Apache Air Assault
Developer: Gaijin Entertainment
Publisher: Activision
Release Date: Out Now
Players: 1, 2 player local co-op, 2-4 online.
Words By:

It’s been more years than I care to remember since Microprose’s Gunship on the Amiga turned me into an attack chopper pilot, and almost as many since Core Design tempted PlayStation gamers everywhere to don a flight suit for Firestorm: Thunderhawk 2. For some reason combat chopper games have been few and far between on the last couple of generations of consoles, and it’s been open-world games such as GTAs San Andreas and IV, Saints Row 2 and most recently Just Cause 2 that have made the use of them an exciting prospect if not almost mandatory. FPS like Frontlines: Fuel of War and Bad Company 2 have included choppers as additional firepower but none have really tried to simulate realistically what kind of havoc an Apache and its crew are capable of wreaking. So in swoops Apache Air Assault (AAA?) from Gaijin Entertainment (makers of the excellent IL-2 Sturmovik: Birds of Prey) all guns, missiles and rocket pods blazing – and probably making a cool wokka~wokka~wokka sound too.

I was mildly concerned when I saw at the start of the game that there are only two settings; “Training” and “Realistic.” Now my abilities in most games usually fall somewhere inbetween “clueless n00b-numpty” and “ninja-24/7-gamerpointswhore-addict” so having only the two choices made for an uncomfortable start. Leaping into the first training mission on “Realistic” soon made me decide that there was in fact only one choice, as I think a General or someone would have soon been on the phone asking “who’s the goddamn kamikaze who keeps trashing my Apaches”?

The control system seems pretty well sorted, although I had a fiddle with it because something didn’t feel right but just ended up making it entirely unplayable and cack handed, and so reset to the default setting. By default the left stick controls pitch (nose up/down) & roll (side to side bank or tilt), and the right stick does collective (power & rotor pitch angle) and yaw (left or right turn.) You fire the Apache’s 30mm chain gun with the ‘R’ trigger and can zoom the view with the ‘L’ trigger for more accuracy. A press of ‘A’ locks onto any enemy target within range (and the HUD will tell you if it’s a “valid lock” or not—air to air missiles will not lock on to a ground target and so-on), ‘RB’ fires the selected weapon (rockets, Hellfire missiles or Stinger air to air missiles.) You can also see the missile’s point of view if you hold ‘RB’ down and fly with it all the way to the target. Most of us have seen Apache gun cam footage and the ‘B’ button selects DVO (Digital Vision Optics, a zoomed-in, monochrome telescopic gun camera view with FLIR (Forward-Looking Infra Red) thermal option to pick out enemies from the background). The HUD is extremely authentic and using DVO was probably the highlight of the game for me, and brought back the remote and anonymous feeling of power and responsibility that those brilliantly atmospheric AC-130 levels in the Call of Duty Modern Warfare games did so well. Gunfire from the Apache’s chain gun and explosions caused either by it or Hellfire missile strikes look particularly impressive through DVO as they hurl debris in every direction.

Playing AAA on “Realistic” for the first few missions decided for me that, even though it releases the shackles of the flight model and allows you to swoop around faster and even do barrel rolls, life is just too short to crash that many times for no apparent reason. The Apache is a powerful but heavy chopper in real life and at times feels like an F1 car, the problem is, it's an F1 car with no brakes and when you want to turn quickly or slow down it feels more like an 18-wheeler with flat tyres, and so I wussed out and restarted the campaign on “Training.” It wasn’t long before this proved to be a wise decision as the game seems to have regular Call of Duty-esque moments where the level designers just decide that you’ve been having far too much fun blasting tangos to bits from miles away and piles on the agony with completely insane numbers of enemies that seem to spawn out of thin air; ground troops appear literally from nowhere, convoys of APCs and tanks stream over the horizon and enemy Hinds (Russian attack choppers that are even better armed and armoured than Apaches) zoom in firing rockets and missiles, and they all want to kill you, even if you have two or three AI Apaches to help you out. A constant problem seems to lie with the realistic flight model and the fact that while you’re happily gunning away through the DVO the Apache likes to wander off and back itself into the nearest hillside or tree (you of course don’t have that ‘seat of the pants’ feeling to warn you of wander), and the “auto hover” on the ‘L3’ click works, but only ‘sort-of’, and doesn’t bring the Apache to a halt quickly enough for comfort. You also have to point the nose of the Apache down to fire rockets at a ground target (which is of course not the case with the real thing) and means you’ll often start heading towards a target when you really didn’t want to, and also makes for some exciting but dangerous low-level flying as you try and unload as many rockets onto the enemy as possible in one sweep.

