Close Combat: A Bridge Too Far

Last updated
Close Combat: A Bridge Too Far
Close Combat - A Bridge Too Far Coverart.png
Developer(s) Atomic Games
Publisher(s) Microsoft
Series Close Combat
Platform(s) Windows, Macintosh
ReleaseOctober 13, 1997 [1]
Genre(s) Real-time computer wargame
Mode(s) Single-player, multiplayer

Close Combat: A Bridge Too Far, or Close Combat II, is a World War II real-time computer wargame, developed by Atomic Games, and released on October 13, 1997. The second installment of the Close Combat series, the game is played on a two-dimensional map, between two players.

Contents

Close Combat is based on Operation Market Garden; most units in the game are based on those used in 1944, with the exception of a few which are only available in custom games. [2] The game may be played as either the Germans, or the Allies, the latter divided into the British, Americans, and Polish. The game received mainly positive reviews. [3] On February 6, 2018, the game was re-released on GOG.com.

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 (although there are options to make units always visible, always obey orders, and/or fearless).

The units used in the game vary, but are nonetheless divided into two categories: infantry, and support. The infantry category contains most infantry units, such as rifle infantry, scouts, snipers, MG42 machine gunners (for the German side), antitank infantry (for the Allied side), heavy assault teams, and reserves. More specialized infantry teams such as flamethrower engineers, mortar teams and machine gun teams are placed in the support category, as are vehicles (including halftracks, armored cars, tanks, tank destroyers and assault guns) and fixed guns.

Gameplay modes

The player can choose to play a single battle, or a longer operation or campaign made up of multiple battles.

Battle

The "battle" depicts a single one-day engagement, such as the taking of the Arnhem rail bridge (Battle of Arnhem). Battles are played in a single seating, and usually last several minutes. Units are assigned to each player at the start of the battle, and cannot be changed. The objective of each battle is usually for the Allies to take victory locations dotted around the map, and the Germans to hold those locations (although this can vary with the map). Sometimes, the Allies may have to secure a bridge (by forcing the Germans off the map) before the Germans can destroy it. Declaring a ceasefire or retreating from the battle immediately ends it.

Operation

Operations are made up of a series of battles (up to five), and depict an operation spanning several days in a specific locale (such as the offensive at the Arnhem Bridge). The overall objective of each side is to control the maps in the operation, with each map having a certain point value:

If the player fails to win the entire map, they still receives points based on the number and value of victory locations controlled. The victory level at the end of the operation is based on the sum of victory points accumulated at the end of each day.

Unlike battles, in an operation the players can customize their force before each battle by purchasing units before each battle, using requisition points (obtained over time as a result of receiving supplies). Up to nine infantry units and six support units may be brought into a single battle. A unit that takes losses will be eventually replenished (although it may be better to simply remove that unit and requisition a new one).

Additionally, both sides can declare a ceasefire, which stops the battle for one to seven hours while both sides recuperate. A badly beaten force can also choose to flee from the battle, although this can result in engaged units being captured by the enemy, or even (if the map is the last one in the operation controlled by the retreating side) result in the operation being canceled.

Sector Campaign

The sector campaign offers a larger scope of combat than the operation or battle. Sector campaigns take place in one of the three sectors: Arnhem, Nijmegen, or Eindhoven. Each sector campaign consists of a number of operations fought in parallel (thus, rather than playing an entire operation and moving on to the next one, the player will be fighting battles in multiple operations at once).

The objective in each sector campaign is similar that of the operation; that is, to take and hold maps. The victory rating for the Arnhem sector campaign is based on how well British and Polish forces are holding out at the end of the campaign (compared to the historical outcome of the real-life campaign), while that of the Nijmegen and Eindhoven sector campaigns is based on how quickly XXX Corps can advance through that sector (likewise).

If the Germans can seize the landing zones, they will be able to prevent the Allied airborne units from receiving supplies. Moreover, they can delay XXX Corps's progress by attacking a road or bridge after it has already passed that location.

Grand Campaign

The Grand Campaign is the largest in scope of all the gameplay modes, and offers the most strategy. It combines all three Sector Campaigns into a single campaign, depicting the events of Operation Market Garden starting from September 17, 1944. The ultimate objective is Arnhem, particularly the road bridge.

At the end of each day, both players must choose a sector to supply (other sectors will also be supplied, but not as much). German forces can receive supplies by land at any time, while Allied forces can only be resupplied by land in areas which XXX Corps has already relieved. Additionally, the Allied player can also airdrop supplies into any sector (unless the Germans control the landing zones).

