Silent Hunter III Review by Tsisqua

Books, Games, Hardware and Software. This forum is for reviews of anything that you feel will be of interest to our readers

Moderator: dieg777

Silent Hunter III Review by Tsisqua

Postby EURO_Snoopy on Thu Apr 28, 2005 10:25 am

Silent Hunter III is the most recent U-boat game in the popular Silent Hunter series. If you, like me, have never played the first two games, don't sweat it. You are bound to enjoy it. Silent Hunter III will keep you entertained for many, many hours. A patch was released the first week after the release of the game, and a second patch was released during the first month. This is a very good sign of continued support, and possibly even future development for the title. Included with the game is a very nice manual, a keymap, and a poster style global map. All of these are also copied in .jpg format into your game folder in a subfolder called documents.

To begin with, if you purchased the version containing a sticker inside of the box with the DVD unlocking code (sorry, the game is only available in the DVD and downloadable version), only enter the first line from the code. I spent quite awhile attempting to install the game because of this. The DVD uses Starforce copy protection, and it will run a disc check every time that you play the game. I understand that there is also a version of the game out that with the DVD unlocking code written into the art on the disc itself. Owners of some machines may find that the disc check will take longer to perform than they may care for. Especially when the game tends to load a bit slowly anyway.

There are three main aspects to any game: graphics, gameplay, and in the case of simulation game such as Silent Hunter III, immersion. I'll try to cover these three as briefly and concisely as possible, and will also touch on the in-game sound.

Graphics

The machine that I am currently using is as follows: AMD64 3200+, 1024 MB memory, Gigabyte K8VT MoBo, 7,200 rpm HD, and a built by ATI 9800 Pro 256.

The system requirements for Silent Hunter III are as follows: Processor: PIII 1.4 GHz(Pentium IV or AMD Athlon 2.0 GHz recomended). RAM: 512 MB. Video Card: DirectX 9 compliant w/64 MB RAM (128 recomended). Sound Card: Directx 9 compliant. DirectX Version: Direct X 9 or higher (included on disc). DVD-ROM: 4x DVD-ROM or faster (in red: (DVD ONLY). Hard Drive Space: 21 GB. Multiplayer Via LAN: Broadband internet connection.

Most interesting is the information titled Supported Video Cards At Time Of Release: NVIDIA GeForce 3/4FX series with the exception of MX series cards. ATI Radeon 8500/9000 family cards or newer laptop models not supported. (Runs just fine on my card, a 9800 Pro 256). This info mistakenly gives the impression that Silent Hunter III will not run on ATI cards, as the only supported cards listed are the NVIDIA type mentioned at the top, and closes with the comment "These chipsets are the only ones that will run the game . . ." Ignore this if you have a 9800 Pro at the very least, since it plays beautifully with my 9800 Pro.

Down to business. You have never seen water like this before . . . ever ! At least not simulated water. The fluidity of the water is absolutely astounding. In the open sea during a storm, the waves crash in a way that will make your heart pound. At times you will forget that its not real water. Somehow, this beautiful water is rendeded without a huge fps hit. When you raise the periscope it takes a few seconds for the water to run off the lens, a very realistic looking effect.

The 3D interior of the U-boats is very good. At night the lighting goes red to simulate the red lighting in the real U-boats. F12 (default) will place you in an external "Free Look" mode, taking you outside of the U-boat. From here you can use your mouse, number keys, and arrow keys to move about freely in this virtual world. All of the ships can then be viewed very closely. Only then can you rerally appreciate the 3D modelling. On the down side, I had my antialiasing set to 4x, anisotropic filtering set to 4x as well, and there are still more "jaggies" than I would like to see. When a ship is destroyed you will experience a reduction in frames. However, this is a small price to pay when you you witness the effect. Sometimes the ships will catch fire, and other times the ship may break into pieces. All of this is accompanied by beautiful explosions that send debris hundreds of virtual feet into the air.

All in all, I'd give the graphics in Silent Hunter III an 8 out of 10, but that's not really a fair analysis. Where Silent Hunter III Shines, nothing can touch it.


Gameplay/Immersion

Sim vs RTS

You are the commander of a U-boat. So the question is: do you really feel like that is who you are, and the answer is a resounding yes. In some ways, this is a real time strategey game. Maneuvering your boat into firing position can be a challenge at times. Time compression is a life saver when crossing large distances, and all of this may be observed from the F5 map view. You manage the crew from a menu which displays the sub,all of the crew, and their positions in the ship. You can move a crew member by dragging him from one spot of the sub to another. All of this type of control seems alot like an RTS.

There are a number of ways to isue the same commands. Its here that we get to see the true depth of the simulation (no pun intended). You can point your mouse cursor to any officer, right click and assume his position. If you point the cursor at the navigator, then right click, you will be standing in his position. If you look down from here you will see exactly the same map that F5 will bring up, only it will be lying on the shelf in front of you. If you click on the map, you will get the full screen version that F5 brings up.

All of the controls available from the in-game menu have their 3D equivilent around the sub, and you can control the entire U-boat this way with the mouse . . . and for all simulation fans, well . . . that means that we have a real simulation (Not a pun. Just an oxymoron). Right click on the sonar operator, and you are able to run the 3D equipment with the mouse. The same holds true for every officer-attended station on the ship, but not for the enlisted crewmen.

As you begin the campaign (yes, there are some options in the GUI that will allow you to pick your unit, and the year that you begin. However, you have to remember that the war will end in 1945 every time), you are sent on your way with family and friends waving, girls throwing flowers, and a band playing. If you live through the current assigned mission they will still be there to rejoice upon your return home. I assume that they heve been standing there troughout the entire mission, which could last weeks. Nonetheless, this is a very nice touch, and adds a good bit to the realism of the entire U-boat experience.

