Title: 688i Hunter/Killer rev By: Select Article Author Name Date: Original Publish Date Unknown 736 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
688I Hunter/Killer
by Brian Bradley
Quick View Ratings
Gameplay
80 Graphics
80 Sound
90 Intelligence
80 Learning Curve
8 Hrs Fun Factor
85 Overall
90
Info on
Ratings
Test system:
Pentium Pro 233MHz
32 MB RAM
8x CD-ROM
Sound blaster 16
Turtle Beach Maui
Hercules Stingray 64/Video
TM WCS II, RCS & Logitech WE
Minimum requirements:
Pentium 90
Windows 95
16 MB RAM
12 MB free hard drive space for installation (with another 100MB for swap
files)
4x CD-ROM
DirectX compatible video and sound cards
mouse
Installation
Jane's 688(I) comes in typical Jane's slick, polished packaging. An open leaf box covered with colorful screenshots and submarine pictures opens to
reveal a nice thick spiral bound manual and CD jewel case. The installation
is simple and straightforward with an autorun from the win95 CD. The
installation will also prompt you to decide whether you want to install the
DirectX 3a drivers that come with the game. I have found that either
DirectX 3a or 3b drivers will work with 688 (I). However, alike most DirectX
games I have seen, compatibility nightmares abound. Most of the issues I
have seen with 688(I)'s use of DirectX involved my display drivers. For
some reason, certain monitor choices caused an error when starting the game.
Additionally, if I start the game in any resolution over 640x 480, it
causes my display modes to use a 60Hz refresh and will remain that way even
after quitting the game. I have to reload my display drivers to get back my
higher refresh rates. I guess this is the price of using Microsoft's
Windows95 & DirectX. (Ed. Note: I haven't experienced this problem so not every system will respond the same).
The manual is divided into five chapters and additional appendices. The
first chapter is a "quick start", giving the reader a brief summary of all
the controls. There is even a single mission that coincides with the
chapter to allow the player to actually run through a mission while reading
the manual. The second chapter deals with the main menu/options, while the
third deals with the ship's stations. Chapter 4 is Academy training, going
into more detail on the mission phases, and finally Chapter 5 is the
advanced tutorial making you use everything you've learned in another
tutorial mission. The appendices cover the history of the Los Angeles class
submarine, it's weapons, naval terms, and specifications of various naval
craft. Appendix A even lists the names and commission dates of SSN 751-773.
The sim begins with the usual Jane's combat sim intro followed by a
beautiful Hollywood style movie clip that shows a 688 fighting for her life
under a depth charge attack. The action and music of the opening clip
always puts me in the mood for the game. This is followed by the sign-in
where you enter your name and choose your ship. You have a selection of
most of the 688 hulls. I chose SSN-770, the "Tucson".
Once you have been announced (ex: "Tucson arriving" - a nice touch), you
enter the main menu with the following options:
+ Training Mission
+ Single Mission
+ Campaign
+ Mission Editor
+ Multi-player
+ Captain's Log
+ Ship's Information
+ Jane's Online
?+ Options
Unfortunately, ALL of the missions including the campaign are "canned".
Like most Jane's sims to date, there is no dynamic campaign. However, the canned
missions are varied and interesting, since the AI allows for a lot of flexibility
in each encounter. The training missions include basic
submarine operations, mine warfare, Tomahawk strikes, anti-submarine warfare
(ASW), and anti-surface unit warfare (ASUW). The single missions include:
Combat Search and Rescue (SAR) missions, surgical strikes, special
operations, harbor penetrations, battle group screen protections, and other
ASW/ASUW operations.
The campaign missions are also varied with different theatres of
operation including Cuba, the Persian Gulf, and the Sea of Japan. In order
to progress to the next mission in the campaign, you must successfully
complete each mission.
A screen from the tactical planner. Click for a larger image.
Finally, for those who complete all the missions, there is a simple mission
editor to create your own missions. The mission editor is relatively
flexible and will allow you to choose an area of operation anywhere in the
world (although I suppose it would be best to use an area with at least some
water). Unfortunately, the mission editor seems rather simplistic and does
not appear to allow for extremely complex scenarios.
Controls
First and foremost, let me say that this game is NOT for action junkies. 688
(I) is a good simulation of submarine warfare. This means that most of your
time will be spent sneaking around, listening to your passive sonar,
plotting Target Motion Analysis (TMA) solutions, and devising sneaky tactics
. This doesn't mean you won't see action, of course, and in fact the tension can become
unbearable once torpedos hit the water!
