Neal's SUBSIM Reviews
For those who served on board submarines deep
inside enemy lines in the Pacific War, or against the massive convoys of the
Atlantic War, or under the desolate ice caps in the Cold War; survival was no
game. There was the real possibility that a few well-placed ash cans or a ASW
torpedo could hole your boat and you would be crushed in the cold, dark
depths. Submarine computer simulations are as close to undersea war craft as
most of us will ever get. If you've read every book the local library has to
offer, you might try one of these simulations. The amount of detail and
realism in a well-made subsim can consume hours of maneuvers and strategy. Just
wait until you have a freighter in your scope and you hear "Water in the
forward torpedo room, Sir!"
There are quite a lot of Submarine
Simulations, on the market, and I've played my share. Here are my
in-depth (no pun intended) analysis of each one I left the docks with. I make
no claims about my computer skills, but I'm pretty capable on the whole. If a
game was difficult to get the hang of, believe me--it wasn't for lack of
trying.
COMMAND ACES OF THE
DEEP |
FAST ATTACK |
SILENT HUNTER |
GREYWOLF |
SILENT STEEL |
WOLF PACK |
SSN-21 SEAWOLF |
TOM CLANCY'S
SSN |
Mixed
it up with a convoy lately? I welcome your comments, and will post them when I'm
able. Bearing, Mark!
Fire!Copyright Neal Stevens 1995, 1997
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