And so what was initially a highly enjoyable matter of locking on missiles to enemy structures, trucks and armoured vehicles and sniping troops from thousands of yards away with the FLIR gun camera or doing gung-ho rocket volley strafing runs suddenly becomes matter of buzzing around like a blue-assed fly screaming for your missiles to reload (they take 3 minutes unless you find an elusive LZ to rearm at), constantly monitoring your altitude and the terrain and wishing your AI gunner wasn’t so hesitant with the trigger (you can programme him to take over the gunnery after a certain time, but he seems to be a bit of a pacifist.) Fortunately, and this may be both a selling point and the game’s saving grace for many, the game features a local co-op, so using the same screen you and a buddy can go kill stuff together. This works better than the solo game for me, and with a decent pilot/gunner partnership missions seem a lot easier, and a lot more fun too. The pilot is responsible solely for flying the Apache, but also decides when to switch to the DVO mode so the gunner can pick off human targets more easily with the thermal optics. Decent communication obviously helps, and the pilot letting the gunner know what he’s going to do means less wasted ammo and aimlessly fired rockets. The gunner regularly informing the pilot of his ammo levels also helps, so the pilot isn’t aiming down on a column of armoured vehicles when he has no Hellfires or rockets to kill them with.



While it’s a tough bird the Apache isn’t indestructible and with so much ordnance flying around going down in a flaming wreck is a regular occurrence. Sometimes however the Apache will have one engine out, or boom (tail rotor) damage or something non-terminal, but still be unable to keep altitude. Realistic as it may be this has left us on more than one occasion in the strange position of having nowhere to rearm and repair and because the Apache is so down on power and manoeuvrability there’s no way of finishing the mission, so you have to kamikaze to respawn another copter (you get 4 retries per mission.) At other times you’ll go into an unrecoverable spin or begin to lose altitude, at this moment you realise that while the flight model might feel realistic there’s no auto rotation ability coded into the game (the ability for a helicopter to “glide” in without power from its engines and use the rotor blades’ lift to slow its descent and land in a controlled manner), so once you start to lose power and altitude chances are you’re dead. The lack of checkpoints or their placement is also sometimes infuriating; on one particular mission I kept getting to the same point near the end of the mission and dying, which meant restarting the mission all over again. This got silly when a missile that was in the air killed the final enemy just as he shot me down, meaning another fail and another 10 minutes or so to fight my way back to where I was.

As you progress more and more missions follow the same sort of pattern; they send you off to massacre loads of easy targets and then swamp you with tougher ones that lock missiles onto you from all over the map. It’s a tired old solution to extending a level or game’s lifespan and it wears thin really quickly in AAA. Getting swamped by countless ground to air missiles, helicopters that seem to have unlimited ammo, and US-built Fire Scouts (these are “UAH” Unmanned Autonomous Helicopters—how did the enemy get a hold of them!?) soon gets tiresome rather than exciting, and the game designers would have been a lot better off just giving us more missions that exhibited just how amazing a gunship the Apache is, rather than giving us an annoyingly predictable set of difficulty spikes so sharp that most gamers will dump the game after only a few tries. It really seems a shame that the game wasn’t tested better, and God only knows who decided to release the game with this sort of difficulty. Most gamers like a challenge, but Apache pushes the envelope way past “FAIL but enjoyable, I’ll have just one more go” addictive fun to “arrrgh – they did it again!! Where’s that bloody receipt?” exasperation. Note to AAA’s designers: there are just too many games around these days for a combat chopper sim to be this mean…

The game sounds really good with plenty of gung-ho radio chatter between allied forces and meaty explosions, rocket blasts and missiles whooshing this way and that. If you play from the chase cam you hear the Apache’s rotor noise too, but it seems to be rather too damped and even missing sometimes if you play from the gunner or pilot cockpit views. I can believe that the crew’s helmet insulates them from a lot of the racket but sometimes you can’t hear a thing from the engine or the rotor blades, which seems unrealistic. There’s also a really good but rather overused heroic orchestral score that does a great job of accompanying the action, for a while at least.

