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All these things were in my mind as I loaded up Armored Fist 2 and set about exploring the world that NovaLogic had prepared for my entertainment. I began by attempting to drive my tank around and see the sites. There was a nice tutorial with an authoritative-sounding commander shouting orders in order to help me understand navigation, weapons handling, and combined-arms warfare. There were four speed settings I could use: stop, 1/4, 1/2, and full. Engaging any one of them immediately sent the tank on its proscribed course without any steering or input from me. When I did want to steer - say, to avoid a boulder that we were about to drive over - the speed setting disengaged and the tank stopped. My first lesson: Tank drivers can't steer and move ahead at half power at the same time. (They need to use a manual throttle control.)
But at least we were under way! I wanted to see what my new hi-tech M1 could do to the slightly chunky and woefully choppy scenery that NovaLogic had provided for me, so I started to drive over things. Well, that was the plan. Nothing, however, could be crushed, or even budged, by my 60-ton truck running at full speed. Not other tanks, not fuel storage, not trucks, not water towers, not even tents and netting. Only supply depots would blow up when I hit them. I wasn't thinking too highly of my new tank. Aren't large explosions supposed to ensue when a tank runs into, for instance, a tanker full of fuel? It was my first hint that all the hype about this M1A2 Abrams had been just that: hype.
A modern tank commander has state-of-the-art technology at his fingertips to survey the situation, communicate with the other tanks in his platoon, and deliver ordinance on target. A crew of four drives the tank, loads shot, fires the cannon, and monitors the hi-tech instruments. I didn't see any hi-tech instruments in my particular tank, and while I found that the crew handled themselves pretty well, the other tanks in my platoon were a positive disgrace: missing their targets and exposing themselves to fire. Maybe it was because I just didn't have the ability to give them proper orders: All I could do was set a formation and tell them to move, stop, fire, and don't fire. Heck, I couldn't even move a waypoint without replotting my entire course. Maybe it was my leadership that was poor, and not them... I began to feel a bit better about the Abrams when I opened fire with my machine gun. To my amazement, this rather humble device was so powerful that a short burst from it would level a three-story building! I hadn't realized that bullets could do that. Nor had I realized that a tracked vehicle could climb a 60-degree incline at well-nigh full speed. I was feeling good. My tank could do things no other tank could. This good feeling persisted right up until I got into some action.
That's right: There were foes to crush in Africa, The Soviet Union (I thought that didn't exist any more), Belarus, and someplace else. It doesn't matter. All the locations had the same washed out, chunky look to them, and all the missions (something like 50 of 'em) seemed to take place within a few hundred square yards. For a tank that's supposed to engage enemies from over a mile away, I found these close quarters cramping. It was also pretty disconcerting to have weaker enemies kill my tanks - tanks that have never suffered a battlefield loss - while my sabot and HEAT rounds bounced harmlessly off their shells. I soon grew bored with missions in faraway areas, because no matter what the goal or location or time of day, they all felt exactly the same and all took place in a small, confining areas.
It was a sore disappointment to me. I had been led to believe that Yankee know-how was the best in the world, yet here was a hi-tech armored vehicle that was half white elephant and half super machine, and not in the right halves. I didn't feel like I'd had fun with my tank. I just felt taken for a ride. And a bumpy one at that. --Chet Thomas
--Copyright ©1998 GameSpot Inc. All rights reserved. Reproduction in whole or in part in any form or medium without express written permission of GameSpot is prohibited.
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Most Helpful Customer Reviews
5 of 5 people found the following review helpful:
4.0 out of 5 stars
A Lot of Fun for the Price,
By jbros (Lawrence, Kansas) - See all my reviews
This review is from: Armored Fist 2 (CD-ROM)
Get ready for hours and hours of stress-inducing fun! This game leads the player from the basics of driving and using the controls of the tank via your joystick under the tutelage of a barking commander, gradually up to incredibly complex campaigns (controlling many allied tanks) that you'll have to play over and over again to win. Our entire family became addicted for months. You'll drive over desert, snow, greenery, and land mines in the various campaigns. You'll have to use judgment concerning whether or not to engage combat and how to best go about it. Call in air support? You decide if and when. If you get blown up, hop into another tank and keep on fighting. The main drawback is that this game does not use a mouse to make selections; the user must use up and down arrows to select. Another irritating factor is that the group of tanks you are commanding sometimes tend to wander off or drive right into you. But all in all, a lot of fun for the price.
4 of 4 people found the following review helpful:
5.0 out of 5 stars
check this out....,
By A Customer
This review is from: Armored Fist 2 (CD-ROM)
this game is way cool. if you have a good graphics accelerator card and a smooth running procesor (pII 200mhz or so) you'll enjoy the realtime action this gfame offers. there are terrains of all kins such as dessertss, snow regions,...etc and there are 7 views you can choose from when driving the tank. all in all I would definetly give this game 5/5. BUY ITNOW!
1 of 7 people found the following review helpful:
1.0 out of 5 stars
Armored Fist 2,
By A Customer
This review is from: Armored Fist 2 (CD-ROM)
Low quality that continues the series long standing tradition of Garbage. P.S. You can't run over things.
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