The Close Combat RTS series has been held in high regard among strategy gamers, despite the mediocre later releases. Interestingly, what started off as a refreshing take on WW2 squad based strategy has now been reincarnated as a modern day action shooter set in the Middle East.
Close Combat: First to Fight is another in a growing list of games that owes its design to real life military experience. In this case, US Marines were consulted to help the designers reproduce combat scenarios in a fictional conflict in Lebanon, with you as the leader of a four-man squad. While it’s easy to be cynical about how much input the Marine Corps had (and how much is just marketing hype) the game is undeniably atmospheric, which is its strongest element.
The main story arc is tied together with discrete scenarios based in outdoor urban environments, and claustrophobic indoor settings. You’ll be creeping through alleyways, running from cover to cover, and all the while ordering your squad to do the same.
This is made easier by the relative autonomy of your team which, based on your location, will automatically form a 360-degree watch and provide covering fire. They’re smart enough to duck behind cover, and they’ll even adjust to your position as you bust into a room for a take down. It isn’t perfect, as squad members will occasionally cross your line of fire in their overzealous attempts to impress you, but like SWAT 4, it’s depth and immersion that’s lacking in most Rambo-style shooters.
The interface is basic, and evidence of its cross platform release on the Xbox. Squad mates are given orders by right clicking and selecting from the relevant commands and whatever’s under your cursor at the time will initiate some context specific orders. For example, clicking on a door will bring up the ‘takedown’ option, where your team will bust through the door and clear it out. Likewise, right clicking on a machine gun nest will bring up the ‘mortar’ option or other off-map fire support. While it works neatly, the limited options and contextual orders feel contrived – this isn’t a thinking man’s game.
This also extends to the scenario structure. You’ll feel like you’re playing on rails much of the time, as objectives are usually ‘just around the corner’ and you’re rarely presented with more than two paths at any given point.
Furthermore, once objectives are reached (which can happen in 60 seconds of game play) you’ll be faced with a load screen as the next chunk of the map is prepared.
Ultimately, while the relatively strong AI and environments provide a refreshing atmosphere, it’s let down by these light strategic elements and frustrating design. That said, the sometimes chaotic gunfights and random elements keep the game interesting, and while it isn’t as polished or innovative as we hoped, there’s still fun to be had.
This article appeared in the July, 2005 issue of PC Authority.
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