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Sub Command

Sub Command

List Price: $14.99
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Product Info Reviews

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Rating: 5 stars
Summary: Simply Fabulous!!
Review: ... This Game is Great! Yeah, Duh, submarine warfare is similar to what it has always been but this game incorporates tons of new features. I played 688(I) a lot and I find this game more tense, suspensful, enjoyable and rewarding then it's predecessor.

You get three platforms to control, and they each have their strong points and advantages that if ignored will cost you a trip down to "Davie Jones' locker". New stand off weapons to drop torpedoes on your enemies head while staying away from his retaliatory response. Or the high speed Shkval (rocket powered torpedo) to level the playing field when your opponent gets the drop on you, are just a couple of the strengths that the new Akula boats offer.
Or the super Quiet Seawolf class of subs with the deadly Mark 48 ADCAP torpedoes and awesome sensor suite to help you detect and destroy your opponent before he even knows you are there. Finally the 688(I) boat and its 12 VLS tubes for a Tomahawk strike on ground targets or TASM's for those pesky Surface Action Groups (SAG).

Graphics are dramatically improved over 688(I) but more importantly in a vessel with no windows the sounds are superb. Also improved AI puts this game miles ahead of any other Nuke Subsim out there. I'm hooked!!

Rating: 5 stars
Summary: A great successor to sub simulations!!
Review: After seeing some of the reviews I was hestiate to buy Sub Command, however after getting it I now have a new addiction. People complain that it is not 688i Hunter-Killer, in fact all the modeling and the way the game works is almost exactly like it. Those familar with the older Janes game should have little problem using the Los Angeles class submarine in the game since the interface has only minor differences, the Seawolf Class and the two Akula class submarines are an excellent addition and offer their own advantages and disadvantages. I highly recommend the game if you are a fan of submarine simulation games and have played 688i, if you have not played 688i then you probably will find the game pretty difficult and even frustrating at times since acquiring a contact and tracking it to a good firing solution can be time consuming and borders on the level of being a strategy game. Also the sound, music and graphics are far superior to 688i even tho I have seen reviews saying that the graphics quality is the same or even worse (perhaps if you have a low quality computer the graphics will be low quality).

The only flaws I have seen is the limits of the speech engine, this allows you to control the submarine but you can't control the entire submarine just on voice commands. For example you can launch a tube with a voice command but you must select the contact, establish the presets and ready the tube manually and you have to do a couple of readings with the speech engine before it really can be effective (it took me two readings before it could understand most of my commands but after a three it seemed to understand just about every single command I issued). The only other flaw is the serious lack of good training missions, they offer some very basic training missions with the Seawolf class submarine but it only touches the bare surface in the functions of the submarine and teachs you nothing of tactics nor is there any training for the other two submarines.

Rating: 2 stars
Summary: Janes does it again
Review: As an adult, I grew up on MicroProse games where there was much more aftermath than simply meeting a digital, programmed goal of kill "x" target. Sub Command smells, tastes, and feels like the Janes series. You strive to meet the end mission goal and no matter if you want to clean up other unfinished business or not, it still feels like you are playing a word game with fancy graphics that leaves you feeling you just drank dirty water. When it is over, its over. Its a clubhouse attempt by a big money publisher to pacify the masses while it has little or no use as a game. This one sucks. I've had it a few months, and just cannot get into it. I liken Sub Command to a game like I would compare a "50 mile or bust" spare tire to a real Z-800. If you are too young to understand, you'll probably like it. If you know what I mean, you'll hate it.

Nuff said.

Rating: 3 stars
Summary: Could be a bit more polished
Review: As the successor to the popular Jane's 688(i) simulation, this sim improves on a formula that worked: nuclear submarine simulation, with a Mission Builder tool, 3D external viewing in the map room (so you can see your own sub moving through the water or any other object if you want), and optional autocrewmen to man the sonar, weapons, targeting, radar, and other stations for those who want to jump right into the action and just bark orders (like me). By turning off the autocrewman features, the sim can be made to be quite complex for those who take submarine warfare seriously, but even at the easiest setting it will take an adult about an hour to learn most of the systems. Once you get the hang of the weapons firing, the game can become a little addictive.

The graphics are good, particularly the periscope view during the up/down transition (water is simulated running down the glass and you can see your radar dish spinning when its mast is raised). The 3D view is nice, too, and is a good way for beginners to orient themselves. If you've never played a sub sim before, you should select the Seawolf as your vessel as it is the most intuitive (and technologically advanced) of the fleet.

