-- card: 23205 from stack: in.'90AMUG News™ -- bmap block id: 0 -- flags: 0000 -- background id: 3780 -- name: -- part contents for background part 2 ----- text ----- 58 -- part contents for background part 9 ----- text ----- Sands of Fire -- part contents for background part 8 ----- text ----- ...................................................Russ Whitney -- part contents for background part 1 ----- text ----- your mission. If you’re not lucky and your tank takes too much damage during a mission you can abandon it and take over the least damaged tank in your unit. (I guess the crew that was running it stands out in the sand waiting for a bus back to HQ.) Sands of Fire™ is well paced, easy to play and generally enjoyable. I found the foreground graphics of the interior of the tank were well done and the sound effects reasonable. There were many things about Sands of Fire™ that I would like to see improved however. First, I noticed there was no way to quickly scan the horizon. I would like to see an additional view that allows the player to poke his head out of the turret and take in the scenery in 90 degree increments. Currently you must rotate your turret to see what’s out there and -- part contents for background part 10 ----- text ----- that can be slow. I would also like to see an improvement in the graphics outside the tank. Other tanks don’t look very realistic and some seem to be less than accurate depictions of the real thing. The terrain is also very boring and seems to be little more than a flat plain. Another thing that bothered me is the fact that the German tanks seemed too easy a target. A single Panzer VI (the infamous “Tiger” tank) should have been difficult to defeat even for several Shermans, yet they seemed little more dangerous than an other. Changing the level of realism to “Expert” didn’t appear to improve the enemy’s lethality either. The German tanks don’t fire very often either. The end result is that the game becomes rather