Title: Silent Hunter Mission Disk 2 By: Jim Atkins and Jim Wolford Date: August 30th, 1997 1255 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
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SILENT HUNTER was
first described as "ACES OF THE DEEP, only in the Pacific
with the US Sub Service, and in high resolution." While
that is more or less true, SILENT HUNTER is also a class in
itself.
In SILENT HUNTER the player commands an American diesel
submarine in WWII. Starting with the infamous attack on
Pearl Harbor, hunting season for Japanese warships and
merchants opens in the South Pacific. The general idea of
the simulation is to sink as much tonnage as possible
without ending up on the "Still on Patrol" list at the end
of the war.
The approach SSI has taken with SILENT HUNTER parallels
that taken by Dynamix in ACES OF THE DEEP. Both games are
based on historical submarine campaigns of WWII. Both use
very similar interfaces, and both strive for that
mysterious balance between accuracy and entertainment. For
a complete Review go to SH Review.
Patrol Disk II
I remember the first time I tried the Silent Hunter Demo. I
loved the game so much, I played it over and over. Besides
being gorgeous to look at, it was actually fun. The sound
effects lured you in and the dramatic graphics and strong
game play trapped you. I once told someone, "I've never
seen anyone try this sim and not like it."
The most important thing I remember, however, was not the
graphics, or sounds, it was the attention to detail the
programmers demonstrated when they coded the game. Sim fans
like to see the little things that give their passions
authenticity. Anyone can say a bitmap is a jet, but when
you know what one really sounds like and you hear it in the
sim, you get an idea that the creators did a little
research. This is the elusive "suspension of disbelief" all
good programmers seek. The programmers at SSI went out of
their way to make sure the little things (like the
difference in the periscope height) were there to enhance
the experience, and prolong the suspension of disbelief.
Well, I am very happy to report, SSI continues this
attention to detail and finally gives the gamers what they
want with the release of Patrol Disk#2. Aside from the
usual bug kills (of which Silent Hunter never had many),
the addition of 15 more scenarios and two patrol zones, SSI
has crowned the final disk in the series with a powerful
scenario editor.
While Patrol disk #1's big upgrade was the addition of the
photo-recon and lifeguard missions, SHPD2's big feature is
the Scenario Editor. The editor is powerful and easy to
use. Runable from within the game or as a separate DOS or
WIN95 application, the editor features an interface any SH
fan would be familiar with. Using the icons and symbology
from Silent Hunter Nav charts, the editor is easy to
navigate and is intuitive.
Standard is the usually skimpy documentation found in
add-on disks, but the scenario editor's familiar interface
makes it easy to create a new scenario or edit an existing
one with little or no instruction. Features such as time of
day, sea conditions and date can be easily modified and
even "previewed" with graphic windows depicting the
modified parameters and most options are toggled on or off.
Most selection items are fairly straight-forward and
placing units on the map is fairly easy although I found
navigation between dialog boxes and menu bars occasionally
difficult.
The editor itself opens with a default patrol map in
southern Japan. Your submarine is placed close to shore
but, of course, you can change both items. A menu bar
across the top allows you to the standard options of
loading, saving etc. but a nice feature is that you can
load existing historical scenarios (although they must be
saved as custom missions) changing one or two conditions
making for wonderful what-if situations. The menu bar also
features a series of drop down selections to set up the
static portions of the scenario (like weather, year, time
of day, patrol zone, etc.).
The main dialog box remains open when you're not on the
menu bar and this box controls all the dynamic features of
the editor. From here you can choose your boat, the name,
aircraft, type of mission and all the details of the enemy
forces. Some of the details you may alter are, type of
crew, whether they're alerted to your presence, speed,
course, etc. Even the aircraft selection allows you to
control such minutiae as bomb load and aircraft type (which
is never mentioned in the game).
Despite the deep detail the editor can modify, it's done in
a way which makes it very easy to get a real mission set up
quickly and easily. A nice touch was the ability to save
and run the edited scenario "on the fly". Another example
of detail is the memory monitor on the main dialog box. If
you're running 16MB of ram, the bar shows the amount of
memory the scenario will use. There is a reason, however,
because you can set up a scenario that can bog your system
to a memory page fault (black screen of Death). Regardless,
the editor provides enough feedback so that the user can
quickly set up anything from an attack on a carrier group
to a photo recon mission in Tokyo.
Now that the facts are out, it's time for the "meat and
potatoes." In the past, many sim editors would treat
factors like troop placement, experience, etc. as if they
were attempting to solve the mysteries of the universe with
highly esoteric mathematical formulae. SHPD2 avoids all
this with the GUI. On the main screen, the "object" box or
dialog box highlights the details of whatever object is
selected in a graphic (read clear) fashion. When you begin
creating a scenario, your sub is highlighted with a bright
yellow box. Your sub is represented by a blue submarine
icon. To start placing enemy targets, you simply click one
of four object types located at the top of the object box.
You can choose ship, aircraft photo and bomb mission.
Once you select a ship or aircraft you can set it's course
much the way you can set your subs course in the sim.
Speed, crew type, and even whether it's on alert or not is
selectable in a descriptive manner rather than the usual
hit points/strength tables/cryptic widget numbers that a
lot of military sim editors use. While they look simplistic
and might turn off the most serious of grognards, the
editor allows the game and AI to handle the "simming" while
the user changes the conditions. All in all, a refreshing
way to edit a scenario for a military simulation.
As I mentioned, you can set any type of mission available
in SH and you can virtually set any condition available in
the game. You can even set up unrealistic scenario's by
bypassing the historical rules. With this you can even have
an S boat with PPI radar or a Gato class available in 1941.
While network play is still ignored, the scenario editor
allows the trading of scenarios among friends and frankly,
even my site took off after I made it a "node" for user
uploaded scenarios.
Overall, I rate this add-on a 4 out of 5. The easy to use
editor alone makes this product a should have for the
casual fan, and an absolutely gotta have for the SH junkie.
The only thing I was disappointed in was the lack (again)
of network play. Think of how good it would be to have you
and a couple friends using wolfpack tactics. Considering
the current street price of $15, If Silent Hunter is a
favorite game destined to be on your hard drive a while,
you can't afford NOT to have it.
SSI closes out the Silent Hunter series (?) with a bang by
giving the gamer the tools to continue the fight and the
freedom to be creative. The additional areas afford the
"patrol" player new regions to hunt and new bases to hunt
them from. The "scenario" gamer has a very powerful, easy
to use editor at his disposal. While a game like Silent
Hunter would've enjoyed a long shelf life because of it's
already recognized quality, the addition of the Patrol Disk
#2 and it's scenario editor in particular, has guaranteed
it a place of honor among military simulations enthusiasts.