I skipped the missions that came with the game and built my own instead. The mission editor is a bit clunky but is capable of doing some pretty neat things once you get the hang of it. The entire Earth is mapped with terrain and you insert the objects, including shrimp, trawlers, enemy ships, subs, and aircraft of the major nations, including civilian cruise ships and jumbo jets. You can build cities and airports and assign the altitude and frequency of air traffic flying from place to place. Setting up the goal heirarchy takes some practice and reading the manual, which brings up one bad thing about this sim: for something as complicated as this software, the manual isn't even printed - its on the cd so you have to print out the 200 page monster yourself.

The manual does a good job of getting you familiar with how the submarines operate and how the game world works, but I wish it had included a quick reference to the various vessels in the mission builder - something that really becomes irritating when you're trying to add enemy ships to a mission and don't know one destroyer class from another. The only reference is in the game itself and can't be printed (at least not as far as I can figure out). If you plan to make your own missions, you may want to pick up a modern warship reference guide.

In my opinion, if you have Jane's 688(i), you're better off staying with that until the patches come out to make the game a bit more stable. I'm playing version 1.00 and I've gotten locked up and bounced to my desktop a couple of times while playing some of my home-made missions, but that may be a problem with the way I built the mission. Still, now that "Silent Hunter II" is out, I'll probably play "Sub Command" less. I prefer submarines with deck guns - using a million-dollar torpedo to take out a $50,000 trawler is a bit of overkill, but in "Sub Command" that's the cheapest weapon you have.

For modern warfare fans, "Sub Command" is your best option. For everyone else, there's "Silent Hunter II" and its companion "Destroyer Command". For those who just want a quick arcade game, try one of the console games for PlayStation or Nintendo.

Rating: 4 stars
Summary: 'Launching Torpedoes'(688i)
Review: First of all you need a voice activated headset to steer the ship (688i). Second when your in the torpedo room,you will notice two torpedo buttons below 'Countermeasures': (1)Press 'empty' once(red light should flash and wait),(2) Choose 'passive'(decoy torpedo) or 'active'(decoy torpedo),(3) Wait for 'fire' button to turn red,(4)Then press 'fire' button (fire button should change color) one time then wait,and then press 'fire' button a second time and you should here "torpedo away!"... Lot of these torpedoes( TLAM,TASM,MARK 48) can only be launched if your submarine is surfaced and going under 4 knots. Too fire the 'Mark 48' or 'TASM' you are required to first shoot off a certain number of your 'TLAM'(vertical) torpedoes. (1) You have 12 tubes that are required to be 'p'(pressurized),'m'(muzzle door opened) before you can launch torpedoes.(2) Your submarine must be surfaced and going under 4 knots.(3)next click to 'torpedo menu' black screen with green lettering click on highlighted green 'p',next page should appear same, green lettering black screen,next click on highlighted green 'bulls eye' then move curser to map on left and you will notice a 'red line' connecting from your ship and place other end of 'red line' on target you wish to hit and then click.(4) Go back to torpedo room and you should notice 'fire' button/buttons red,press 'fire' button two times and 'TLAM'(Tomahawk Land Attack Missile/Missiles) should launch. All 12 tubes light up for launch,but only 9 'TLAM' (vertical)launch,computer determines number of torpedoes you get.

Rating: 4 stars
Summary: Untitled
Review: Fun but complicated. Be prepared to devote a lot of free-time to figure this out. After that, it kicks some. Be sure to watch your keel also.

Rating: 3 stars
Summary: NOT for "casual" gamers!!! 3 for hardcore sub-sim gamers!
Review: I am a hardcore sub-sim gamer, among other types of games. For hardcore sim gamers I rate this game 3 of 5. For casual gamers I rate this game 0 of 5, IF YOU ARE A "CASUAL GAMER" DO NOT WASTE YOUR MONEY ON THIS GAME. I give this game an average of 3 only because of a very hard learning curve and a manual that is in .pdf from and too large to bother printing.

Graphics: Excellent for a sub sim.
Realism: Too real (a bit too much micro-management, sonar contacts sometimes a bit too ambiguous, too many available russian weapons).
Sound: Excellent, but needs a few more controls for volume of individual types of sounds, incoming sonar and contact engine noise for instance.
Voice acting: Excellent. Does not get tiresome quickly.
Mission breifing: Excellent.
Gameplay: Good. Difficult (this is a good thing for hardcore gamers), could use better "Auto-crew" AI, especially in the sonar department. No difficulty levels except a half dozen options for "auto-crew" and fast reload times (also reinforces the "too real" concept).

