)?  Quake 2 is nearly 2 years old - ancient by computer game standards.   And RRT2, and WF are both still going very strong due to the easy availability of fan-produced expansions, making the game nearly infinitely replayable.  I can't say it clearly enough - there SHOULD have been an editor for H&D.

As I've said many times before, I really like multiplayer best.  I've lamented the gaming industry's apparent departure from co-operative multiplay and am very pleased to find it returning in H&D.  Illusion provides support for all basic multiplay methods (TCP/IP, IPX, Modem) and I really enjoyed this.   Cooperative multiplay with other humans is amazing.  Interestingly, I was trying to describe for a new player that was joining us what exactly we intended to do.   After going into great detail about how we'd planned to go about the mission, he stopped me and said "You sound like we're going to do this in real life.  I mean, everything you've said sounds like a textbook on SWAT or commando tactics, with no 'gamey' tactics like 'rocket jumping' or 'taking a few shots' here and there.  This sounds like reality."  Which is about the best compliment I can imagine a game receiving.

"Deathmatch" (a free-for-all with guns) is NOT available, which I don't miss.  Team competitive play - for which this would be a natural candidate with the Axis vs. Allies - I do miss.  I think and hope that they will include support for this (as well as logical scenarios therefor) in expansions or H&D2. 

The scenarios are none too easy, even for 4 humans.   While this increases the playability later on for skilled players, there is not a great deal of difference between "easy" and "hard".  This makes Hidden and Dangerous an extremely tough game to learn to play.  If you are a wargamer and used to having the time to contemplate what you are doing, you will be overwhelmed.   There's no speed control, although you can pause the game.  If you are an FPS player, your habit of accepting a shot here & there in pursuit of your goal WILL get you killed.  Learning H&D takes a good deal of patience.  The first mission (available on the demo) is a good learning experience, but I think the game would have benefited by a "training course".  Having the opportunity to fire a bazooka and see how it behaves BEFORE your life depends on it - would have been extremely valuable.  Accept the fact that you are going to be doing a lot of save/restoring in the first few missions and you will be much happier with your experience.  If you need more help, there are cheats and  several walkthroughs on the net.

Most importantly remember, if you can kill them with one shot, they can do the same to you.

Finally, even the best game has a few warts.  For completeness sake, I should point out that it irked me that:

  1. You can't turn your head and look around on the ladder.   H&D employs a good set of controls for moving and firing, but once you're on the ladder, you are locked into forward view only.  Anyone who's played the game will agree with me that there are a number of points where this would have been REALLY useful.
  2. The inventory control - especially considering rifling dead enemies - could be far better than the linear system currently employed.  For example, if you are using an enemy MP44 submachine gun, you can't really take the ammo from a dead enemy - you can only take the weapon AND ammo, which you don't always have room for.
  3. I like the feature that severely wounded teammates will sometimes succumb to their injuries at the end of a mission.  I DON'T like the fact that none of these commandos knows any first aid at all, and that when your buddy decides to expire he also disappears with whatever he's carrying - which stinks when he happens to be carrying the last remaining bazooka.  Can't take it with you, indeed!

These are pretty minor quibbles in the face of what is an extraordinarily good game.  Hidden and Dangerous is a fantastic game that blends the careful strategic thought of a wargame, the realism of a simulation, and the intense excitement of a first-person shooter and wraps it all with an entertaining, intriguing, and enjoyable storyline.  Always remember: if you can kill them with one shot, they can do the same to you.

If you like to comment on this review, please post a message at the forum.
Reviewed by
Steve Lieb

 

   
 

 

 

 

 

 

 

 

 

 

 

 

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