WSUCougar
05-19-2005, 10:25 AM
Since I’ve been playing quite a bit of Silent Hunter III, I thought I’d bang out a few comments about it. I’ve seen many statements about the mandatory StarForce security system that loads with the game, so keep in mind that may be a deal-breaker for you.
Overall: Excellent
This is a great game. If you have ever played submarine sims in the past, this one is a quantum leap in a variety of ways. It truly sets the bar.
Documentation: Good
Solid manual, nice map with authentic Kriegsmarine patrol zones and merchant/convoy routes, nice keyboard template & command key. I’m generally a stickler about manuals, and this one is definitely above average. It has some significant holes, but for the most part you can find what you are seeking.
Graphics: Excellent
In a word, wow. Start with the ocean…this game boasts the best sea effects I’ve ever seen. Whether clipping along at 15 knots on a calm, moonlit night or thrashing through a North Sea storm, the scenery and effects are spectacular. Yes, you could get seasick from the game.
Next to mention are the ships, and perhaps more importantly for a sub sim, how they look getting torpedoed or hit with deck gun fire. Again, this is a quantum leap over anything I’ve ever seen. Each ship-type has multiple variations on sinking, torpedo hits, shell hits, explosions, fires, and so on. It is freaking awesome, I have to say, to hit a type of merchant vessel once and have the thing slowly heel over and capsize without a hint of flame, and the next time have it explode in dramatic fashion. It may sound silly, but this was always a pet peeve of mine in older sub sims: the torps always hit the same spot on the ship, and they always resulted in the same animation. Now it matters where you hit the ship, what angle, and so on. And you get a visual representation.
Your crew is represented visually populating the different sections of your sub, which are accessible through hot keys or mouse buttons on the interface. If they’ve been awarded medals, they’re wearing them on screen! To be honest, it’s been difficult for me to get attached to them as individuals; I look at them mainly for their skills and whether they are fatigued or not (more on that later). But it is cool to see them throughout the sub. You also access many of your sub’s operations through your crew (i.e., check remaining battery power through your engineer, man the deck gun through your watch officer, or depth under the keel through your navigation officer).
Dials, gauges, navigation maps, damage control, torpedo loading/status, deck & flak guns, periscopes (which even get clouded by waves washing over them), binocs, UZO (targeting binocs)…it’s all there. Note: I did have a major issue with the binocs and UZO initially, due to my NVIDIA graphics card, where the screen looking in the forward arc (around 330 to 30 degrees) was pixilated and painfully slow due to spray off the bow. This has been fixed in the patches.
Gameplay:
There’s a certain niche element here, I’m sure. If you like sub sims, then I think you’ll love this. It’s the game we’ve always wanted. If not…well, there are aspects than can be dull or frustrating. You have scaleable time compression (1,2,4,8,16,32,64,128,256,512,1024x) to ease the pain, but there are plenty of times where you are traversing empty seas, or it’s too damn rough or dark topside to do much of anything. The AI alerts you when something happens (that is, you drop out of high speed time compression), and you can plot courses with waypoints and patrol patterns, so a lot of this is manageable. But bottom line is that this is not an arcade game where you’re blasting ships non-stop. You need to be patient about finding targets, then maneuvering to get the best shot, lining up your targets, and so on. Also, if you are being tracked by a destroyer or other enemy ship, you cannot do the high-speed time compression (32x is the most underwater, and I believe 8x on the surface).
Game play proceeds as follows: you start either a mission or campaign (which is all I’ve played), selecting your flotilla, staffing your U-boat, and then getting a mission. Depending upon your “renown points” (gained through experience and mission excellence), you can buy upgrades for your boat, recruit better crewmen, etc. As the war progresses you can request a transfer to different flotillas/bases. Then you’re off to sea, navigating out of port and into hostile zones. The mission will usually direct you to patrol a particular zone (although not mandatory, doing so for 24 hours gains you renown), but where you want to hunt is up to you. There are various game settings which affect the realism rating for each mission; these include such things as manual targeting of torpedoes (which is a huge one), reload times for torpedoes, how long enemy ships take to sink, and whether you get a “god view” on your navigation map indicating other ships (another key one). I have played at around 70-75% realism thusfar, but have not manually targeted my torps yet.
