Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Harpoon interface was lightyears ahead of this title.
Not exactly the same, but very similar. And if I'm taking off my rose tintet glasses for a second, quite a bit better in handling.
I got so good memories of Harpoon from back in the days :)
There really were no good interfaces in the late 80s/early 90s. They're very clunky and lack many QOL features. Also no mouse wheeling back then.
It would be very easy to make a better UI.
It seems daunting with all the micro-management. Far more so than Harpoon from what I've seen so far which is very limited. I'll probably get the hang of it quickly, but I don't think I'll be running a CVBG for a bit.
You were able to set altitude/ depth, and speed for formations and units in one menu. You had dynamic rage circles for each sensor and each weapon. Furthermore, you were able to set up the weapon allocation in tremendous detail, and so on.
I played Harpoon when it came out on Amiga and later on PC (yes, I am old).
:-)
If You look for a modern Harpoon game, then Command: Modern Operations would be a better fit.
But then again - why not play both? ;)