The fabulous growth of new information and communication technologies, the miniaturization and ever-increasing power of computer systems, the enormous advances made in the field of materials, the current technological revolution benefits everyone, and in particular to military aviation. Admittedly, the tactical bombings and other surgical strikes are still occasional butchery, and the usefulness of these gleaming flotillas of aircraft at 50 million euros per unit deserves to be discussed, especially at a time when conflicts no longer involve an ocean of Panzers and clouds of Stukas, but rather owners of Kalashnikovs stashed in caves and insurgents drowned in crowds that they disperse at the explosive belt. But the air forces of all countries can nevertheless rejoice in the progress of science, which opens up many prospects, particularly in the landscape. Nerve of war, knowledge of the enemy and his territory is indeed greatly facilitated by the development of unmanned aircraft and high-precision imaging processes. Analyze and strike is a bit like what Tom Clancy's HAWX 2 offers you, which mixes old-fashioned dogfights with the controls of resolutely contemporary machines, and territorial surveillance or targeted attacks using drones or devices a bit more exotic than a beastly Su-27 Flanker…
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By introducing drones and bombardment sequences very inspired by what we saw in the Modern Warfare, Ubisoft Bucharest seemed to want to take a little height compared to the original episode. A laudable step but one that is seriously struggling to materialize. Completely anecdotal, the few phases of monitoring are in truth only simple and endless screenplay transitions during which you will learn a little more about a plot that is unfortunately frighteningly Manichean and predictable. These boring deviations, which multiply the lamentable dialogues with the approximate translation, seriously weigh down parts that are already not very exciting. Unable to keep up the pace in the previous episode, the Romanian team once again demonstrated their inability to keep the players on their toes throughout an entire campaign. The missions, around twenty, follow one another, look alike and often drag on, and no major twist increases the player's heart rate. He will embody three heroes, a Russian, an Englishman and an American, an alternation that will allow him to taste the joys of products from each region: SU-34 Fullback, Harrier GR9, F-15C Eagle, and a few others. As before, the celestial steeds are piloted in the third person, either from behind, or in side view, or in subjective view, installed in the cockpit. The grip has hardly changed either and everything is controlled quite easily. Novices can still count on the ERS, a visual guidance system thanks to which they break without too much difficulty, and the users of the first part, who will drive regularly, will complete the game without great difficulty. Those will be damn disappointed, however, since some levels are pure and simple decals of the assaults they experienced eighteen months ago. The only differences are to be found on the side of the AI - a little more sharpened for your opponents, still totally on the pick-up for your allies -, the arrival of failed landing, take-off and in-flight refueling sequences, and environments. Far from American lands, HAWX 2 invites you to fly over the borders of the Caucasus, the Arabian Peninsula and Northern Europe, very vast but poorly finished scenery. Thus, the re-use of GeoEye technology, ie the plating of satellite images on the ground, is no more convincing than before. The rendering is correct from a distance and too coarse as soon as you start to flirt with the peaks, and the few 3D elements (houses, ships, etc.) are sorely lacking in finish. The bottom of the bottom is reached during cutscenes, in which rusty billhook figures and Lego-built vehicles frolic.
Unable to keep up the pace in the previous episode, the Romanian team once again demonstrated their inability to keep the players on their toes throughout an entire campaign."
Optimistic, Ubisoft Bucharest has still tried to take care of the replayability of its new baby, as unexciting as it is, and the ingenious and exhaustive system of original experience points therefore resurfaces. Each kill, each objective completed, each challenge met (and there are many: from flying at Mach 2 for 60 minutes to shooting down the same player 3 times in a row in multiplayer) earns you experience points. Accumulated, these points allow you to move up in rank, each rank granting you an XP token. With tokens, you buy upgrades (deployment of repair drones, increased weapon range) and new cuckoo clocks, about 2 in total. These various options actually bring something if you want to freely re-taste the missions of the campaign or rub shoulders with the “Survivor” mode, which opposes you to ten successive waves of enemies. When your machine is devoid of any improvement, this last mode will reduce you to the heavy sequence of loops to avoid the multiple missiles that rush at you. Things will become much more interesting as soon as you have modified your zinc a little, without the victory being guaranteed. Despite these few good ideas, and multiplayer options (co-op mode, deathmatch) thanks to which you will be entitled to sensible and effective wingmen, HAWX XNUMX never really takes off and will only convince hardcore fans of the first episode.
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![Test Tom Clancy's HAWX 2](/images/posts/e88abb4cb65bcbe0be06c4d2d3f93853-5.jpg)
![Test Tom Clancy's HAWX 2](/images/posts/e88abb4cb65bcbe0be06c4d2d3f93853-6.jpg)
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