So you hunt until you (a) run out of torps and deck gun ammo, (b) get low on fuel, (c) take so much damage that you have to limp home, or (d) get sunk. Then it’s back to the base, where you get some down time and repeat the process before your next mission.
The “Bummer” Department
The game, of course, isn’t perfect. In terms of negatives I have to start with crew management. There are many positive aspects of this; you have a crew that includes officers, warrant officers, and seamen, with various tasks for them to perform and skills with which they perform them. In a Type VIIB U-boat, that amounts to over 50 men, divided up by stations within the sub. How well they affect the operation of the U-boat is determined by their rank and experience, as well as their qualifications when it comes to officers and warrant officers. Qualifications are in such areas as torpedoes, navigation, machinist, gunnery, watch, radio, etc. As you gain experience and reputation, you are able to qualify your crew in new areas (this appears to be one new qualification per patrol) and give them medals. All of which is well and good.
However, the kicker with the crew is that they are affected by fatigue as time progresses, and you must swap them out when they get tired because fatigue affects operations negatively. You rest the crew in their quarters, where they regain their strength over time. The game has a limited ability to set assignments in batches (called “watches” for you land-lubbers), but the problem is that the mix of officers (with their qualifications) and seamen creates a complex mingling of who-goes-where-when. This is exacerbated by the time-compression, since the crew does not gain fatigue at high speed, but once you drop down to 32x or less suddenly they tire ridiculously fast. As it’s played out for me, it’s a bothersome procedure of assigning the best guys to the key areas, then waiting until the dreaded red exclamation point appears over them to indicate they are fatigued, and juggling the mix.
I understand what they are striving for with the process, but it is more trouble than it’s worth in my opinion.
Another minor bummer is calibrating various instruments, namely the hydrophones and the aiming device for the deck gun. If you do them manually (which can be very cool), and then leave the station for a moment and then return, the range setting on the gun or the direction on the hydrophones has altered. This is especially frustrating with the gun; you are shelling a ship at 3000 meters, leave to handle something else, then come back and the range has reverted to 500 meters. It’s possible I just haven’t learned how to lock it.
Anyway, I realize this is a ridiculously long post, but if anyone has any questions about the game, I’d be happy to answer them. Check out some of the web sites for screen-shots. It’s a fantastic game.
Overall: Excellent
This is a great game. If you have ever played submarine sims in the past, this one is a quantum leap in a variety of ways. It truly sets the bar.
Documentation: Good
Solid manual, nice map with authentic Kriegsmarine patrol zones and merchant/convoy routes, nice keyboard template & command key. I’m generally a stickler about manuals, and this one is definitely above average. It has some significant holes, but for the most part you can find what you are seeking.
Graphics: Excellent
In a word, wow. Start with the ocean…this game boasts the best sea effects I’ve ever seen. Whether clipping along at 15 knots on a calm, moonlit night or thrashing through a North Sea storm, the scenery and effects are spectacular. Yes, you could get seasick from the game.
Next to mention are the ships, and perhaps more importantly for a sub sim, how they look getting torpedoed or hit with deck gun fire. Again, this is a quantum leap over anything I’ve ever seen. Each ship-type has multiple variations on sinking, torpedo hits, shell hits, explosions, fires, and so on. It is freaking awesome, I have to say, to hit a type of merchant vessel once and have the thing slowly heel over and capsize without a hint of flame, and the next time have it explode in dramatic fashion. It may sound silly, but this was always a pet peeve of mine in older sub sims: the torps always hit the same spot on the ship, and they always resulted in the same animation. Now it matters where you hit the ship, what angle, and so on. And you get a visual representation.
Your crew is represented visually populating the different sections of your sub, which are accessible through hot keys or mouse buttons on the interface. If they’ve been awarded medals, they’re wearing them on screen! To be honest, it’s been difficult for me to get attached to them as individuals; I look at them mainly for their skills and whether they are fatigued or not (more on that later). But it is cool to see them throughout the sub. You also access many of your sub’s operations through your crew (i.e., check remaining battery power through your engineer, man the deck gun through your watch officer, or depth under the keel through your navigation officer).
