Sunday 23 August 2020

Mini-Review: Bomber Crew (PC)

On occasion, I am lucky. I'd been eyeing up this game, Bomber Crew, for a while. I'd felt myself in need of another habit-forming distraction as socialising remained impossible, but I wanted to at least try being financially responsible. So I walked away, patted myself on the back for not wasting money. Then, the very next day, it went on sale. OK, if I were religious in any way, I would have considered that "a sign". So here's a ramble about my experiences. 





Putting aside its adorable, miiverse—alike visuals, Bomber Crew is best described as a game of panicky crisis management. While the control scheme hands you rope to hang yourself with. You're a middle-manager, following set objectives and then delegating, never quite having direct or instaneous responses to your instructions. You have to do stuff like mark targets and waypoints by hand, and your crew will then attempt them. Enevitably, this will involve you ordering someone to switch seats or otherwise run about the plane, as things break and ammo runs low. Or possibly climb out onto a wing to fix an engine. The actual matter of bombing is simple but a little obtuse; just enough for it to become tricky under fire. Things can snowball out of control very easily, as crewmen get hurt, navigators get lost, and engines drop off. Unless you can already micromanage well, this makes for something of a steep learning curve, and I restarted the campaign several times before I found my rhythm. Things become much easier once ammo feeds and a few special skills become availible taking some of the labour out of proceedings. With that in mind: I recommend taking on those Intel Photos where possible, as these advance the tech tree, and that you remember it's easier to replace a plane than its crew.

Long term strategy meanwhile comes from selecting which missions you attempt and in what order. In addition to obvious stuff like difficulty, some target enemy supply lines whose destruction makes future missions easier, or have an Ace turn up and utterly ruin your day. There is a element of procedural generation to this, which can get samey, although important missions are scripted. Notably, you can't save during Missions either, so the game can be unforgiving, but not nessecarily frustrating in this area. In one memorable instance, I completed a mission only for the plane to crash with all hands lost. The campaign however continued with a crew of understudies and a slightly downgraded bomber. I had to spend a few missions getting back in condition, but I wasn't annoyed, and this reflects well on Bomber Crew. That said, in the latter half of the campaign I soon found myself trapped in loop where by a bomber would have a life expectancy of about 3 Missions, with maybe a couple of crew surviving into the next iteration. This makes me wonder if if the game was trying to tell me something about the nature of human life in wartime, or I'm just crap at it? 





Acknowledging my horrific crew turnover, one criticism I could make of Bomber Crew is its sanitisation of World War 2. That's a weird sentance to write, I know, but bear with me. While nobody should need or expect a history lesson from a game visually similar to Funko Pops, a pinch of home truths, and a spoonful of satire would have helped. Bomber Crew doesn't acknowledge the more controversial aspects of strategic bombing, or why you're doing it. The creators were clearly walking a fine line, and have created a fundamentally good natured game, but they didn't take any risks. So it's not Cannon Fodder, but at least it hasn't mistaken angst for art. Incidentally, there's a scifi spin-off in the works, hopefully that won't have a similar issue.

Matters of tone aside, Bomber Crew is a good little game, that offers fairly distinctive gameplay. While I got this on sale for under 4 quid, I wouldn't have been disappointed at full price.

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