Victory is determined based on how fast XXX Corps reaches Arnhem (or if they even arrive at all), and how much ground 1st Airborne has managed to hold when reinforcements arrive.

Development

Following an unofficial report on March 8, 1997, [4] Close Combat: A Bridge Too Far was announced by publisher Microsoft and developer Atomic Games on March 11. [5] The original Close Combat was among Microsoft's "most successful titles" by that point, according to Next Generation , and the sequel was "expected to not depart from the original to drastically". [4] Earlier in the year, there had been speculation within the game industry that Atomic would be hired by Avalon Hill to develop Computer Squad Leader , a project ultimately delegated to Big Time Software in January 1997. [6] [7] Like its predecessor, A Bridge Too Far was published by Microsoft on a "title to title" basis; the company held no stake in Atomic. [8]

In mid-March, Microsoft announced its planned computer game releases for 1997, which included A Bridge Too Far. [9]

Critical reception

Like its predecessor, A Bridge Too Far achieved worldwide sales of roughly 200,000 units by February 1999. Atomic Games' head Keith Zabalaoui said that the first two Close Combat titles each outsold the company's earlier games by around ten to one. [8] Before the release of Close Combat III, he described A Bridge Too Far as the company's "most successful game yet". [17]

Macworld 's Michael Gowan wrote that A Bridge Too Far "boils down the complexity of battle into a fairly intuitive interface". He summarized it as "a solid campaign game". [15]

Next Generation reviewed the Macintosh version of the game, rating it three stars out of five, and stated that "Although not a perfect game, Close Combat: A Bridge Too Far fills the gap between the classic WWII strategy of titles like V for Victory and the current Command & Conquer knockoffs. If replaying history battles appeals to you, A Bridge Too Far is the game to play." [11]

Awards

Notable awards received by this game include: coming seventh in GameSpy's "Top Ten Real-Time Strategy Games of All Time", [18] editor's choice from PC Gamer, [19] and runner up as the best wargame of the year, by PC Gamer. [20] A Bridge Too Far was a runner-up for Computer Gaming World 's 1997 "Wargame Game of the Year" award, which ultimately went to Sid Meier's Gettysburg! The editors wrote that A Bridge Too Far is "improved in every way over Atomic's original Close Combat." [21] It was also a finalist for GameSpot's 1997 "Best Wargame" award, which again went to Gettysburg! The editors wrote, "A Bridge Too Far packs much more depth and challenge than your typical real-time strategy game and has quickly become the definitive standard in military simulation." [22] Similarly, the Computer Game Developers Conference nominated A Bridge Too Far for its "Best Strategy/Wargame" Spotlight Award, but this went ultimately to Myth: The Fallen Lords . [23] CNET Gamecenter likewise nominated it in the "Strategy/War" category, but gave the award to Age of Empires . [24]

In 1998, PC Gamer US declared A Bridge Too Far the 43rd-best computer game ever released, and the editors called it "the Saving Private Ryan of wargaming." [25]

Related Research Articles

Close Combat is the name of a series of real-time computer wargames by Atomic Games. In the Close Combat series, the player takes control of a small unit of troops and leads them in battles of World War II from a top down 2D perspective.

Real-time tactics (RTT) is a subgenre of tactical wargames played in real-time simulating the considerations and circumstances of operational warfare and military tactics. It is differentiated from real-time strategy gameplay by the lack of classic resource micromanagement and base or unit building, as well as the greater importance of individual units and a focus on complex battlefield tactics.

<i>Fleet Command</i> 1999 video game

Fleet Command, previously labelled as Jane's Fleet Command, is a real-time tactics naval warfare simulation computer game released in May 1999. It was developed by Sonalysts Inc. and published by Electronic Arts (EA). The game licensed parts of Jane's Information Group's military information database, which was used as an in-game "Jane's Library", reference material that the player could refer to while in-game. Jane's also licensed to EA the "Jane's" name and the "Jane's Combat Simulations" logo, and the game was marketed under the "Jane's" name, much like the previous "Jane's Fighters Anthology", also published by Electronic Arts.

<i>Battleground 4: Shiloh</i> 1996 video game

Battleground 4: Shiloh is a turn-based computer wargame developed by TalonSoft in 1996 and the fourth issue in the Battleground series.

<i>Battleground 5: Antietam</i> 1996 video game

Battleground 5: Antietam is a 1996 computer wargame developed by TalonSoft in 1996, the fifth issue in the popular Battleground series.

