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Close Combat

 
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Close Combat

Game Description

In Close Combat, a simulation focused on the events in Normandy that occurred between June 6 and July 18, 1944, the player can choose to play as either the Allied or German forces. Territory covered within the game ranges from Omaha Beach, the target of the American 29th Infantry Division assault on D-Day, to Saint-Lô, some 20 miles from the coast.

The game features historically accurate weapons and terrain as well as gameplay in which psychological combat exigencies are replicated. The campaign mode contains six major operations including Omaha Beach, crossing the river Aure near Trévièr, the infamous hedgerow obstacles, Purple Heart Draw, Hill 192 and finally Saint-Lô itself. Most of the game is played from a top-down perspective and the interface is mouse driven point-and-click.

Close Combat includes nine main weapons for both sides ranging from pistols to tank killers. Options for difficulty settings, a two-player game, basic training (Boot Camp), single battle scenarios (maneuvers), a sequential campaign mode and replay (battles previously fought and recorded) round out the player choices.
~ Michael L. House, All Game Guide

Roots & Influences

Close Combat is based specifically on events of World War II that occurred between D-Day (June 6, 1944) and July 18, 1944. The taking of Omaha Beach and all the events that occurred up until the capture of Saint-Lo.
~ Michael L. House, All Game Guide

Review: Overall

Microsoft's Close Combat is quite the innovative real-time strategy game. It is a historically based war game in that it takes place on the shores of Normandy in 1944. Spanning a six-week timeframe, you control either the German or American forces and try to win the war.

What makes this game so innovative is the computer AI. Your units are actually affected mentally by the things that surround them such as cannon blasts and the environment. If you send a rookie unit into battle for the first time, they will most likely be very nervous and miss their targets. If one of your units is in the heat of battle too long, they'll get stressed out. At times, it will seem like you're controlling a unit of wimps because they are too afraid to go into battle or are so stressed out that they cannot do much of anything.

You have the option to turn off the realistic actions and behaviors. While it is much easier this way (your troops feel nothing and therefore can attack on command), you really acquire an immersive feeling with the AI turned on. As such, it is up to you to make the right decisions in management and protect your troops in battle. Also, the more a unit fights, the more battle experience they will get. Each unit has a level of experience that increases through action and improves their morale and effectiveness as the battles rage on.

Controlling Close Combat and navigating the menu system is very simple. To move a unit, click on it and tell it what to do and where to go. If you want to move a bunch of units as one force, then group them together. If you have the AI turned on, you should be careful as to how and where you move them. Coming up with a decent strategy is necessary for victory.

The realism of the battlefield is outstanding. When a soldier gets hit, he will scream in agony. The developers really put a lot of effort in creating realistic war scenarios. Environments are carefully constructed to resemble forest terrain, beach and sand, water, bridges and so forth. When a unit attacks, you'll see the smoke from the freshly fired weapon. Cannon blasts go soaring through the air leaving a trail of smoke in the sky and a massive explosion when the target is hit.

My only complaint is that it could have been a tad longer. There are a fair amount of scenarios but it just seems to go by too fast. Still, when you mix this level of realistic battle tactics and environments and an ingenious AI system, you've got a great game. Close Combat is all this and more.
~ Michael L. House, All Game Guide

Review: Enjoyment

Because of the wonderfully done AI and scenarios, Close Combat is a very immersing and enjoyable experience. It can, however, get a bit difficult at times.
~ Michael L. House, All Game Guide

Review: Graphics

The battle environments are gorgeously detailed. Everything moves realistically, weapons emit smoke and the explosions are great.
~ Michael L. House, All Game Guide

Review: Sound

The sound effects and soundtrack are simply stunning. Units cry out in agony when they're hit and weapons sound frighteningly realistic.
~ Michael L. House, All Game Guide

Review: Replay Value

You have lots of gameplay options to choose from, such as playing as either the Germans or the Americans. There is also online support to test your management and wargame skills.
~ Michael L. House, All Game Guide

Review: Documentation

The manual is very comprehensive and well written. There are actual battle plans and strategies taken from the D-Day battle and the shores of Normandy. They also offer insight to some history as well as how to make your decisions and move troops.
~ Michael L. House, All Game Guide

