Article Type: Interview
Article Date: April 09, 2004 (published)
Product Info
Product Name: Dangerous Waters
Category: Naval Simulation
Developer: Sonalysts Combat Simulations
Publisher: TBA
Release Date: Q2 2004
Sys. Spec: Click Here
Files & Links: Click Here
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Our Don "Donster" Miller chased down Sonalystss Dangerous Waters development team and sounds them out on their latest offering.
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A 688 (I) Hunter Killer patrols the depths. |
CombatSim: Tell our readers a bit of info about the development team.
Sonalysts: We began developing computer simulation games for the commercial market in the mid-nineties as part of our diversification plan following the end of the cold war. Teaming with computer game publisher Electronic Arts, Sonalysts has developed three naval simulation games. The first two games, 688(I) Hunter/Killer and Jane’s Fleet Command, were released in 1997 and 1999 respectively. The third game, Sub Command, was released in 2001 and was our first title to allow multiple controllable platforms (3 nuclear submarines). All three games were developed from concept to completion at Sonalysts headquarters in Waterford, Connecticut.
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An Akula class submarine in murky waters. |
CombatSim: So the developers are experienced in this type of sim. Does the team have military backgrounds?
Sonalysts: Most of our team had actually developed training applications for the U.S. Navy before working on the games and the team has remained intact throughout all three previous titles and again for, SCS – Dangerous Waters. Our development team also works closely with experienced retired U.S. Navy officers who are invaluable to us during the design phase.
CombatSim: How many single player campaigns will there be?
Sonalysts: There are two single player campaigns that will employ all seven playable ships/aircraft. The main players (US, China, and Russia) will face off in a tense, world-crisis scenario keyed by a Russian rebellion. The Russians are divided this time (Rebels and Loyalists), and it's not entirely clear to the player who he can trust until the agendas are slowly uncovered.
The Chinese are a somewhat mysterious and their alliances are not a certainty. The U.S. is trying to maintain the “status quo” but can’t do it alone, therefore the player must decide early on who he should ally with in order to succeed. However, the player may also choose to control a Russian or Chinese platform and progress the storyline that way as well.
The dynamic ability for shifting alliances makes for some interesting decisions given that the player must not only make sure that he knows who is shooting at but also decide if it’s a wise decision to attack them at all (since each country’s agenda is hidden and dynamic).
The responsibility of command is more realistically portrayed here than in previous games. The player will need to make positive identification on suspected enemies before firing weapons and he will need to avoid collateral damage or firing on neutrals. The mistaken sinking of a single ship could alter the balance of power and cause nations to shift alliances—not a good career move.
The player will be able to select which ship may be best suited for a particular mission’s objectives. The campaign missions will be highly dynamic and re-playable through use of improved dynamic placement, probability of inclusion functions, and randomly selected groups of goals.
The missions will vary depending on player performance (which is tracked throughout the campaign) or the state of the conflict as a whole. A Quick Mission generator will also be available to the player that will allow him to create fully dynamic missions with an unknown situation and randomized tasking—so far there are 19 quick mission types for the player to undertake.
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MH-60 alongside ship. |
CombatSim: Multiplayer was a core component of both 688(I) and Sub Command. Outline the features and role multiplayer will have in Dangerous Waters.
Sonalysts: The most significant new feature in Dangerous Waters' multiplayer is multi-station manning. Now, groups of players can team up to operate a single ship or aircraft. All stations selectable from the in-game station menu can be distributed among players for any of the drivable platforms. We are re-working the multiplayer engine significantly (which was necessary to implement multi-station) and are going to do our best to improve any past synchronization issues.
In response to the requests of many online fleets (Seawolves, Sub Club, Modern Joint Forces Command, etc.) we are improving the goal-tracking and scorekeeping functions for competitive play. The multi-station manning will allow the experienced players to train and mentor new captains as well as work more effectively as a team (given that many sets of eyes are always better than one).
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Kuznetsov |
CombatSim: Do you feel there’s a true following for this type of sim? Why did the developers decide to create it?
Sonalysts: Yes, we feel strongly that there is a substantial group of naval enthusiasts who enjoy quality naval games and with the market focusing on more mainstream titles, we see the opportunity to cement a lasting brand presence and create games for a dedicated following of simulation, strategy and war gamers.
