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Close combat

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Close Combat is the name of a series of tactical real-time (RTT) computer games by Atomic Games, as well as a first-person shooter by Destineer Games. In the Close Combat RTS games, the player takes control of a small unit (platoon or company sized) of troops and leads them in battles of World War II from a top down 2D perspective.

Close Combat Games

In Brief

The five original Close Combat games were two-player tactical wargames, taking place in real time, with a top-down perspective. Each was set in a different part of the European theatre of the Second World War. Each game included a mixture of infantry and armoured units, whilst the later games also included off-board artillery and air support. Although viewed from a top-down perspective, the later games modelled terrain elevation, and included buildings with multiple floors. The overall tone emphasised realism, and modelled the emotional state of the units under your command, including panic, desertion and surrender. Despite the inclusion of bloody corpses, the game was granted an ESRB rating suitable for all age groups.

Development and Distribution

Close Combat was originally devised as a computer game version of the acclaimed Avalon Hill boardgame Advanced Squad Leader (ASL). Atomic Games had already developed several games for Avalon Hill, such as Operation Crusader, Stalingrad, Over the Reich and Third Reich. However, with Avalon Hill embroiled in a financial crisis that would ultimately lead to its demise, Atomic Games took what work they had completed, severed ties with the boardgame franchise and completed the game's development for Microsoft. The first three Close Combat games were notable, at the time, for being among the few games published by Microsoft. The final two games in the original series were, however, published by Strategic Simulations, Inc (SSI).

Innovations

In being a real-time tactical (RTT) game there were three innovations in the Close Combat games compared to the more familiar real-time strategy (RTS) titles:

Tactics

The factors above meant that the game required realistic military tactics, such as careful placement of troops in cover, ambushes, advancing by bounding overwatch and using terrain or smoke screens to cover advancing troops. Effective management, such as keeping teams near their officers, not sending green recruits on assaults and maintaining fire discipline so as not to run out of ammunition were also necessary for the player to prevail.

For this reason the games were not for everyone, as relatively slow and cautious play was often rewarded. However, aficionados of the game maintain that once this change of pace was absorbed the games were engrossing and full of tension.

Games

There are currently five real Close Combat games in the series, one other very similar game, an unpublished game, and one upcoming game:

Mods

There is a large modding community making mods for the Close Combat games, which has made the original games live even longer than they would have otherwise.

Drawbacks

Perceived drawbacks to the CC games are often based on the very features that distinguish CC as a unique gameplay experience. The top down maps were unusual amongst games of that era for their detail and realism, but also guaranteed that terrain coud not be randomly generated. Only a handful of maps were included with each game, which had to be fought over multiple times in some campaigns.

The debate about "real time" games vs. turn-based games is an ongoing battle between two solidly entrenched camps. Some feel the real time setting places unrealistic burdens on the single human player in command of platoon-plus sized forces, while proponents of real-time argue that it adds to the excitement and accurately models the challenges of a real life commander.

3D Versions

Several attempts to develop Close Combat as a 3D game have seen print, by developer Eric Young who also worked on many of Atomic's CC releases.

GI Combat was the first such attempt to make a 3D CC, released in 2002. The game was not a commercial success, and Young took the project to Matrix Games, who released Eric Young's Squad Assault: West Front in 2003. The latter also garnered negative reviews from critics (though many players staunchly defended it), centred mainly on issues with the interface and pathfinding of vehicles and soldiers in the 3D environment.

External links

 


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