Bomber Crew: Crash Landing

Bomber Crew:
 
For this week, the final article about Bomber Crew. In this final mission, Awkward Mixture will focus on three issues.

The first problem in Bomber Crew, is the irrelevance of the campaign, the plane, and the crew. While Bomber Crew pretends to include a campaign, this is a facade. A campaign needs to value its resources, but the developer cares little about implementing features which distinguish the plane and crew. The player can only hire a full compliment of crew, but no more. New members can only be hired when current crew perish. Therefore, Bomber Crew doesn't allow any substitution of crew members between missions. Even if the player was able to select between various extra crew, it wouldn't matter because all crew members are identical. Crew have few distinguishing features, and only their quality level is relevant. Whether they have flown twenty missions or ten, there is little difference between a veteran and a green replacement. Replacements are only a quality level or two lower. Somewhere, the Royal British Air Force has an inexhaustible reserve of experienced crew men to replace slightly more experienced bomber crews.

Unlike a proper campaign, crew injured on a mission are entirely unaffected. They don't require rest, suffer a penalty, nor incur a permanent injury. They return to the barracks fully restored upon landing, no matter how grievous their ordeal. The only pain the player suffers with the loss of a crew member is the discomfort of refitting them with new equipment (old equipment is lost with the crew) which is both expensive and tiresome, because as mentioned previously, the Bomber Crew doesn't allow the player to create equipment presets.
The plane suffers from exactly the same issue. To begin, Bomber Crew allows the player access to only one type of plane. When the plane is destroyed, a replacement plane is provided, free of charge. But the replacement plane is essentially the same as the original. For some odd, unexplained reason, the engineers in charge of the airfield favor improved engines, guns, equipment, and the fuselage, and disregard the internal systems (hydraulics, oxygen, radar, electronics), and survival gear. Over the experience of at least a half dozen planes, this trend remained true.

In Bomber Crew, losing people or planes is insignificant because the game always provides replacements, which are nearly free, nearly as good, and nearly indistinguishable from those which are lost.

The lack of campaign isn't rescued by a superior visual effect. Bomber Crew attempts a simple, cartoon look, which comes off as blocky and simple. One successfully distinguishing feature, is that, while crew members speak in a wordless mumble, they do so in a variety of voices. The player can also decorate their plane with a selection of color styles, clip art, and waist text. The font for the waist text is either boring or dull, and the game allows some customized decorations, but the template for creating them is imprecise and doesn't allow for text.

The coolest visual effect of Bomber Crew is the depiction of the fuselage under a hail of bullets. Each strike tears off a piece of paint, leaving a hole, so upon returning to the runway after a particularly dangerous mission, the plane looks like Swiss cheese. It bears every scar like a badge of honor. But Bomber Crew employs other effects with less success. Occasionally the airbase commander offers advice, but the display is absurdly large, blocking the vision of at least a third of the screen, and this visual effect can't be removed voluntarily. One can only wait helplessly until the obstruction vanishes. Most disorienting is the effect of a crash. When the plane falls to earth, it splits apart at the seams, pieces scattering left and right. But when it splashes into the sea … the effect is the same. The plane reacts to the ocean as if it were solid land. No splash, no sinking beneath the waves, and the parts bounce across the water, littering the sea.
Before concluding, a few comments on the Bomber Crew USA AF expansion. The differences between the original and expansion are limited. USA AF adds two guns, and two gunners, to the plane. All the available guns are equipped with an ammo feed, meaning gunners never have to leave their turret to pick up additional ammo. While one might expect the USA AF missions to occur in the Pacific, they are based in the Mediterranean, with the planes launching from North Africa. This creates an issue of confusion. In Bomber Crew, enemy planes refused to fly over Great Britain, making it a safe space. In the Bomber Crew USAAF expansion it is impossible to tell when the crew is safe. Also, bombs don't effect aircraft characters?!?

Other issues in no particular order (and these are a mix of issues from the base game and the USAAF expansion)

One mission asks the player to bomb moving ships, but targeting them causes the pilot to fly directly towards them. This makes the mission nearly impossible, because he doesn't fly to intercept its path. As a result, the plane always ends up passing behind the ship. Then the player has to attempt improbable shots, but the player has only four bombs with which to hit three targets. The difficulty of intercepting the ship makes this mission frustrating for no reason.
And finally, Bomber Crew feels incredibly sparse, because the player never sees any allied aircraft. Even allied ships are rare. Not once in sixteen total hours did Bomber Crew provide an allied plane. The D-Day invasion was particularly underwhelming. No planes, and only five to ten allied ships which were only there to act as filler.

Normally Awkward Mixture doesn't review a game without completing it first. For the blog I've made a particular effort to finish games that I normally would abandon. It's often difficult to gain a comprehensive understanding of a gain without reaching its ending. But after sixteen hours of Bomber Crew two thoughts materialized in my mind. Bomber Crew wasn't going to change, and it was too frustrating to finish.

In conclusion, Bomber Crew is a very simple simulator pretending to be a campaign. Planes and crew are interchangeable, and easy replaceable. Each mission is remarkably similar to the next. And each mission is mostly nothing, punctuated by moments of extreme danger, where everything goes wrong simultaneously, and the player can't do much more than pray that everyone survives.

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