Close Combat series
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''Close Combat'' is the name of a series of
real-time Real-time or real time describes various operations in computing or other processes that must guarantee response times within a specified time (deadline), usually a relatively short time. A real-time process is generally one that happens in defined ...
computer wargames by
Atomic Games Atomic Games, Inc. was an American video game developer based in Austin, Texas, specializing in wargames. The company was founded by Keith Zabalaoui in 1989, and is best known for developing the ''Close Combat'' series of real-time wargames, as ...
. In the ''Close Combat'' series, the player takes control of a small unit (
platoon A platoon is a military unit typically composed of two or more squads, sections, or patrols. Platoon organization varies depending on the country and the branch, but a platoon can be composed of 50 people, although specific platoons may rang ...
or company sized) of troops and leads them in battles of
World War II World War II or the Second World War, often abbreviated as WWII or WW2, was a world war that lasted from 1939 to 1945. It involved the vast majority of the world's countries—including all of the great powers—forming two opposing ...
from a top down 2D perspective.


History

''Close Combat'' was developed as a computer game version of the acclaimed
Avalon Hill Avalon Hill Games Inc. is a game company that publishes wargames and strategic board games. It has also published miniature wargaming rules, role-playing games and sports simulations. It is a subsidiary of Hasbro, and operates under the company ...
board game ''
Advanced Squad Leader ''Advanced Squad Leader'' (ASL) is a tactical-level board wargame, originally marketed by Avalon Hill Games, that simulates actions of squad sized units in World War II. It is a detailed game system for two or more players (with solitary play ...
'' (ASL). The primary consultant for the morale model was Dr. Steven Silver, a specialist in combat-related trauma. Atomic Games had already developed several games for Avalon Hill, such as '' Operation Crusader'','' and Stalingrad''. 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 board game franchise and completed the game's development for
Microsoft Microsoft Corporation is an American multinational technology corporation producing computer software, consumer electronics, personal computers, and related services headquartered at the Microsoft Redmond campus located in Redmond, Washin ...
. 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 Strategic Simulations, Inc. (SSI) was a video game developer and publisher with over 100 titles to its credit from its founding in 1979 to its dissolution in 1994. The company was especially noted for its numerous wargames, its official comput ...
(SSI). ''Close Combat I'' and ''II'' were distributed for both Microsoft Windows and Apple
Mac OS Two major famlies of Mac operating systems were developed by Apple Inc. In 1984, Apple debuted the operating system that is now known as the "Classic" Mac OS with its release of the original Macintosh System Software. The system, rebranded "M ...
. Later versions were released for Microsoft Windows only. In 2005,
Atomic Games Atomic Games, Inc. was an American video game developer based in Austin, Texas, specializing in wargames. The company was founded by Keith Zabalaoui in 1989, and is best known for developing the ''Close Combat'' series of real-time wargames, as ...
was bought by Destineer. Destineer licensed the game to Matrix Games to develop three more Close Combat titles. Matrix Games hired first CSO Simtek and later Strategy 3 Tactics to develop these titles. The five original ''Close Combat'' games were
real-time Real-time or real time describes various operations in computing or other processes that must guarantee response times within a specified time (deadline), usually a relatively short time. A real-time process is generally one that happens in defined ...
computer wargames, with a top-down perspective and two-player capabilities. Each was set in a different European theatre of the
Second World War World War II or the Second World War, often abbreviated as WWII or WW2, was a world war that lasted from 1939 to 1945. It involved the vast majority of the world's countries—including all of the great powers—forming two opposi ...
. Each game included a mixture of infantry and armoured units, whilst the later games also included artillery, mortars and air support. Although viewed from a top-down perspective, the later games modelled terrain elevation, and included buildings with multiple floors and viewable sides. The overall tone emphasised realism, and modelled the emotional or physical state of the soldiers and equipment which included, panicked, berserk, burning, incapacitated, pinned and many others.


