Silent Service
on the commodore 64 was my first simulation experience - and it was awesome.
Over the years I've tried to find a sim that gave me that same balance
of gameplay and challenge. Some were too arcade, some were too buggy and
some were just too plain fiddly. Silent Hunter III is none of these.
Installation
:
System Requirements:
DVD/CD-ROM: DVD-ROM
Supported OS: Windows® 98/ME/2000/XP (only)
Processor: Pentium® III 1.4 GHz or AMD Athlon™ 1.4 GHz (Pentium 4 2.0
GHz or AMD Athlon 2.0Ghz recommended)
RAM: 256 MB (512 MB recommended)
Video Card: 64 MB (128 MB recommended) DirectX® 9 compatible graphics
card (see supported list*) Sound Card: DirectX 9 compatible PCI card
*Currently Supported Video Cards NVIDIA® Geforce™ 3/4/FX series with the
exception of MX series cards ATI® Radeon 8500/9000 family cards or newer
Installation
was simple, insert your DVD, the installer kicks in, select your
install directory and off it goes. The installation takes up about 2.5
gigs of hard drive space.
Upon launching
of the game a dialog box pops up informing you it is installing a security
system onto your PC, requiring a reboot. This is the dreaded starforce
copy protection - and it can cause serious issues, (take a look here for some examples). For some users the only way they will get the game
up and running is to use a nocd crack as the copy protection is not compatible
with some DVD's. This was a bonehead move on the part of the publisher
- the copy protection was cracked in a week and for some users it's causing
too many issues.
The product
comes with a map depicting the atlantic and convoy routes, a keycard and
a 60 page manual.
First
impression:
After a short pause while
the copy protection checks your DVD the game launches. A short intro is
played that captures the atmosphere of the period. It sets the mood for
the rest of the game and fits in with the gameplay very well.
Interface :
Generally very good. There's
room for a few improvements like being able to use the mousewheel for
scrolling through lists and being able to click on an item's label as
well as the item itself - things users of the windows operating system
have been taking for granted for a long time and requires the user to
learn a 'new' method of doing things. To be nitpicking about this level
of design is a good indicator that overall things are done very well.

From the initial interface screen
you can select from the following areas.
Naval Academy:

Here is where you will learn how
to navigate, use your deck gun against surface contacts, use your flak
gun against aerial contacts, use your torpedoes and how to conduct a convoy
attack. You can train in each of these items, but are required to perform
a 'test' of the training missions to obtain a rating for each of the items.
How well you do here will be reflected in 'renown' points you will get
to spend outfitting your submarine and crew. More on that later.
Career: This is the dynamic
campaign and is the heart of this simulation. You can choose from various
periods of the war, from the early years when being a uboat commander
was like shooting fish in a barrel, to the later years when the chances
of coming back alive were slim.
Single Mission:

A selection of historical missions
is available - allowing you to jump right in and most likely get sunk.
The missions are challenging and can leave you sweating as you try to
keep yourself and your crew alive dodging depth charges and angry destroyers.
Multiplayer:
There are only two options for multiplayer
- through UBI and by LAN.
Gameplay:
This sim has
gameplay in buckets. Due to it's dynamic campaign it is potentially unlimited.
I'll take you through a typical campaign mission to demonstrate what this
sim has to offer.

The main career management screen
is very much like Janes or Microprose simulations of old. From here you
can manage your crew and uboat, check your mission history and medals
and begin your next mission.
My prior mission had been fairly
successful and I had earned quite a few renown points. Since the next
submarine 'upgrade' doesn't really give me much more than the submarine
I already have I decide to upgrade the crew as much as possible by dismissing
the inexperienced crew members and replacing them by the most experienced
sailors currently in the barracks.

There are 3 classes of crewman,
Officers, Petty officers and Sailors. Officers have the greatest influence
on the effectiveness of a crew compartment within the boat. Extra qualifications
that are relevant to the compartment that the officer has been assigned
to magnify his influence and significantly magnify performance. The more
qualifications a crewman has, the more 'renown' they cost. In this way
the designers of the sim have implemented a 'reward' system within the
game. The better you do, the more renown you get to spend and the more
effective your boat is as a whole. This gives the player something beyond
tonnage sunk to aspire to.
Petty officers are your senior NCO's
of the boat. They can have qualifications but usually they will only have
one qualification. Their effect on effectiveness isn't as pronounced as
that of an officer but every bit helps.
Sailors fill out the rest of your
crew.
As you progress through missions
your crew can earn medals, promotion and qualifications. Judicious assignment
of these will help you fine-tune the crew you have so that you will have
exactly the crew you need.