Storm Over Arnhem is a 1981 board wargame designed by Courtney F. Allen, published by the Avalon Hill game company, and depicts the battle for Arnhem bridge over the Lower Rhine river during Operation Market Garden in World War II. This battle was fought between elements of the British 1st Airborne Division and elements of the German Bocholt Battalion and 9th and 10th SS Panzer Divisions. The plan was for the airborne forces to seize and hold the Arnhem bridge for two days, before being relieved by the British XXX Corps. However, Operation Market Garden failed in numerous places, and the airborne troops were never relieved. They did however achieve more than their objective by capturing and holding the northern end of the Arnhem Bridge with some 700+ men for four days.

<i>Grant, Lee, Sherman: Civil War Generals 2</i> 1997 video game

Grant, Lee, Sherman: Civil War Generals 2 is a computer game published by Sierra On-Line in 1997. It is the sequel to Robert E. Lee: Civil War General.

<i>Robert E. Lee: Civil War General</i> 1996 video game

Robert E. Lee: Civil War General is a 1996 computer wargame developed by Impressions Games and published by Sierra On-Line. Set during the American Civil War, it tasks the player with leading the Confederate Army of Northern Virginia to victory against the Union Army of the Potomac. Impressions sought to make Civil War General accessible to wargame newcomers by streamlining its gameplay, and the Panzer General series was a reference point for its design and title.

<i>Close Combat III: The Russian Front</i> 1999 video game

Close Combat III: The Russian Front is a 1999 computer wargame developed by Atomic Games and published by Microsoft. It is the third game in the Close Combat series. It revolves around the Eastern Front during World War II, and takes players from the invasion of the Soviet Union to the final battle for Berlin in 1945.

<i>Peoples General</i> 1998 video game

People's General is a turn-based computer wargame developed by Strategic Simulations, Inc (SSI). It was released in September 1998 in North America and Europe. The game focuses on early 21st century warfare in Asia. People's General, or PeG as it is commonly known, followed SSI's successful 5 Star General Series of World War II war games and their sequel, Panzer General II (PG2). It uses the same game dynamics as these earlier games—turn-based movement & fighting with military units on a hex based map. PeG uses substantially the same "Living Battlefield" game engine as PG2 but features higher quality graphics and many new features.

<i>Close Combat</i> (video game) 1996 video game

Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.

Computer wargame Wargame played on a computer or other digital device

A computer wargame is a wargame played on a digital device. Descended from board wargaming, it simulates military conflict at the tactical, operational or strategic level. Computer wargames are both sold commercially for recreational use and, in some cases, used for military purposes.

<i>Arnhem</i> (video game) 1985 video game

Arnhem: The 'Market Garden' Operation is a battle strategy game by CCS. It was released for the ZX Spectrum and Amstrad CPC in 1985, the Amstrad PCW in 1987, the MS-DOS in 1988, and for the Amiga in 1991.

<i>Over the Reich</i> 1996 video game

Over the Reich is a 1996 computer wargame for personal computers operating the Microsoft Windows operating system. The game was released in North America and Europe. A prequel, Achtung Spitfire!, was released in 1997.

<i>Close Combat: Battle of the Bulge</i> 1999 war video game

Close Combat: Battle of the Bulge, sometimes known as Close Combat IV: Battle of the Bulge, is a 1999 computer wargame developed by Atomic Games and published by Strategic Simulations Inc. (SSI). A simulation of the Battle of the Bulge during World War II, it is the fourth game in the Close Combat series.

Panzer Campaigns is a series of operational level wargames developed by John Tiller Software and published until 2010 by HPS Simulations. There are currently twenty-six titles in the series, spanning the various fronts of World War II.

Battleground is a series of turn-based computer wargames developed and published by TalonSoft for Microsoft Windows between 1995 and 1999. Nine games were released in the series, each based on a different historical battle.

<i>The Great Battles of Alexander</i> 1997 video game

The Great Battles of Alexander is a 1997 turn-based computer wargame developed by Erudite Software and published by Interactive Magic. Adapted from the GMT Games physical wargame of the same name, it depicts 10 of Alexander the Great's key conflicts, and simulates the interplay between Ancient Macedonian battle tactics and its rival military doctrines. Gameplay occurs at the tactical level: players direct predetermined armies on discrete battlefields, in a manner that one commentator compared to chess.

<i>Steel Panthers III: Brigade Command 1939–1999</i> 1997 video game

Steel Panthers III: Brigade Command 1939–1999 is a 1997 computer wargame developed and published by Strategic Simulations, Inc. It is the third game in the Steel Panthers series, following Steel Panthers (1995) and Steel Panthers II: Modern Battles (1996). Like its predecessors, it was designed by Gary Grigsby and Keith Brors.

