Rating: Summary: Dont Listen To Any Other... Review: If u have played 688(i) Hunter/Killer, this is the same... NOT... in that game u could get 4 torpedos in the water within a couple of seconds, and easy ways to identify targets... this is MUCH more of a simulation. First, you track the target on sonar, then you can try to figure out the type of ship, its direction, speed and the turns of the propeller. Sounds hard? YES it is. Sounds boring? YES it is for the first few hours, but when u get the hang of it... then you WILL enjoy!
Rating: Summary: Slow Start Review: It has taken me several days to get the general commands down and learn how to use the software. Once done, then the game seems to be pretty much what I expected. The program is very detailed. What ever happen to the good old sub-sims like sub search???
Rating: Summary: Nothing New Review: It's almost the same game as 688(i) Hunter-Killer. If you have this game already, there's no need to buy Sub Command. The only new thing is that you can command other vessels, that's it. If you don't know "Hunter-Killer", then go on buying the game.
Rating: Summary: Major disappointment by EA Review: Successor to Jane's 688, I've awaited for this game for so long, but it's a big disappointment. I'll cut it short. 1. The auto crew was programmed very poorly. Especially the sonar crew. Once auto crew active you cannot manually identify or designate. TMA crew should attend a Math 151 class (I mean it) 2. There's the stupid "Show truth" option spoiling the game play, turning the game into C64 Red Storm Rising. 3. The sonar engine is great. Sonalyst does again a great job, as they did in 688. 4. There are fatal vector computation errors. I've removed the game after the torpedo I've launched passing 5 nm behind my ship at a different depth hit me. That's a serious bug.Do not buy this game, instead replay 688 with downloaded missions. You'll have much more fun. Bottomline, poor programming, poor QA, great sonar engine. EA has spoiled such a good foundation by Sonalyst.
Rating: Summary: If you can handle a hardcore sub sim, this is for you Review: The packaging and name are different, but once you get into it, "Sub Command" is a prettier sequel to EA's "Jane's 688(i)". Both games are elaborate nuclear submarine warfare simulations. The interface and look of the game remain unchanged, though SC obviously looks nicer. Whereas 688(i) only simulated the latter classes of the Los Angeles class attack submarine (with its bow-mounted diving planes and vertical launch tubes), SC adds on the newer Seawolf attack sub (quieter, more torpedo tubes, pump-jet propulsor) and - with war being an equal-opportunity offense - the Russian Akula class sub. (I've also discovered an on-line community, ala "Falcon Super-Pak" which has crafted elaborate mods, one allowing you to command virtually any sub, though I have yet to fully explore that option.) SC avoids some of 688(i)'s realism lapses (unrealistically short weapon-reload times and turn rates) by making them part of the game's novice settings. As in the older game, there's a 3D external "spot" view allowing you to gaze admiringly at your sub, targets, torpedoes, what have you. SC incorporates spot view without allowing it to harm the game's demanding realism - you can only spot targets that you've actually detected using your boat's sensor suite, and even then, a target's appearance depends on the information you've provided (i.e. - when you've determined that target "Sierra-01" is a neutral freighter half-a-mile away from your bow, you'll see an innocuous freighter in spot view, even though the target is actually a submerged and hostile Kilo Class submarine that's a whole lot closer). Although spot view is irrelevant to the science of submarine warfare, it's priceless to enhancing the spirit of submarines by reminding you that you're playing a game involving steel-plated, nuclear-powered leviathans prowling the blue-black depths. (Spot view here is more versatile than the one in "Tom Clancy's SSN", a game which was essentially one-big spot view). In SC, spot alternates with map-view (a handy smaller window is always kept open, so that you can have your view of choice on, without closing the other completely). Otherwise, the game brings back the complex weapons and sensor suite of the last game - you use various sonar sensors to find targets, and rely on TMA to locate them (using Target Motion Analysis you can determine a target's distance using the bearings you get from it at two different locations, and then cross-referencing the two). You also use noise demodulation (called "DEMON") to tell you how many blades there are on any of your target's propeller, which you'll need to determine the unlucky target's turn count and therefore speed. Targeting information is then pre-set into your weapons, (Unfortunately, Americans are limited to torpedoes when fighting enemy subs, while the clunkier Akula sub has more exotic toys - like the Shkval rocket-propelled topedo), and then, anything goes. AI crewmen are included for those who hate micro-management - though TMA is something you'll have to do yourself. The look of the different subs is also satisfying - from the 1970's-looking switches on the Russian subs, to the "Star Trek" style touch-sensor controls on the Seawolf, you seldom feel like you're driving a computer.
Most of your early gaming, however, won't make you feel like you're really doing anything right. The science of submarine warfare is pretty counterintuitive, so you won't be able to jump in and simply learn your way around like you had in any of the innumerable flight sims you've doubtlessly played. The game comes with an on-CD manual that prints pretty poorly (and runs something like 200 pages -the table of contents is longer than the manuals of some simpler games) and doesn't really put the disparate elements of your playable subs into context (okay - you've got an enemy torpedo in acquisition, how can it find me, and what can I do to avoid that?). There's some tutorial missions - only three, though. I guess we're expected to use trial and error playing the missions, which is sadly typical of hardcore sims - they're demanding and chock full of intriguing details, but can't teach you their secrets w/o sending you off on countless kill-or-be-killed missions which (in the case of naval simulations) take forever. Personally, I never got deep enough into 688(i) to determine whether SC rises high enough above it to make it a worthwhile buy for those who already have 688(i). However, with its lovely graphics and compelling gameplay, SC is going to be patrolling the deep places of my hard drive for the foreseeable future. This game ran smoothly on my P4 (2ghz)/WinXP system - with the exception of sound. Though I installed a patch, sound effects become non-existent soon after a mission is begun.