After I have done as much with the
crew as I can, I move to the uboat management section and spend my remaining
renown on an engine upgrade and battery upgrade. My boat is now completely
upgraded and we are ready to undertake our mission.
Just prior to launching your mission
you can scale the difficulty. This is excellent as when you start a campaign
you will wish to play it fairly easy while you learn the ropes but as
you become more skillful you will wish to increase the difficulty to provide
more of a challenge.
Our mission is to
cruise to a particular grid location that sits astride a major convoy
route. If I can run into a convoy we might do a lot of damage.

We depart Wilhelmshaven
with friends and rose throwing lovers waving good-bye on the docks. You must pilot the boat out of the docks yourself and wait until you are
clear before you ask the navigator to plot a course. In one of my early
missions I was below decks after plotting and was greeted with an almighty
screech and crashes as my navigator had turned our boat into a battering
ram that was attempting to take out a stone wharf. The damage we sustained
was irreparable but we continued on our mission and returned safely.

I plotted a course to the north
of Britain - giving scapa flow a wide berth since it is a major naval
base. Uboats by necessity cruise on the surface wherever possible. Time
acceleration speeds up the journey and with the majority of crew in quarters
resting we travel for a few days with nothing to break the tedium other
than swapping crew around to keep everyone rested. We are 400KM northwest
of scapa flow in a storm when an explosion tears into the conning tower.
One of the watch yells that we are under attack and i order a crash dive.
I hear the crew racing down the ladder and hear the conning hatch slam
shut as the alarm rings shrilly and our boat noses down into the deep.
Water starts to leak from a valve and the sonarman yells that a warship
is closing fast.

I switch to the damage management
screen and see that our conning tower and light flak gun have taken damage.
Nothing critical and since it's external damage I will have to wait until
we are surfaced before putting a damage control team to work. I double-click
the damage control team name and the sim automatically assigns crewmen
to it. I am expecting depth charges at any time so having a team ready
is a very good idea.
We reach 50 meters and I ask the
combat engineer to rig for silent running. He whispers an affirmative
and informs the crew. I order 1/3 speed and a left turn. I look around
the crew area and see crewmen giving me furtive glances as the damage
control team take care of the leaking valve. I ask the sonarman where
the contact is and with this information I decide that I'll ascend to
periscope depth and take a quick look around. Maybe I'll get a shot off
at the destroyer.

The weather above is miserable and
the rough seas make it almost impossible to catch more than a glimpse
of the enemy.
I turn our boat around and start
to depart the area. The sonarman whispers loudly 'depth charges in the
water sir' and a few seconds later the distant sound of explosions carry
to us. The destroyer continues to look for us but we quietly slip away
and continue on our journey. A few hours later I feel that it is safe
to surface the boat and make repairs while recharging the oxygen supply
and batteries.
A few days later the storm has passed
and we are cruising in calm seas when we receive a report of a large convoy
heading towards our designated map area. After quickly consulting the
navigator I determine we have more than enough fuel to race ahead of the
convoy at full speed on the surface.
I plot a new course to the south
south east and we race ahead of the convoy's route to lay in wait. As
we approach where I believe the convoy to be heading I assemble the crew
and place the best personnel for the job into each compartment. Before
long our sonarman starts to read off multiple contacts moving slowly towards
us. I find myself in the perfect position - ahead of the convoy which
is likely to travel directly over us. I order a dive to 50 meters and
rig for silent running. 
The destroyer escort passes us by
unaware that the wolf is about to start slaughtering the sheep. The main
body of the convoy approaches us and we move to periscope depth and I
begin to scan for fat targets. Before long I spot a large cargo ship.
I have five torpedoes and I ask the weapons officer to plot a firing solution
then launch. Switch to another target and launch two more. Then fire another
at one of the ships behind me before ordering a dive to depth. I hear
an explosion and the crew cheers. I wait for more explosions but none
are forthcoming. One hit out of five shots. Dud torpedoes at too common
place at this time so whilst a few may have missed, some may have hit
their targets and failed to detonate. I turn the boat to follow the convoy
beneath it, keeping speed up and hoping that the noise generated by the
convoy is enough to mask my presence from the hydrophones of the destroyer.
The crew is working towards reloading the tubes and I decide that I am
going to try to take out the destroyer and hope the weather clears up
enough to allow use of the deck gun. Once I have all of the fore tubes
reloaded I surface amongst the convoy briefly to lure the destroyer to
engage. It begins to loop around the convoy and I find that with only
forward tubes reloaded I might be stuck in the position of being outflanked
and in trouble. I order the crew to begin reloading the aft tube as I
try and play for time.
We manage to keep away from the
destroyer and with a minute left to reload the aft tube I put up the periscope
and spot the destroyer almost directly behind us. One of the cargo ships
spots us and the destroyer turns to us and races at high speed firing
it's guns at my scope. I put my scope down whilst awaiting the loading.
As soon as the aft tube light turns green I raise the scope to see the
destroyer racing at us, intent to ram or force us to maneuver and spoil
our shot. I ask the weapons officer to create a firing solution and we
launch our aft torp. As soon as it has left the tube I order a crash dive
as I watch the destroyer getting really close. I see the explosion of
the torp hitting just before the scope descends beneath the waves and
then see the hull of the destroyer flashing past. I cringe expecting an
impact but they miss. I then expect to be depth charged but there is nothing.