Games


Gameplay

The game contains a number of gameplay elements: *Mental condition: Close Combat used a psychological (
morale Morale, also known as esprit de corps (), is the capacity of a group's members to maintain belief in an institution or goal, particularly in the face of opposition or hardship. Morale is often referenced by authority figures as a generic value ...
) model for each individual combatant. The combatant's morale would be affected by factors such as being near officers, being supported by other units, being under fire, taking casualties, and being left without orders. Troops would be ''Stable'' when they were in no danger; ''Cowering'' when pinned down by enemy fire; or ''Panicked'' when surrounded by dead comrades, wounded or near enemy flamethrowers. The use of a psychological model made certain tactics, common in RTS games where the units will follow suicidal orders, impossible in Close Combat. For example, attempting a " rush" in ''Close Combat'' would result in units seeking cover, refusing to obey orders or even deserting. * Experience: In Close Combat, reserve units or newly replaced troops would fire and move more slowly and be more likely to panic. Because of this, they would be unlikely to prevail against
veteran A veteran () is a person who has significant experience (and is usually adept and esteemed) and expertise in a particular occupation or field. A military veteran is a person who is no longer serving in a military. A military veteran that h ...
troops. This is unlike most RTS games where all troops of a particular type act similarly. * Ammunition levels: The game also modelled the amount of ammunition each unit possessed. Troops in a heavy fire-fight would quickly run out of ammunition. Once out of ammunition they would resort to bayonet fighting, or
surrender Surrender may refer to: * Surrender (law), the early relinquishment of a tenancy * Surrender (military), the relinquishment of territory, combatants, facilities, or armaments to another power Film and television * ''Surrender'' (1927 film), an ...
to any enemies that approached them, although they could also scavenge weapons or ammunition from fallen friendly and enemy soldiers. This is in contrast to most RTS games, where units have unlimited ammunition supplies. * Scavenging: Starting from the third installment in the series, soldiers that expended all ammo could be moved into close vicinity of dead soldiers to take their ammunition. If no ammunition was present at times they would pick up whatever weapon the dead soldier had. Enemy weapons could be picked up as well. However, enemy ammo cannot be scavenged by itself. * Physical state: In Close Combat, troops could be ''Healthy''; ''Injured'' by enemy fire (in which case they would move and fire more slowly); ''Incapacitated'' if enemy fire caused the soldier to be unable to fight; and finally ''Dead''. This is in contrast to most RTS games, where units fight and move regardless of their closeness to death. * Stamina: In Close Combat, troops could be ''Rested''; ''Winded'' after exerting themselves, in which case they would move slowly until they were rested again; and ''Fatigued'', after prolonged exertion, slowing them down for the rest of the battle. This is in contrast to most RTS games, where units do not tire.


Tactics

The factors above meant that the game required realistic military tactics, such as careful placement of troops in cover,
ambush An ambush is a long-established military tactic in which a combatant uses an advantage of concealment or the element of surprise to attack unsuspecting enemy combatants from concealed positions, such as among dense underbrush or behind mo ...
, advancing under cover and using terrain or
smoke-screen A smoke screen is smoke released to mask the movement or location of military units such as infantry, tanks, aircraft, or ships. Smoke screens are commonly deployed either by a canister (such as a grenade) or generated by a vehicle (such ...
s 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. Players also have to make effective use of combined-arms tactics to be successful in Close Combat. Infantry assault require support from machine guns, tanks, and mortars, to suppress enemy fire. Armor units also require screening from infantry units. Although they possess superior firepower, tanks are vulnerable to ambushes from bazooka or panzerschreck units, especially in close quarters such as a town or forest, where the ambushing infantry can wait to have a shot at a tank's vulnerable flank or rear armor. Tanks are also vulnerable to fire from concealed anti-tank guns, or ambushing tanks, which may wait to fire until the enemy presents his flank or rear.


Multiplayer

All versions except ''Close Combat: Modern Tactics'' offer only one vs one multiplayer. ''Modern Tactics'' offers three on three and ''Close Combat: Marines'' offers four on four, although these versions added more multiplayer ability.


Remakes

Four of the five original games, ''A Bridge Too Far'', ''The Russian Front'', ''The Battle of the Bulge'' and ''Invasion Normandy'' have since been remade with new units and maps, updated graphics (maps and sprites) and sound, updated map editors, menus, as well as fixing the compatibility issues that the older iterations of each game had with modern operating systems. Each remake, with the exception of ''Last Stand Arnhem'', also includes the original version of the game that can be played without any of the additions included in the remake.


Reception

''Close Combat'' was commercially successful, with worldwide sales of roughly 200,000 units by 1999. Zabalaoui said that the game outsold Atomic Games' earlier efforts by around ten to one. Like its predecessor, ''A Bridge Too Far'' achieved worldwide sales of roughly 200,000 units by 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. In the United States, ''Close Combat III'' sold 45,438 copies during 1999, and was the year's best-selling wargame. The first five ''Close Combat'' games totaled 1.2 million units in sales by April 2004. By 2018, the combined sales of the series' 17 entries had surpassed 5 million units.


References

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External links

* {{Close Combat series Real-time tactics video games Video game franchises World War II video games Computer wargames Atomic Games games