KA-52 Team Alligator Game Overview:
KA-52 Team Alligator is the follow-up
to Team Apache, which UK developer Simis released about two years ago under the
imprint of SSI/Mindscape. This time around, the publisher is GT Interactive,
and instead of the AH-64 Apache, the star of this particular simulation is the KAmov
KA-52 Alligator, a two-seat command/attack helicopter of Russian manufacture.
The game comes with two scripted campaigns and a variety of stand-alone combat
missions, which you fly as a member of the Russian armed forces. While the KA-52
is a two-seater, Team Alligator puts you in the place of the pilot, while the
weapons officer is controlled by the computer.
Team Alligator is billed as an "action sim," which should immediately tip off hard-core simulation fans that the game is not meant to compete with more technically accurate sims like Longbow 2 or Apache/Havoc. Instead, Team Alligator attempts to provide a reasonable facsimile of helicopter flight while concentrating on creating an interesting and immersive environment. This approach worked well for its predecessor, Team Apache. Unfortunately, Team Alligator's stripped-down flight model is a spectacular failure that taints all other parts of the game, making it much less than what it could have been.
Team Alligator is billed as an "action sim," which should immediately tip off hard-core simulation fans that the game is not meant to compete with more technically accurate sims like Longbow 2 or Apache/Havoc. Instead, Team Alligator attempts to provide a reasonable facsimile of helicopter flight while concentrating on creating an interesting and immersive environment. This approach worked well for its predecessor, Team Apache. Unfortunately, Team Alligator's stripped-down flight model is a spectacular failure that taints all other parts of the game, making it much less than what it could have been.
Team Alligator's focus is on running
a squad of six Alligator helicopters while progressing through two different
campaigns, one set in Belarus and the other in Tajikistan. You're tasked not
only with flying the lead helicopter in each mission but also with managing the
pilots under your command. To this end you can even discipline your pilots or
offer them "treats," such as American candy bars (of which you have a
limited supply). This role-playing aspect is actually quite enjoyable, and it
gives a good feeling of overall command. There are also plenty of wingman
commands to help direct your squad's attack while the mission is actually in
progress. However, there's no mission builder, so you'll have to be satisfied
with the campaigns or the stand-alone and instant-action missions. The game
also supports up to eight players in head-to-head mode, and cooperative
multiplay can accommodate up to six.
Team Alligator's terrain graphics are
very crisp and effective, especially at low altitudes. However, the effect is
marred slightly by melting terrain on the horizon. The object detail is very
nice in Team Alligator - for instance, the game looks particularly impressive
when you're lining up a close-range shot at a tank. But the cockpit is blurry
and difficult to read in 3D mode, meaning that many players will opt to fly in
"HUD-only" mode, which detracts from the sim's visual realism.
The avionics are clearly simplified
and are meant to get new gamers quickly into the sim. To this end, the game
includes a manual that not only explains the basic functions of the
helicopter's weapons and controls clearly and effectively, but also explains
the basics of helicopter performance and flight characteristics for those
unfamiliar with rotary-wing aircraft. To top it all off, there are some good
training missions that will have new pilots flying quickly and easily after one
session with the game.
The general concept of mixing action
and simulation elements is fine, but any flight simulation worthy of that
distinction needs to have at least a reasonably believable flight model.
Unfortunately, the flight model in Team Alligator is decidedly strange. The
Team Apache flight model before it wasn't extremely realistic either, but it at
least gave a good approximation of helicopter behavior while still letting relative
novices quickly master the essentials of flight and air combat. On the other
hand, Team Alligator exhibits bizarre behavior that calls into question what,
if anything, the game is supposed to be simulating.The most noticeable problem
with Team Alligator is that certain angles of attack appear to have absolutely
no effect on flight. For example, the helicopter can be made to hover and then
tilted substantially to the left or right with no sideslip whatsoever. Once the
helo has been tilted past a given point, sideways movement takes place. This
also occurs with forward and reverse movement, meaning that in practice the KA-52
can maintain unrealistic angles of hover. There seems to be a similar drop-off
in stability where the helicopter departs controlled flight rapidly but is
unnaturally stable prior to that. The relationship of collective and cyclic to
altitude and airspeed can also be quite abnormal, causing the aircraft to
accelerate and decelerate when it shouldn't do so. In short, the game does a terrible
job of reproducing the rudiments of helicopter performance.
The problem with the joystick dead
zone is equally disturbing. On many controllers, a dead zone exists where stick
deflection does not result in any response from the helo. For example, you
might tilt the stick substantially to the left without causing any pitch change
to the aircraft. Then, once the stick passes a certain point, the helicopter
will all of a sudden pitch violently to that side. This seems to be
controller-dependent but in a completely unpredictable way. Consequently, fine
control of the aircraft is almost impossible, and even skilled pilots will end
up rolling the copter side-to-side like a rowboat in the ocean. This is
separate from the "control lag" flight-model option that is
available, which attempts to mimic the lag between pilot manipulation of the
controls in a real helicopter and the machine's response. Players suffering
from an excessive joystick dead zone should turn control lag off, as this may
improve performance.
But what is strangest about Team
Alligator is that it does model some technical aerodynamic factors peculiar to
helicopter flight, such as blade stall and vortex ring state, which a less
ambitious sim would simply have ignored. You even get the ability to reverse
the collective, letting gamers who are used to the reversed throttle
characteristic of helicopters not to have to pretend they're flying jet
aircraft. It's clear that Simis was out to create a good approximation of the KA-52
in flight rather than the bizarre UFO that is present in the game and which
seems to write its own laws of physics. But unfortunately, the flight model
that ships with the game is so bad that it borders on the unplayable. If you
are unlucky enough to have a controller setup that suffers from the dead-zone
problem, control of the helicopter (especially left and right cyclic) will be
so frustrating that you'll feel the need to take a handful of tranquilizers
before playing the game. There's a user-created patch to the flight model
available at an unofficial KA-52 Team Alligator site, but while it helps
correct some of the physics anomalies, it doesn't correct the dead-zone
problem.
KA-52 Team Alligator had the potential to offer the
enjoyment of the Team Apache squad-management concept with modern graphics in a
novel helicopter with interesting flight characteristics. However, the broken
flight model interferes with play so badly that most of the fun is lost. In
addition, the control problems can make the game impossible to play if you're
unlucky enough to have a controller that suffers from them. If GT Interactive
and Simis were able to fix these twoflaws, the game would have been worth
purchasing. However, in its current state, KA-52 Team Alligator is best left on
the store shelf.
KA-52 Team Alligator Game System Requirements:
RAM: 32 MB
Video Memory: 8MB
CPU: 200 MHz
Windows XP, Vista, 7, 8
Video Memory: 8MB
CPU: 200 MHz
Windows XP, Vista, 7, 8
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