I move to periscope depth and spot
the destroyer sinking. Party time. We surface in the middle of the convoy
and it quickly becomes obvious that the deck gun crew would need scuba
gear to operate in these seas. I fire my remaining torpedoes which either
miss or fail to detonate. I have only two left in external storage but
the weather is going to have to clear up before I can make use of them.
During a quick scan around with the observation scope I spot one cargo
ship dead in the water behind the convoy. I mark it's position on the
map to come back and finish off later if it doesn't sink.
I dodge through the convoy and start
to move ahead, hoping that the weather will clear enough before another
escort arrives.
A miserable 12 hours later with
many of the crew exhausted one of the lookouts spots a destroyer heading
towards the convoy. I give up in disgust and order a dive and we return
back to the position I had marked on the map earlier. We cruise past the
still floating destroyer who's aft end is visible above the waves. I can
only guess if the survivors are huddling in an air pocket in the dark
with no way of escaping. Maybe they'll be rescued. I arrive at the marked
area and the ship is gone. I ask the sonarman to sweep the area and he
locates a single merchantman moving slowly. We surface and move to pursue
at flank speed. In a couple of hours we catch up. Somehow the crew have
managed to reload a tube from the external storage but the seas are still
too rough to use the deck gun. We move to a parallel course and at very
close range I fire my remaining torpedo.

for a direct hit amidships that
breaks the freighter in two and sends it sinking beneath the waves.
With a single torpedo remaining
in our arsenal we turn for home and arrive days later - exhausted but
victorious.
Graphics:
The
graphics in this simulation are both detailed and beautiful. The interior
areas of the uboat and crew members aren't up to halflife2 or doom3 standards
but they are still excellent and react to your presence when you are talking
to them.

The effects are
both excellent and effective. The water running over your periscope lens
distorting and blurring the view adds to the immersion. Small touches
are everywhere and it's this kind of polish that makes the atmosphere
of this sim both believable and compelling.
Sound:
The sound is excellent. About the only thing I have
to complain about is the lack of environmental effect on crew speech.
You can be in the middle of a storm and the crew will come across crystal
clear. It would have added to the immersion if the crews speech was distorted
by storm weather so that they had to shout at you while the wind was whistling
in your ears.
Multiplayer:
The manual says 8 players LAN and 4 players
through UBI online - I just completed an 8 player session online so i
guess the manual is wrong.
There
is no direct connect method to allow people to play over the internet
without having to log onto UBI's game service. I don't like being reliant
upon a third party to play online with my friends. If that service is
down, either for a short period or permanently, online players are stuck
without being able to play online. This is another bonehead move that
just creates another potentially critical problem.
Multiplayer is fun, but limited
simply due to the nature of what you can do in multiplayer for this sort
of simulation. You load scripted missions and execute a cooperative attack
on the enemy convoy. Very little of what is the meat gameplay wise for
this simulation is present in multiplayer.
Immersion:
The presentation of the product is excellent in
almost every way. The only simulations in recent memory that I have played
that have had as much immersion are IL2 and Steel Beasts.
Longevity:
Dynamic campaign - in other words unlimited gameplay is available for
single player. The included mission editor is a separate application using
a standard windows interface. It's clear and feature full. I could see
mission editors creating a series of missions to be used in cooperative
multiplayer for private campaigns using historical reports.
The bad:
Starforce. Online multiplayer support through UBI.
Limited multiplayer functionality.
Conclusion:
This is an excellent single player simulation much
like the glory days of simming. Multiplayer is really a minor part of
what this sim has to offer. Any simmer MUST add this software to their
collection - even if naval simulations aren't their normal boat. The only thing preventing this sim receiving editor's choice is the use of starforce.
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