Control of the submarine is broken down into various stations; all
accessible by clicking on the appropriate icon located at the right of the
screen as seen above. The options are:
+ Ship Control (Helmsman)
+ Sonar
+ Radar
+ Radio
+ TMA
+ Fire Control
+ Periscope
+ Sound Speed Profile (SSP)
+ Ship's Books (operating & casualty procedures)
+ Jane's Information (naval vessel specifications and information)
+ Navigation
+ CO Stateroom (game options and status)
+ 3-D Control Room
+ Object Viewer
1. Ship Control
The ship control station allows you to display and/or change the state of
the following: trim angle, keel depth, ship ventilation, emergency blow
valve, HP air (current status and a charge button), towed array (for both
port and starboard arrays you can stream, retrieve, or shut off the winch),
course, high frequency sonar, stern angle, bow angle, rudder, engine speed,
and MBT vents.
2. Sonar Station
The central sonar console...
The sonar station is further broken down into five parts. The Active sonar
allows both continuous and single pinging with range and bearing indicators.
The True Bearing indicator provides information on the bearing, frequency,
strength, interval, and age of intercepted active sonar. This allows you to
determine who is looking for you and where they are. You will soon learn to
dread seeing a 15kHz signal pinging away at you (Helix helicopters). The
DEMON (Demodulated Noise) waterfall is used to determine a contact's speed
and the number of blades on the propeller. The broadband sonar is a
waterfall display that is used to track and detect targets. Finally, the
Narrowband is used to classify a target's type.
3. Radar
The radar station can be used while surfaced, and has controls to
raise/lower the radar mast as well as a range/bearing indicator. The radio
station allows you to control the deployment of the floating wire antenna as
well as raise or lower the main radio antenna and ESM mast. You will receive
all of your orders by radio and occasionally you may receive updated mission
information. The ESM (Electronic Surveillance Measures) antenna provides
information on bearing and source type of surface radar and radio
transmissions and is often a VITAL tool for stealthy detection.
4. TMA
The Target Motion Analysis Station.
The Target Motion Analysis station is where you will try to establish firing
solutions. By aligning a vectored ruler over contact plots, you will try to
determine a contact's speed, bearing, course, and other information. If you
determine some of these factors by other means, you can plug that info into
the plot. This will be where you spend a lot of your time, and it can be one
of the most difficult parts of the job - especially when the contact is
employing stealthy tactics and changing course and speed often.
5. Fire Control
The Fire control board gives you control of what type of weapons are loaded
into which tubes, weapon presets, as well as the tube state: flooded,
equalized, and the state of the muffle doors. You will launch your weapons
and countermeasures from this station. Additionally, you have basic controls
over wire guided weapons after they have been launched.
6. Periscope
You also have the fundamental operations of the periscope with both low
light and zoom options. If you spot a surface contact, you can take a photo
of it. This allows you to quickly lower your periscope to avoid detection.
Then you can take your time analyzing the photo to determine target type,
bearing, course and distance.
The sound speed profile provides information about thermal layers. This can
be extremely valuable in detecting others and in avoiding detection yourself
as the thermal conditions of the water will affect how sound is carried. If
you are unhappy with your current profile information, you can launch
another probe to update the SSP.
Graphics and Sound
The graphics in 688(I) are quite good. The instrument panels give the
impression of worn military controls and the user interface menus have the
typical colorful and polished appearance of most Jane's sims. Looking
through the periscope you will see bubbles and hazy water wash across the
view as the mast is raised or lowered. Additionally, the waves move in a
convincing swelling effect, sometimes even obscuring a distant target from
view.
The sonar and fire control stations are very well implemented. The
sonar displays are convincingly realistic and easy to read. I love the fire
control station's appearance, with controls arranged for all the weapon
tubes and even safety covers over the launch buttons that must be raised
before firing. Obviously most of the displays are 2D instrument panels -
this is a submarine simulation after all. So you will be spending most of
your time cramped inside a small area with no view of the outside world.
However, 688(I) does provide a 3D object viewer. This allows you to watch
your submarine and weapons from an external view. This way you can watch as
your torpedoes hit enemy targets. Although the 3D object graphics have a
simplistic dithered polygon look to them, there are some nice touches. For
example, you can watch as an enemy ship breaks up after being struck by your
weapons. Often a damaged ship will list convincingly as it sinks, and it may
even break in half. The whale above has an articulated tail and if you have sonar turned on at the same time you might think you are in Sea World!
