But beginners will mostly get scared away when they have to dive directly to the missions, although the missions are quite well designed. If you're familiar with sub sims, this might be okay. With no introductory mission or quick engagements option, this sim has quite a steep learning curve. Graphically, it is a nice step up from the original. It's use of multimedia (oral acknowledgements from your crew) is quite interesting. Second sequel, you said? What about the first sequel? Unfortunately the first sequel, SSN-21 Seawolf, is not all that interesting. Take Dynamix's Aces of The Deep, for example. With careful design, some sub sims are actually interesting. This does not mean that ALL sub sims have to be boring. Perhaps this is one reason why generally sub sims are not very popular among gamers. While flight sims might lean a bit towards the quick-reaction action (yes, even for F-19, the "thinking man's sim"), sub sims look more like a chess or turn-based strategy/war game. This translates directly to computer sub sims. If the enemy fleet still has some ships in it, repeat the procedure as needed. Stay undetected while trying to detect the enemy, track him (sometimes for hours or even days) then strike quickly and leave the area. From the days of old U-boats to the age of nuclear fast attack boats, the art is more or less the same. This is even more correct for Submarine warfare. Two fleets might be searching for each other (or eyeing each other) for days before a final, fiery confrontation take place. ![]() ![]() In general, naval battles unfold in a slower pace than other land or air battles.
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