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The learning curve for the game is a worthy hurdle. The virtual battlefield has been attempted, and achieved, by games such as Interactive Magic/Digital Integration's Hind, and many of the Jane's offerings. Comanche vs. Hokum's implementation, however, is clearly of a new generation in nearly all respects. Where an older virtual battlefield might have detailed vehicles but poor terrain, or well-crafted models for the player's vehicle while leaving other vehicles looking like giant bricks, there are few such noticeable tears in the canvas of Comanche vs. Hokum. The sights and sounds are excellent, with fully modeled craft of all sorts from planes, to ships, to infantry each keeping station over their assigned areas. Each object has a comparable level of detail and the Razorworks artists have done a masterful job. Particularly pleasing are special effects like the rotor blur and its upward arc as the blades gain lift, the colorful sunsets, and transparent heads-up-displays and helmet monacles.

If there are any graphical quirks, they are nits. The mountain ranges have some sharp angles and seem less impressive than those of Ka-52 Alligator's, and the pyrotechnics didn't seem as convincing as the other visual effects. The engine, however, ran smoothly on my machine, with no crashes, and if your video card can handle it, you can play in resolutions up to 1600x1200.

The view from the inside is as nice. Dashboards feature working instruments, and the representation of the pilots scanning instruments, moving the control sticks, and swiveling their heads around make Comanche vs. Hokum's virtual cockpits the most impressive ever. But the beauty of this simulation goes far beneath the skin. The flight model is very strong, with good modeling of ground effect, stalls, and general helicopter characteristics.







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