Being such a big fan of the Close Combat series since the
beginning, I’ve been eagerly awaiting this game since I finished
it’s predecessor, Close Combat 3: The Russian Front. During that
span however, the developer Atomic Games decided to change
publishers from Microsoft to Mindscape. With this movement,
many thought that the series would be changed in a very different
way, however it sticks to it’s roots as a tactical simulation and
excels over the past three titles in many ways.
The scenario this time around takes place in the Ardennes,
spanning from December 16, 1944 to January 28, 1945. At this
time, it was clear that Germany was losing the war. This was the
last, desperate attempt to reclaim their glory in an all-or-nothing
last ditch battle. The resulting battle was the largest land battle in
World War II.
The attention to detail in this game has been greatly increased.
Using the same engine as the previous games, they’ve managed to
bump up the resolution to 1024 x 768 which adds some more
increased detail and crisper graphics. The vehicles look even
better and the use of smoke clouds and explosions are simply
breathtaking. When a tank explodes, clouds of smoke shoot up
realistically and continue to blow off smoke during the course of
the battle. Moreover, the battlefields are also very well detailed
and accurate to actual war reconnaissance. The surprising feature
of this title is that it is based on a 2D engine and doesn’t require a
powerhouse computer to run.
The sounds in CC4 are simply stunning. The authenticities of the
German and English accents are top notch and can be adjusted to
even make Germans speak English. From the birds chirping to the
sounds of tanks firing at each other, nothing is left out. Simply put,
each individual weapon has a distinct firing sound and explosions.
The speech, although quite limited is well done. When your units
begin to panic, they scream out in fear and when they kill a unit,
they shout out with confidence. However, it would have been
better if there were more than one person doing the speech for
each side because it would add more realism.
The game play is where this title excels. Don’t think of this game
as a Command & Conquer clone or you’ll be wondering why
you’re losing real badly. This game requires patience, skill and
tactical brawn. The difference between it’s previous games is the
new allocation of the Force Pool. Previous games allowed players
to acquire units by paying through Force Points. However, this
time around you are given the platoon through supply depots
scattered throughout the map. Although this can add to the
realism, it does restrict players to that battle group instead of
mixing and matching units to make the group. This in some was
irritates many hard-core gamers of this series, though it seemed
like the realistic way to make groups. The campaign mode is
probably the best feature in this game. Units can move from one
area to another adjacent area. The way battles are determined is
the ability to move units to intercept opponents’ groups. What’s
good about this is that losing a battle can really have a direct
impact on the whole battle. Also, from the direction of entering
the battlefield can make you begin the battle from one of the
corners of the battlefield, instead of left side Allies and right side
Axis in previous games. Sometimes, units will run out of fuel or
ammo and have to reload at supply depots. Weather can affect
game play as well if you want to place artillery barrages or air
support to certain battles. One great addition is the ability of spies
used in the battle map. Although you have direct influence over
them, spies can hinder movement of battle groups and possibly
moving them back instead of forward.
Combat is truly remarkable. This game boasts over 40 different
maps that can be initiated when two opposing battle groups enter
an area. The objective for either side is to take control of all the
victory locations or by causing your enemy to move off the map.
The latter can be done by destroying all their forces or by reducing
their morale until they retreat. However, sometimes when they
become desperate, they can call a truce and this results in placing
the battle to a standstill and will ensue on the next turn. What’s
great about the battle system is the ability to ambush other units or
to defend them. There are a number of movement types
available, from sneaking to moving fast. Some units are also able
to use smoke to hinder opponents view from firing on your squad.
However, when the units’ leader dies in combat, sometimes the
soldiers will panic and will not listen to your commands. If being
fired upon repeatedly, they will even cower and most likely
surrender. One very annoying feature is that when one of your
vehicles is destroyed, the units in them run out. However, they are
useless and will not listen to your commands - even if they are a
Platoon leader group. Some additions have been enhanced, like
the sniper is much more accurate, and an even more realistic
line-of-sight. Tanks however are way to overpowering in the
game. If one is to play the Allied side first, the Jagdpanthers will
just run your other tanks over. Rocket half-tracks are also a little
too powerful as well. However, ways to destroy these are Bazooka
men. Atomic has made these units much more useful but it would
be a lot better if they were allowed to carry much more
ammunition instead of just 6-7. AT Guns also shoot much faster
and units although carry AT capabilities, don’t really stand a
chance against tanks unless you ambush them.
One questionable flaw however is the AI. In a sense, there was
little done at its part to make it more challenging. For instance,
I’ve been playing the Allies in the campaign and according to
history, the Axis were supposedly crushing the Allies in the early
part of the war. However, I’ve been able to stop the German’s
attempts and have been taking over German areas! Although it
has been greatly enhanced (Close Combat II’s AI was a joke), they
do move their units very awkwardly and very susceptible to
ambushes from my units. Sometimes however, men do move
behind tanks when advancing and units move in groups to support
each other. Also they do sometimes, although rarely flank your
units. Perhaps these imperfections should be patched up in a
future update.
The multiplayer feature is nothing to be screaming about. It does
have a matching service through MS Gaming Zone and Mplayer.
There’s only one feature, one-on-one in a map. Some more
creative ideas would be team play against opponents (a-la Myth).
What makes this game great is the replay value with the inclusion
of the Scenario Editor. It is very versatile and has the ability to
make great new campaigns and to adjust the units allocated and
which types available. This feature could probably be a
stand-alone itself with the flexibility of options.
All things considered, this game is extremely fun and very
addictive. Anybody who is familiar with these games could jump
right in and gamers who are new to this genre wouldn’t be
surprised by how addictive this game can be. The new Force Pool
is well integrated into the campaign and the fresh new units add a
more challenging feel to it. However, the AI could be reworked a
little more and perhaps the units’ ability to destroy tanks could be
a lot more flexible.