The simulation enthusiast is typically very knowledgeable, loyal, and they relish a challenge. At this time, no one is competing for this segment of the market. Sonalysts entered the serious naval simulation field back in 1997 with Jane’s 688(I) and we feel we that by retaining the same dev team members we’ve had the opportunity to improve the underlying architecture of our products.
We are very enthusiastic about the features and general direction that Dangerous Waters could potentially take this genre and with the start of the Sonalysts Combat Simulations brand we are committed to the simulation genre, looking even further down the road for potential opportunities to provide Naval gaming to those who enjoy it.
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MH-60 Helicopter |
CombatSim: What will the system requirements be?
Sonalysts: The system requirements are still relatively modest for the minimum configuration and is highly scalable for the latest machines. In order to enjoy the pixel and vertex shader effects the player will need a GeForce3 or Radeon 8500 (or better) video card those available hardware features. However, the game is fully playable on a large range of less powered hardware:
- Minimum Specifications
- Windows 98/98SE/ME/2000/XP
- Pentium III 550Mhz
- 128 MB RAM
- Eight-speed CD-ROM drive
- Direct 3D compliant Video Card with 32MB RAM
- Sound Card (100% Windows Compatible)
- Desktop Resolution of 800x600 @ 16-bit color depth
- 590MB hard-drive space for installation
- Internet or LAN connection required for multiplayer
- Recommended System
- Windows 98/98SE/ME/2000/XP
- Pentium III 800Mhz
- 128 MB RAM
- Direct 3D compliant Video Card with 64MB Video RAM
- Desktop Resolution of 1024X768 @ 16-bit color depth
- 850MB hard-drive space for installation
- Internet or LAN connection required for multiplayer
Please refer to the this page, as the requirements may change slightly in the coming months:
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MH-60 Helicopter |
CombatSim: What is going to be different about Dangerous Waters then any previous sim?
Sonalysts: This is the first sim that gives the player first-person control of four distinct platform types—a ship, a sub, a helicopter, and a fixed-wing aircraft (all of which will be modeled with high degree of authenticity). Additionally the four controllable submarines are very distinct—the venerable 688(I), the Russian Akula, the cutting edge Seawolf, and the diesel-electric Kilo (Russian and Chinese). Each sub has different performance characteristics, strengths, and weaknesses that will compel the player to use unique tactics to achieve his objectives.
The main feature though, is the collaborative nature inherent this sim—which is the utilization of multiple air, surface, and subsurface platforms to achieve common objectives. Dangerous Waters could arguably be the most diverse collection of controllable platforms ever created in our genre. However, it’s worth noting that the platforms all have a feeling consistency throughout which will help “bridge the gap” between flight simmers, sub simmers, and surface simmers. We’re hoping that eventually we’ll convert everyone to declare themselves as merely a “Naval simmer” who can tackle all of the above.
Also, as mentioned above, Dangerous Waters will have multi-station manning which is something players have been asking about for a long time. All allied units will be on a communications link that will reflect the latest “sensor picture” and allow for a coordinated attack executed by allied platforms.
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A Ticonderoga class cruiser about to get hit by missile. |
CombatSim: How far along is the work? Any estimate on release date?
Sonalysts: We still shooting for Q2 2004. We are rapidly approaching ALPHA and are working hard to stay on schedule.
CombatSim: What languages will be used?
Sonalysts: That is still be determined (and highly dependant upon the wishes of our distributor if we choose to collaborate with one). We will keep you posted if there are any changes to the potential localized versions
CombatSim: Will there be joystick support?
Sonalysts: Yes, the Seahawk helicopter and Orion P-3 ASW plane will be controlled by joystick, if the player prefers, or can be controlled by the mouse using ordered altitude, course and speed. Again, the sim is designed to yield a varied gameplay experience such that it can be played in multiple ways depending upon player preference. Dangerous Waters can be played as a highly detailed simulation with a high degree of control or an upper-level strategic simulation in which strategic planning and execution is paramount—most likely it will take a little bit of both.
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MH-60 Helicopter |
CombatSim: Have you signed with a publisher yet?
Sonalysts: At present we are funding the game’s development internally and exploring different options including third party publishing. Any publishers who would be interested in distributing S.C.S. – Dangerous Waters are welcome to contact us ([email protected]). There are multiple collaborations that have been proposed to us already and we are very excited about the prospects.
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Our thanks to the folks at Sonalysts for taking the time to answer our questions.
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