Production Credits

MICROSOFT Joint Chiefs of Staff: Stuart Moulder, Bob Gallup; Theater Commander: David Hua; Top User Ed Sergeant: Jo Tyo; Aide de Camp: Jennifer Epps; Engineering Command: Craig Henry; Point Tester: Matt Gradwohl; Content Commander: Douglas Herring; Major Print Designer: Chris Lassen; Lieutenant Editor: Diana Keithahn; Point Writers: Jonathan Seal, Scott Johnson; Combat Writer: Victor Cross; Boot Camp DI: Penny Atcheson; Production Master: Larry Boler; Help Medics: Carl Juarez, Maximilien Klaisner; Combat Engineering: Bret Burris, Matt Gradwohl, Jeremy Robinson; Combat Testing: James Evans, David Knopf, Andy Kriger, Tom McDowell, Jeff Spears, Tom Zuccotti; Voice of War: Russell Johnson, Jochen Liesche, Jim Wilson; Sound of War: Elanor Rimassa; Business Battalion: Jon Grande, Ed Ventura, Mike Matey; Product Support Officer: Steve Kastner; Usability Test Officer: Tom Brooks; Vid Compress: Annie Fergerson; IP Liaison Officer: Christine Pullo; Combat Cartographer: Andrea Heuston; Illustrations: John Batchelor, Michael D. Doubler, Douglas Herring, Kieran Phelan, Jean Retayn; Reference Photos: Hulton Deutsch, Fredrick Ramage, Robert Capa; Jewelcase Photos: Fredrick Ramage, Hulton Deutsch, John Batchelor, Robert Capa; ATOMIC GAMES Chief: Keith Zabalaoui; Project Manager: Doug Walker; Historian & Scenario Designer: Eric Young; Lead Windows Programmer: Jeff Wesevich; Windows Programmer: Mike Traffanstead; Lead Macintosh OS Programmer: Steve Mariotti; Tactical AI Programmer: John Anderson; Strategic AI Programmer: Gary Riley; Network Programmer: Joe Rumsey; 3D Artist: Chuck Anderson; Office Manager: Renee Zabalaoui
~ Keith Adams, All Game Guide
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Wikipedia:

Close Combat(video game)

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Close Combat
Close Combat Coverart.png
Developer(s) Atomic Games
Publisher(s) Microsoft
Platform(s) Windows, Macintosh
Release date(s) January 1, 1996 (MAC)
June 30, 1996 (PC)
Genre(s) Real-time tactics
Mode(s) Single player, multiplayer
Rating(s) ESRB: Kid to Adult (K-A)
Media CD-ROM (1)
Input methods Keyboard, mouse

Close Combat, is a World War II real-time tactics game, developed by Atomic Games, and released on January 1, 1996 for the MAC[1] and June 30, 1996 for the PC[2]. The first installment of the Close Combat series, the game is played on a two-dimensional map, between two players.[3]

Close Combat is based on the fighting of the U.S. 29th Infantry Division and the German defenders from Omaha Beach to St. Lo during Operation Overlord; all the units in the game are based on those used in 1944. The game may be played as either the Germans, or the Americans.The game received mainly positive reviews.[4]

Contents

Gameplay

Combat takes place on a two-dimensional map with three-dimensional terrain elements. Depending on the map, terrain features can include a variety of features providing concealment and cover, such as hills, hedges, foxholes, trenches, streams and buildings. Units have limited fields of vision (particularly vehicles), suffer from fatigue, have limited ammunition, can be suppressed, will break and flee if their morale drops too low, and generally behave in a manner similar to real life.

Critical reception

Close Combat was critically well received.[5] Gamespot praised the simulation of combat psychology, real-time gameplay and slick graphics.[6]

References

  1. ^ Close Combat for MAC - Close Combat Macintosh - Close Combat MAC Game
  2. ^ Close Combat for PC - Close Combat PC Game - Close Combat Computer Game
  3. ^ Close Combat II: A Bridge Too Far for PC Review - PC Close Combat II: A Bridge Too Far Review
  4. ^ Close Combat Reviews
  5. ^ "Close Combat Critic Reviews". Gamespot. http://uk.gamespot.com/pc/strategy/closecombat/review.html?mode=web&tag=scoresummary;critic-score. Retrieved 2010-01-14. 
  6. ^ "Close Combat Review". Gamespot. Aug 1, 1996. http://uk.gamespot.com/pc/strategy/closecombat/review.html?om_act=convert&om_clk=tabs&tag=tabs;reviews. Retrieved 2010-01-14. "Microsoft and Atomic Games have set a new standard for games in this genre. Real-time combat, troops that think, and an option for network play provide gamers with an opportunity to discover what kind of commanders they really are. [...] Close Combat might benefit from additional scenarios, but everything else in the game is just fine." 

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Games. Copyright © 2008 All Media Guide, LLC. Content provided by All Game Guide ® , a trademark of All Media Guide, LLC. All rights reserved.  Read more
Wikipedia. This article is licensed under the Creative Commons Attribution/Share-Alike License. It uses material from the Wikipedia article "Close Combat (video game)" Read more