<i>Battle of Britain</i> (1999 video game) 1999 video game

Battle of Britain is a 1999 computer wargame developed and published by TalonSoft. It was designed by Gary Grigsby and Keith Brors.

References

  1. Staff (October 13, 1997). "Now Shipping". PC Gamer . Archived from the original on February 18, 1998. Retrieved December 5, 2019.
    Now Shipping: "...Microsoft's Close Combat 2..."
  2. Lee, Bill. "ATPM 4.06 - Review: Close Combat: A Bridge Too Far". Atpm.com. Retrieved 2014-04-29.
  3. "Close Combat II: A Bridge Too Far Reviews". Gamerankings.com. 1997-09-30. Retrieved 2014-04-29.
  4. 1 2 Staff (March 8, 1997). "Microsoft To Announce Close Combat 2". Next Generation . Archived from the original on June 6, 1997. Retrieved July 5, 2019.
  5. Dunkin, Alan. "News for March 11, 1997". Online Gaming Review. Air Age Publishing. Archived from the original on February 7, 1998. Retrieved July 5, 2019.
  6. Udell, Scott (January 22, 1997). "Advanced Squad Leader Conversion in the Works". Computer Games Strategy Plus . Archived from the original on June 15, 1997. Retrieved July 5, 2019.
  7. Coleman, Terry (May 1997). "The Golden Hex Awards; Briefings". Computer Gaming World . No. 154. pp. 193, 194.
  8. 1 2 Bates, Jason (February 4, 1999). "Close Combat: The Interview". IGN . Archived from the original on June 13, 2002.
  9. Jones, George (March 14, 1997). "Microsoft unveils '97 lineup". CNET Gamecenter . Archived from the original on March 27, 1997. Retrieved July 5, 2019.
  10. Miller, Patrick C. (December 19, 1997). "Close Combat: A Bridge Too Far". Computer Gaming World . Archived from the original on August 16, 2000. Retrieved July 5, 2019.
  11. 1 2 "Finals". Next Generation . No. 37. Imagine Media. January 1998. p. 164.
  12. Weston, James. "Unabridged". PC Gamer UK . No. 49. Archived from the original on January 17, 2002.
  13. Bates, Jason (January 1998). "Close Combat: A Bridge Too Far". PC Gamer US . Archived from the original on December 5, 1999. Retrieved July 5, 2019.
  14. Mathieson, David. "Close Combat 2: A Bridge Too Far". PC Zone . Archived from the original on September 13, 2007. Retrieved July 5, 2019.
  15. 1 2 Gowan, Michael (February 1999). "Name Your Game; From Goofy to Gory, Macworld Reviews 48 Ways to Play". Macworld . Archived from the original on August 10, 2001. Retrieved July 5, 2019.
  16. Ocampo, Jason (1997). "Close Combat: A Bridge Too Far". Computer Games Strategy Plus . Archived from the original on April 28, 2005. Retrieved July 5, 2019.
  17. Zabalaoui, Keith (December 4, 1998). "Designer Diaries: Close Combat III". GameSpot . Archived from the original on April 28, 1999. Retrieved July 5, 2019.
  18. "Top Ten Real-Time Strategy Games of All Time". GameSpy. 1997. Archived from the original on 2007-03-03. Retrieved 2007-03-03.
  19. "Editor's Choice from PC Gamer". CD-ROM Access. Archived from the original on February 9, 1999. Retrieved 2007-03-03.
  20. "PC Gamer Annual Awards". CD-ROM Access. Archived from the original on 2008-07-04. Retrieved 2007-03-03.
  21. Staff (March 1998). "CGW Presents The Best & Worst of 1997". Computer Gaming World . No. 164. pp. 74–77, 80, 84, 88, 89.
  22. Staff. "GameSpot's Best & Worst Awards for 1997". GameSpot . Archived from the original on August 16, 2000. Retrieved July 5, 2019.
  23. Jensen, Chris (May 8, 1998). "Spotlight Award Winners". Online Gaming Review. Strategy Plus, Inc. Archived from the original on April 29, 1999.
  24. The Gamecenter Editors (January 28, 1998). "The Gamecenter Awards for 97!". CNET Gamecenter . Archived from the original on February 13, 1998. Retrieved July 5, 2019.{{cite web}}: |author= has generic name (help)
  25. The PC Gamer Editors (October 1998). "The 50 Best Games Ever". PC Gamer US . 5 (10): 86, 87, 89, 90, 92, 98, 101, 102, 109, 110, 113, 114, 117, 118, 125, 126, 129, 130.{{cite journal}}: |author= has generic name (help)