Rating: Summary: If you can handle a hardcore sub sim, this is for you Review: The packaging and name are different, but once you get into it, "Sub Command" is a prettier sequel to EA's "Jane's 688(i)". Both games are elaborate nuclear submarine warfare simulations. The interface and look of the game remain unchanged, though SC obviously looks nicer. Whereas 688(i) only simulated the latter classes of the Los Angeles class attack submarine (with its bow-mounted diving planes and vertical launch tubes), SC adds on the newer Seawolf attack sub (quieter, more torpedo tubes, pump-jet propulsor) and - with war being an equal-opportunity offense - the Russian Akula class sub. (I've also discovered an on-line community, ala "Falcon Super-Pak" which has crafted elaborate mods, one allowing you to command virtually any sub, though I have yet to fully explore that option.) SC avoids some of 688(i)'s realism lapses (unrealistically short weapon-reload times and turn rates) by making them part of the game's novice settings. As in the older game, there's a 3D external "spot" view allowing you to gaze admiringly at your sub, targets, torpedoes, what have you. SC incorporates spot view without allowing it to harm the game's demanding realism - you can only spot targets that you've actually detected using your boat's sensor suite, and even then, a target's appearance depends on the information you've provided (i.e. - when you've determined that target "Sierra-01" is a neutral freighter half-a-mile away from your bow, you'll see an innocuous freighter in spot view, even though the target is actually a submerged and hostile Kilo Class submarine that's a whole lot closer). Although spot view is irrelevant to the science of submarine warfare, it's priceless to enhancing the spirit of submarines by reminding you that you're playing a game involving steel-plated, nuclear-powered leviathans prowling the blue-black depths. (Spot view here is more versatile than the one in "Tom Clancy's SSN", a game which was essentially one-big spot view). In SC, spot alternates with map-view (a handy smaller window is always kept open, so that you can have your view of choice on, without closing the other completely). Otherwise, the game brings back the complex weapons and sensor suite of the last game - you use various sonar sensors to find targets, and rely on TMA to locate them (using Target Motion Analysis you can determine a target's distance using the bearings you get from it at two different locations, and then cross-referencing the two). You also use noise demodulation (called "DEMON") to tell you how many blades there are on any of your target's propeller, which you'll need to determine the unlucky target's turn count and therefore speed. Targeting information is then pre-set into your weapons, (Unfortunately, Americans are limited to torpedoes when fighting enemy subs, while the clunkier Akula sub has more exotic toys - like the Shkval rocket-propelled topedo), and then, anything goes. AI crewmen are included for those who hate micro-management - though TMA is something you'll have to do yourself. The look of the different subs is also satisfying - from the 1970's-looking switches on the Russian subs, to the "Star Trek" style touch-sensor controls on the Seawolf, you seldom feel like you're driving a computer. Most of your early gaming, however, won't make you feel like you're really doing anything right. The science of submarine warfare is pretty counterintuitive, so you won't be able to jump in and simply learn your way around like you had in any of the innumerable flight sims you've doubtlessly played. The game comes with an on-CD manual that prints pretty poorly (and runs something like 200 pages -the table of contents is longer than the manuals of some simpler games) and doesn't really put the disparate elements of your playable subs into context (okay - you've got an enemy torpedo in acquisition, how can it find me, and what can I do to avoid that?). There's some tutorial missions - only three, though. I guess we're expected to use trial and error playing the missions, which is sadly typical of hardcore sims - they're demanding and chock full of intriguing details, but can't teach you their secrets w/o sending you off on countless kill-or-be-killed missions which (in the case of naval simulations) take forever. Personally, I never got deep enough into 688(i) to determine whether SC rises high enough above it to make it a worthwhile buy for those who already have 688(i). However, with its lovely graphics and compelling gameplay, SC is going to be patrolling the deep places of my hard drive for the foreseeable future.
Rating: Summary: DON'T "TRY" THIS GAME! Review: This game "is bad"! You have to be a submarine captain to figure it out. I thought it would be cool, but it's not at all. Please don't get it. Just a warning.
Rating: Summary: DON'T "TRY" THIS GAME! Review: This game "is bad"! You have to be a submarine captain to figure it out. I thought it would be cool, but it's not at all. Please don't get it. Just a warning.
Rating: Summary: Sub Command: More like work... Review: This sim is so complicated to run, it takes hours to learn the requirements to launch a weapon. You have about four sonar processes to figure out to identify a ship... The boat is easy to steer, but hard to fight, if you know what I mean. I removed it after a couple of frustrating evenings. The "speech recognition" program is useless, since un-given commands are carried out and create further chaos. It's just too much like work...And very little fun. Wait for Silent Hunter II! I had a blast with the first one, and the second one will be even more FUN, I'm certain.
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