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'GI Combat - Episode 1: Battle of Normandy'

by Thomas on Feb. 11, 2003 @ 1:44 a.m. PST

Mindscape, a leading software publisher is proud to announce the release of GI Combat - Episode 1: Battle of Normandy for PC CD-ROM on 7 March 2003. GI Combat is a real-time tactical combat game that engulfs players in the battles of Normandy, from the beaches to St. Lo, during the Second World War.

Freedom Games, the team behind the development of GI Combat, includes John Davidson, an original co-founder of Talonsoft, and Eric Young, designer and producer of the Close Combat series. This expertise has helped create a historically accurate, dynamically playable game. The full three-dimensional environment provides unsurpassed detail of terrain, vehicle modelling and weapon effects.

Playing as either Axis or Allied troops, push back enemy offensives, lead assaults to capture key objectives and charge into the lush terrain of Normandy! Players will be fighting to hold vital crossroads and attempt to better the performance of their historical counterparts. Mark your territory by capturing flags positioned at strategic points in the map.

The single player game can be played in the form of Battles, Operations or Campaigns, which vary in difficulty and size. The scenario editor allows the player to modify the existing scenarios and build their own customised missions, using as many units for each side as the player sees fit.

At the start of each mission, your troops are scattered within your own territory, which is marked as a grid.

Before the game starts in real-time, you have the option to deploy your troops at any point within your territory, and to issue them with initial orders, such as march, assault, fire or caution to fully control the movement of your troops and artillery.

The detailed soldier models consist of eight different psychological states and levels of morale, which means that players will have to take into account the effects of combat on the performance of their men. If an individual soldier is panicked, then they will be reluctant to follow your commands, and therefore difficult to control, so the player needs to monitor the psychological states carefully.

Each vehicle is modelled in 3D, simulating all aspects of armour, including thickness, slope and hardness. Detail includes realistic ammunition load-outs, weapon performance and crew capacities for all type of vehicles present during the conflict in June 1944.

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