The game looks very tidy and the landscapes are huge, although not quite as big as the eye would suggest as you’ll get warned to ‘return to the battlefield’ if you stray too far off-mission. The mission areas have plenty of detailed structures, road networks or mile upon mile of jungly trees, all done without a great deal of pop-up. The ground troops and the enemy are surprisingly detailed. If you get close enough you can see that the Humvees have four crew aboard, and I’m pretty sure one of them was holding a rifle at the ready. M1 Abrams tanks growl around chucking up dust clouds and other aircraft are often seen. But when seen through the DVO ground troops and enemies aren’t particularly well animated and sometimes behave erratically, and enemy vehicles just tend to zoom around following the same path until you blow them up. The 3 different types of Apache (AH-64D Longbow, AH-64X and the Apache AH1) in the game are superbly modelled (as is the Russian Mi-35 Hind), the rotor heads alone are a sight to see, and if you use the pilot or gunner views the cockpits are nicely detailed too (you can look around by holding down on the D-pad then steering), they even modelled in scratches on Apache’s composite canopy. So it’s odd when you watch a replay and the chopper’s undercarriage doesn’t move at all when landing, a strange thing to omit when you paid such attention to detail elsewhere.

The online mode consists of 13 Squad Ops missions for 2-4 players each in their own aircraft. These are good fun but you have the same limited number of lives and the same difficulty spikes as the solo campaign, so any chance of ever completing them is spoiled unless you can get a buddy to play them through with you as most players seem to have one go then disappear from the lobby never to be seen again. This mode also introduces a couple of new aircraft; the Hind-D and the Fire Scout. The Hind is known as “the flying tank” and carries a huge payload of rockets and missiles. The Fire Scout missions are fun as you sit back and watch most of the action and just laser designate targets for the Apaches to destroy. Squad Ops can be played solo (perhaps they figured how few people would keep playing it) but I’d say that solo chances of success on some missions are slim to none, and slim is out of town.

The shame of it all here is that the designers just needed to tweak the difficulty a bit to make this a wonderfully enjoyable romp, but they seem to have feared that gamers would zoom through the campaign quickly and complain, and so went too far the other way and rendered the game, for many of us normal mortals at least, impossible to finish, or at least intensely frustrating. I got completely stuck on the penultimate mission and have no idea what I did differently in the end to finish it; after what must have been 30 or more attempts almost all of my air to air missiles still inexplicably missed, I just got lucky with a few rockets and kept the 30mm chain gun trained on the enemy Hinds and Fire Scouts whenever possible. The big problem here is that there’s no way I would have attempted this mission so many times if I weren’t reviewing the game and was just playing it for ‘fun.’

Several of our other Gamecell guys had numerous attempts at this mission and declared it “impossible,” and more frequently “f*$£ing annoying.” This mission above all underlines that it’s a shame that the game designers didn’t make up their minds what they wanted AAA to be; I don’t see how, even if they do auto-reload after a while, you can have realistic weapon loadouts (8 Hellfires, 38 rockets and just 4 air to air missiles) and cascades of enemies with unlimited ammo all pointing at you, often with impossible marksmanship. I’ve been looking for targets and been hit by a guy with no more than what appears to be a basic AK-47 from 1.2km away – no mean achievement I’m sure you’ll agree. I don’t see how you can have a really convincing flight model and yet lock the Apache to a flight ceiling lower than that of your enemy, meaning they can just fly higher than you making it very difficult to aim a weapon at them. Too often what started out as a complete joy to play and improve at becomes an annoyingly predictable matter of running away until your weapons are rearmed thanks to some ridiculously over-aware and effective enemy AI.

As the game’s end titles roll the developers give you the chance to be gunner as an AI pilot flies you over some hapless targets, this brought three thoughts into my head; “they do care about me and did want me to finish the game”, and “what a cool idea, why don’t more games have something like that” and “why didn’t more of the game feel this empowering and awesome to play?”

If this review sounds like a list of gripes, whinges and complaints and a warning to avoid at all costs then I’ve got it totally wrong. I’d like you to play the game as I think it has huge potential as a long-lived franchise on consoles as the genre is virtually non-existent anymore, and I’d also like developers Gaijin to release some DLC missions for Apache as I really enjoyed some of the less insane ones—but they should also have the awareness to do a patch with the difficulty sorted for normal mortals, or at least a single mission where you get to blow the living crap out of Gaijin's studio. Either would do me fine.


Best Bits

- Superbly modelled aircraft.
- Flight model feels right.
- Huge landscapes in which to fly around in and blow stuff up!
- Remarkably authentic HUD and digital optics.
- Cool explosions.
Worst Bits

- Samey mission structure.
- Horrendous difficulty spikes will frustrate.
- Useless AI weapons guy.
- Innumerous enemies can fly higher than you and have unlimited ammo.

by: Diddly

Copyright © Gamecell 2010