As you leave port, you will have some tricky navigating to do. As commander, you issue orders to your navigator by the compass at the lower right of your screen. Click on a heading, and you will hear "Yes Sir! New course: bla bla bla degrees". However, to navigate the narrow channels as you leave your home base you will need to mouse-push the small button next to the afore mentioned compass. Now you have a new instrument that will allow you to operate (actually issue orders to the navigator) the sub's rudders in minute degrees, giving you much greater control in these tight spaces. Once in the open waters, its time to switch back to the compass . . . or . . .

Back to map view. Here, you can plot the entire course to the target grid for patrol. A tool in the menu that resembles a protractor will create waypoints that your navigator will follow. If you decide to leave the plotted course to attack an enemy ship, you can still return to the original course via a command available at the lower left; click on the navigator's image and select "return to course". Voila! Back to your long wait. Its now that you begin to understand the importance of time compression. Use the number pad + and - keys. You'll find that due to graphics acceleration, you'll need to stay on the map view. Otherwise, you will only to be able to push the + key four time to accelerate travel. On map view you may take it three times that speed, and that is what you want . . . unless you like playing the same mission in real time over a period of weeks!

Engaging The Enemy

All of a sudden, time compression turns itself off, and the watch officer anounces the prescence of a ship. If able, he will also tell you whether it is friendly or not. If it is indeed friendly, then resume travel in accelerated time.

I am finding that I actually meet and engage as many ships in transit as I do during patrol. Small ships may be destroyed using the deck gun. The crew menu will let you assign crewmen to the deck gun. Once again, you can allow the AI to do the "dirty" work, or you can take control of the gun yourself, firing manually, but only if you have crew assigned there.

However, we all know that the main weapon of the U-boat is the torpedo. To torpedo an enemy vessel, you must move the ship into firing position. To maintain stealth (the menu displays a stealth meter to let us know how we are doing with staying stealthy) during the day, you must submerge the boat. Diving to periscope depth can be quickly accomplished by using the "P" keyboard shortcut. Of course, you may also do this manually. Access the periscope screen by using the F3 shortcut, or by clicking on the tube while in 3D view of the command room. Using the arrow keys, the periscope can be raised to just above the water level. Locate the ship, and correctly identify the type of vessel using the manual at he left of the periscope screen. Get proper gyro angle, then lock on to the target. Start the chronometer, and let it run for ten seconds or so, then click the red "fire" button. The chronometer wil start again, displaying a red marker giving the estimated time to target for the torpedo. If your firing position is bad, or if you are detected, the target ship won't take a direct hit, usually resulting in your precious weapon deflecting away from the hull, in essence bouncing off. Larger ships require two or more torpedos to sustain fatal damage. These are all nice touches.

Most exciting is the discovery of an escorted convoy. If you leave your periscope up for too long your position will be detected. Your sonar operator in the later ships has a hydraphone, and will tell you the location, and aproximate bearing of your enemy. Don't waste your time going after an armed destroyer. They are too fast and you will only waste your arsenal. This sort of battle can go on for a very long time, and is what the game is really all about.

If you are on the surface, you may come under attack from the air. Use the same method that you previously used to man the deck gun to man the flack gun. While manually firing the flak gun, I took out a plane that crashed into the water right in front of me. The effect nearly made me jump out of my chair. I was so startled that I nearly forgot to shoot! I would have bought this game if all it did was allow my to fire the flak gun, but there is so much more!

It seems that in real life most attacks were actually made at the surface, at night, using a deck scope called an UZO . You can use the UZO to fire torpedos, or as a viewing device. The latter use is really not necessary, since the "B" key will have you looking through a set of binoculars. All of the scope views can be zoomed using the tab key, or by rolling the mouse scroll wheel.

Now, to be perfectly honest, Silent Hunter III requires time . . . much time to learn to play. However, as with any simulation type game, there will always be a learning curve. We have come to expect this, and the more content any game has, the longer it takes to master. Don't buy Silent Hunter III if you are the type of gamer who doesn't enjoy the learning part of games. This title comes with training missions that I suggest you play all the way through before ever beginning a campaign. Not only will it make the campaign more enjoyable, it will also give you bonus points as you begin your career as commander of your U-Boat. One more thing: The training missions are very fun to play.

Sound

Silent Hunter III has some very cool sounds included with the game. The sound of the crashing water, the creaking of the hull while submerging, the explosions, all are very good. On the other hand, my old Soundblaster Live 5.1 begins to pop and crackle when the action gets intense, and I believe this to be an indicator that I need an upgrade. I still get this noise with hardware accelleration lowered, or cranked, seems to be no difference. Still, it is not bad enough to ruin your gaming.

Conclusion

Silent Hunter III has a user interface that seems very familiar to those who have played B-17 Flying Fortress The Mighty Eighth. The autohiding menu on the left of the screen, the way that the crew man their positions, and the way that you interact with this entire game is very similar to the afore mentioned title. It was a good way to do things back then, and it still is now. On a scale of 1 to 10, Silent Hunter III gets an 8 1/2, and even if less than perfect, is well worth the price of admission. It should provide entertainment for the patient gamer for years to come.

Read the review with Screenshots:
http://www.airwarfare.com/seawarfare/shiii/index.htm
User avatar
EURO_Snoopy
Site Admin
 
Posts: 597
Joined: Tue Dec 07, 2004 2:12 am
Location: UK

Return to Reviews

Who is online

Users browsing this forum: No registered users and 2 guests

cron