There is even an option for a 3D control room, but this
is just a simple 3D perspective of the stations and reverts back to the
normal 2D display when you click on any particular station. Personally, I
find the 3D control room useless. Unfortunately, there is no external deck
view while surfaced. You will have to rely on the periscope view for the few
occasions that you surface your vessel.
The sound is superb. The sonar noises are especially well done. You can hear
convincingly realistic water-flow, biologic noises (whales and shrimp), as
well as propeller noises. The hull will also groan as you approach crush
depths. Furthermore, commands are repeated by various crewmen in appropriate
tones and different voices. The most satisfying sound in the game is the
very realistic sound of a hull imploding after you sink your target.
Game play
The missions are all objective oriented. That objective could be anything
from the successful deployment of a SEAL team to the destruction of a
"boomer". In some cases, like the Special Ops deployments or Tomahawk
strikes, you have a defined time-table. However, many missions may last a
number of hours. There is an option to compress time, but I rarely used it
as I liked to keep the feel of immersion - besides you can sometimes miss a
brief propeller noise from enemy subs if you aren't real careful.
You have various cheat options to decrease the difficulty of the game, like
invulnerability or unlimited weapons. However, to be successful in the
highest difficulty settings (no cheats), you will need to learn how to
function in all the station roles like sonar and TMA. You have an option to
allow your "crew" to perform these functions for you. However, when you
start your campaign, they are usually quite green and ineffective - often
undoing a task that you did correctly. The "crew" will increase their skills
over time, but by the time that they are effective, you will find that you
do not want them anyway. I turned off the crew assistance by the middle of
my first mission and never turned it back on.
I found the game play to be solid and more immersive than most sub sims
I have played. 688 (I) gives you a nice feel for the actual capabilities of
the Los Angeles class subs, and forces you to use tactics that are more
realistic than other sub sims. It is hard to judge the AI because you don't
normally have the opportunity to watch them except through your instruments.
However, from what I have seen, the enemy acts intelligently; although
sometimes the Helix's can get a little too aggressive and may end up sinking
their own ships with torpedoes that went errant.
The sim also presents realistic difficulty in acquiring and tracking
targets. In some scenarios, I found myself foolishly tracking and firing at
biologics because they were very close to a stealthy sub. At other times, I
would track an enemy SSN for HOURS attempting to develop a decent firing
solution only to discover that it would change course and speed at a
critical moment in my TMA, rendering my solution almost worthless.
As for multiplayer, it seems that JANES have some surprises for us, but what those are remain unclear, perhaps to be revealed at E3. The standard suite of connection options will be present, including two to eight players over a network using SPX/TCP settings. In order to use a custom built mission for multiplayer engagements, all players must have a copy of the mission in order to play. I have a feeling that a number of web sites will be collecting custom missions for 688(I)! If you haven't seen it yet, check out
Necrom's 688I Hunter/Killer Page
The biggest gripe that I had with 688 (I) were the seemingly unrealistic
turn rates and torpedo load times. I know that the crew of U.S. subs are
supposed to be very good, but 30 seconds to unload/reload a tube?
Fortunately for us die-hards, Jane's/EA has released a "realism patch" that
addresses these issues.
The Bottom Line
Jane's 688 (I) Hunter/Killer is a fantastic simulation. It has a very
polished user interface, good graphics, great sound, a realistic physics
model, multi-player ability, and a mission editor. Not only that, but if you
complete the entire campaign, EA will send you a spiffy looking Jane's
Combat Simulations pin in the shape of submariner's "dolphins" for free.
What more can you ask for?
How about a multi-level debrief feature. When you pull into the dock later, or when you are thinking about your mission from beyond the pearly gates, you can check out the debrief. The debrief has a log and multiple levels including an insider perspective (as if intelligence from both sides was available) that constitutes a CHEAT feature. Nicely done!
Finally, you also have the resources of Janes on-line at your fingertips. But the HELP files are just as detailed. You want to land that SEAL team, and its your first outing? No problem, call up the Ops Manual, PAUSE the sim (another concession to reality and the learning curve), read up on the procedure, and away you go. This attention to detail and ability to give even novice players access to a "DEEP" simulation is becoming a hallmark at Janes. What are you waiting for? Blow your tanks and get underway!