The very hard learning curve means THIS GAME IS NOT FOR CASUAL GAMERS, regardless of the developer's claims. It took me about 25 hours of play just to get familiar with all the necessary controls and procedures. During this time, I was sunk once by another ship, and heavily damaged a dozen times due to running into icebergs or the surface ice pack. Don't get me wrong, this is an excellent sim. It's just that they could've made it a little easier to play. The three short tutorial missions do not cover nearly enough procedures for normal "auto-crew" gameplay. You WILL have to read the manual included as .pdf file on disk, or you WILL give up and put this game away forever. It is a big help to be familiar with the details of real submarine procedures (as I was) before playing this game. This game will allow you to switch between stations and give orders while the time is paused! This is very handy, especially for beginners. There are more contacts than just military, and not all military contacts are your enemy or target. This is a refreshing change from the sub-sims I have played in the past, where you knew if you found a contact you could immediatly fire opon it.

My main gripes about this game are:
1. MAIN GRIPE: The "auto-crew" at the sonar station: Is too slow, and often designates (many) multiple trackers for the same contact. Some contacts are called out once and never again for a long time, and these do not appear on the "nav" view or the weapon control view, therefore you cannot fire at these contacts. It also will sometimes re-assign an incorrect designation (ship or sub class) for one already correctly assigned by me with 100% confidence. I have seen a ship re-designated as an enemy torpedo! This would be okay if the ship did launch a torpedo, and the torpedo tracking continued, but this was not the case. The ship continued to be designated as a torpedo without another contact being reported. Running the Akula (russian) sonar is too tough to do yourself, and turning off the sonar "auto-crew" can be a fatal mistake for any sub, you need the station manned at ALL times. After about fifteeen minutes of good contact, many contacts are not yet designated (type) by the sonar "auto-crew". When I interceeded it was easy to find the designation of these contacts. Why didn't the sonar "auto-crew" designate these (NOT EVEN SURFACE/AIR/SUBMERGED type)??? By the time the sonar "auto-crew" designates a contact, surely they will have pinpointed you (if enemy).

2. Some single Player Campaign missions are unbelievably hard. I cannot believe ANYONE who did not cheat could win the "Escort NATO SAG" mission (Seawolf) without knowing ahead of time where the enemy was!

3. Air contact are not designated as such by the radar "auto-crew". I did the medivac mission and the helocopter which I was expecting was never designated as an air contact, even with my radar on! What would happen if I was surfaced and an unknown aircraft was approaching?!!!

4. When the fire control "auto-crew" is on, I cannot fine-tune the torpedo and missle presets. When I turn the "auto-crew" off at this station, the torpedo just fires in the exact CURRENT bearing of the target (or possibly just straight ahead), and if the control wire breaks when fired, it will miss. This happens even when you turn on the fire control "auto-crew" when designating a target, and then turn it off before actually firing the weapon (this is my usual tactic). Once the weapon is fired, you cannot adjust the running depth, activation point distance, "ceiling", "floor" (max. depth allowed), and type of detection (active/passive). These are called "presets". Also I cannot find a firing direction preset to adjust for the torpedo or missile, even with the fire control "auto-crew" off.

5. There is no "auto-crew" for the passive radar contact designation, i.e. contacts can be designated (identified) with 100% confidence by passive radar, and you have to do this yourself manually (and thus too much micro-management).

6. The game is too buggy! Was apparently released before it was sufficiently debugged. Version 1.01 (patch) is still way too buggy, and EA says they are ending bug fixing this month (Dec.'01)!

7. No printable documentation of the default "hotkeys", even though their use is not necessary (except for the P for Pause).

Hardcore sub-sim gamers should be delighted with this game if they can endure the very long steep learning curve.

Rating: 1 stars
Summary: Copycat?
Review: I have not yet played this game but, from the reviews I see here I can only draw the conclussion that it has been copied from Red Storm Rising from about Six years ago, Seawolf class subs with advanced torpedoes and many other items listed as new and great were on the game developed from the Tom Clancy book of the same title. I shall invest in the game and hope it is at least an improvement on a sub sim which I have not yet found a match for. I am less than impressed with 688 attack sub, Red Storm was much better laid out and easier to control with fewer keys to master and so I hope this is not just an improvement of 688 as that game needs much more than a few new gimmicks.

Rating: 5 stars
Summary: Not bad.
Review: I think that if you want to learn the details of sub marines and how they work, you would love this game. If you just want to jump in the seat, and start playing, this game probably isn't for you. I for one love it, but there's only one problem. After I fire about eleven weapons, it won't let me fire any more. I can't even finish the mission. I don't know if this is a software problem, or if my particular game is just messed up. If anyone can help me, please e-mail me at Schematic7@aol.com. All in all, this is one of the hardest, and funnest games I've ever played

Rating: 1 stars
Summary: Not for beginners
Review: I was expecting something a lot more user friendly. The game manuel is in pdf format and its some 200 pages long and very technical. I've had it now for about three weeks and I still do not know how to launch anything but a "snapshot" torpedo. Graphics are good, but other than that unless you have that technical expertise of an actual submarine captain do not even bother.


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