Dials, gauges, navigation maps, damage control, torpedo loading/status, deck & flak guns, periscopes (which even get clouded by waves washing over them), binocs, UZO (targeting binocs)…it’s all there. Note: I did have a major issue with the binocs and UZO initially, due to my NVIDIA graphics card, where the screen looking in the forward arc (around 330 to 30 degrees) was pixilated and painfully slow due to spray off the bow. This has been fixed in the patches.
Gameplay:
There’s a certain niche element here, I’m sure. If you like sub sims, then I think you’ll love this. It’s the game we’ve always wanted. If not…well, there are aspects than can be dull or frustrating. You have scaleable time compression (1,2,4,8,16,32,64,128,256,512,1024x) to ease the pain, but there are plenty of times where you are traversing empty seas, or it’s too damn rough or dark topside to do much of anything. The AI alerts you when something happens (that is, you drop out of high speed time compression), and you can plot courses with waypoints and patrol patterns, so a lot of this is manageable. But bottom line is that this is not an arcade game where you’re blasting ships non-stop. You need to be patient about finding targets, then maneuvering to get the best shot, lining up your targets, and so on. Also, if you are being tracked by a destroyer or other enemy ship, you cannot do the high-speed time compression (32x is the most underwater, and I believe 8x on the surface).
Game play proceeds as follows: you start either a mission or campaign (which is all I’ve played), selecting your flotilla, staffing your U-boat, and then getting a mission. Depending upon your “renown points” (gained through experience and mission excellence), you can buy upgrades for your boat, recruit better crewmen, etc. As the war progresses you can request a transfer to different flotillas/bases. Then you’re off to sea, navigating out of port and into hostile zones. The mission will usually direct you to patrol a particular zone (although not mandatory, doing so for 24 hours gains you renown), but where you want to hunt is up to you. There are various game settings which affect the realism rating for each mission; these include such things as manual targeting of torpedoes (which is a huge one), reload times for torpedoes, how long enemy ships take to sink, and whether you get a “god view” on your navigation map indicating other ships (another key one). I have played at around 70-75% realism thusfar, but have not manually targeted my torps yet.
So you hunt until you (a) run out of torps and deck gun ammo, (b) get low on fuel, (c) take so much damage that you have to limp home, or (d) get sunk. Then it’s back to the base, where you get some down time and repeat the process before your next mission.
The “Bummer” Department
The game, of course, isn’t perfect. In terms of negatives I have to start with crew management. There are many positive aspects of this; you have a crew that includes officers, warrant officers, and seamen, with various tasks for them to perform and skills with which they perform them. In a Type VIIB U-boat, that amounts to over 50 men, divided up by stations within the sub. How well they affect the operation of the U-boat is determined by their rank and experience, as well as their qualifications when it comes to officers and warrant officers. Qualifications are in such areas as torpedoes, navigation, machinist, gunnery, watch, radio, etc. As you gain experience and reputation, you are able to qualify your crew in new areas (this appears to be one new qualification per patrol) and give them medals. All of which is well and good.
However, the kicker with the crew is that they are affected by fatigue as time progresses, and you must swap them out when they get tired because fatigue affects operations negatively. You rest the crew in their quarters, where they regain their strength over time. The game has a limited ability to set assignments in batches (called “watches” for you land-lubbers), but the problem is that the mix of officers (with their qualifications) and seamen creates a complex mingling of who-goes-where-when. This is exacerbated by the time-compression, since the crew does not gain fatigue at high speed, but once you drop down to 32x or less suddenly they tire ridiculously fast. As it’s played out for me, it’s a bothersome procedure of assigning the best guys to the key areas, then waiting until the dreaded red exclamation point appears over them to indicate they are fatigued, and juggling the mix.
I understand what they are striving for with the process, but it is more trouble than it’s worth in my opinion.
Another minor bummer is calibrating various instruments, namely the hydrophones and the aiming device for the deck gun. If you do them manually (which can be very cool), and then leave the station for a moment and then return, the range setting on the gun or the direction on the hydrophones has altered. This is especially frustrating with the gun; you are shelling a ship at 3000 meters, leave to handle something else, then come back and the range has reverted to 500 meters. It’s possible I just haven’t learned how to lock it.
Anyway, I realize this is a ridiculously long post, but if anyone has any questions about the game, I’d be happy to answer them. Check out some of the web sites for screen-shots. It’s a fantastic game.