 Looking Glass signed a multi @-@ game publishing deal with Electronic Arts in May 1998 , and that company became the publisher of Flight Combat . The team " undersold " the game to Electronic Arts , and James Sterrett of the fansite Through the Looking Glass believed that the team " gambled that it could get the game out the door faster than the budget actually called for " . In March 1999 , the game was announced as the World War II @-@ themed Flight Combat : Thunder Over Europe , directed by Hantzopoulos and scheduled for release in fall of that year . That May , the game was shown at the Electronic Arts booth at E3 . Computer Games Magazine 's Steve Udell wrote that the game would feature a new iteration of the Flight Unlimited terrain renderer , and IGN reported that one million square miles of terrain based on European landscapes would be available . Weather conditions such as snow and rain were planned . Udell wrote that Flight Combat 's flight physics were an updated version of those from recent Flight Unlimited games , with new material taken from operations manuals and flight tests . Plane models and textures were based on photographs , and many of the moving parts and flight control surfaces were modeled individually . Players were given the option to customize planes . Udell described a physics @-@ based damage system that , according to the company , made it impossible to " see the exact same kind of damage twice " . Two campaigns — the Battle of Britain and the Defence of the Reich — were announced , with missions based on dogfights , air @-@ to @-@ ground combat and bombing runs . Looking Glass claimed that the game would feature " moving tanks and ships duk [ ing ] it out on a dynamic battlefield " as the player carried out missions . Aesthetically , IGN 's Tal Blevins noted that the game had " a very distinct 40s charm " , which was present " from the briefings to the options screens " . 
 Looking Glass signed a multi @-@ game publishing deal with Electronic Arts in May 1998 , and that company became the publisher of Flight Combat . The team " undersold " the game to Electronic Arts , and James Sterrett of the fansite Through the Looking Glass believed that the team " gambled that it could get the game out the door faster than the budget actually called for " . In March 1999 , the game was announced as the World War II @-@ themed Flight Combat : Thunder Over Europe , directed by Hantzopoulos and scheduled for release in fall of that year . That May , the game was shown at the Electronic Arts booth at E3 . Computer Games Magazine <a href='null_genetive' title='1'><mark>'s</mark></a>Steve Udell wrote that the game would feature a new iteration of the Flight Unlimited terrain renderer , and IGN reported that one million square miles of terrain based on European landscapes would be available . Weather conditions such as snow and rain <a href='uninflect' title='2'><mark>were</mark></a> planned . Udell wrote that Flight Combat <a href='null_genetive' title='3'><mark>'s</mark></a>flight physics <a href='uninflect' title='4'><mark>were</mark></a> an updated version of those from recent Flight Unlimited games , with new material taken from operations manuals and flight tests . Plane models and textures <a href='uninflect' title='5'><mark>were</mark></a> based on photographs , and many of the moving parts and flight control surfaces <a href='uninflect' title='6'><mark>were</mark></a> modeled individually . Players <a href='uninflect' title='7'><mark>were</mark></a> given the option to customize planes . Udell described a physics @-@ based damage system <a href='null_relcl' title='8'><mark>that</mark></a>, according to the company , made it impossible to " see the exact same kind of damage twice " . Two campaigns — the Battle of Britain and the Defence of the Reich — <a href='uninflect' title='9'><mark>were</mark></a> announced , with missions based on dogfights , air @-@ to @-@ ground combat and bombing runs . Looking Glass claimed that the game would feature " moving tanks and ships duk [ ing ] it out on a dynamic battlefield " as the player carried out missions . Aesthetically , IGN <a href='null_genetive' title='10'><mark>'s</mark></a>Tal Blevins noted that the game had " a very distinct 40s charm " , which was present " from the briefings to the options screens " . 
Lookin Glass signed a multi @-@ game publishing deal wit Electronic Arts in May 1998 , and dat company became the publisher of Flight Combat . da team " undersold " the game to Electronic Arts , and James Sterrett of the fansite thru tdaLlookinGlass believed tdatthe team " gambled that it could get the game out the door faster den the budget actually called for " . In March 1999 , the game was announced as the World War II @-@ themed Flight Combat : Thunder ova Europe , directed by Hantzopoulos and scheduled fir release in fall of that year . That May , the game was shown at the Electronic Arts booth at E3 . Computer Games Magazine  Steve Udell wrote that the game would feature a new iteration of the Flight Unlimited terrain renderer , and IGN reported thdatne million square miles of terrain based on European landscapes would be available . Weather conditions such as snow and rain was planned . Udell wrote thadatight Combat  flight physics was an updated version of those from recent Flight Unlimited games , wwitnew material taken from operations manuals and flight tests . Plane models and textures was based on photographs , and many of thdaoving parts and flight control surfaces was modeled individually . Players was given the option to customize planes . Udell described a physics @-@ based damage system , according to the company , made it impossible to " see the exact same kind of damage twice " . Two campaigns — thedattle of Britain and the daence of the Rdah — was announced , with missions based on dogfights , air @-@ to @-@ ground combat and bombing runs . Lolookinlass claimed that the gadawould feature " movin tanks and ships duk [ ing ] it out on a dynamic battlefield " as the player carried outt missions . Aesthetically , IGN  Tal Blevins noted that the gamdaad " a very distinct 40s charm " , which was present " from the briefings to the optida screens " .