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Old 02-09-07, 10:40 AM   #15
Captain Krunch
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Join Date: Mar 2004
Location: Denver, CO
Posts: 58
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Quote:
Originally Posted by Skywolf
I'll have to wait and see if I will buy the game now. The lack of interiors, especially less than SH3 had, has turned me off a bit. Well, disappointed me at least.
Oh, come on, now, this is just plain silly. Because there are no 3D interiors of submarine rooms that will have little or no impact on gameplay, you're going to wait and see if you'll buy the game? Egads!

Look, I've love to have a virtual sub interior in this game, just like you (I'm printing out almost 2000 pages of WWII submarine manuals to read, for God's sake), but let's think about this:
  • You're not going to have the fore or aft torpedo rooms; there's no gameplay there, just a bunch of grunt-work moving torpedos around.
  • You're not going to have the manuevering room or engine rooms; again, no gameplay in these locations (Unless you want to repair a virtual diesel engine)(I don't).
  • There's no gameplay in the crew quarters & mess, or officer's quarters & wardroom (Sure, you could make the case that the captain's quarters should give you access to a calendar or ship's log, similar to Silent Hunter 1, but these features could be easily located somewhere else).
So that leaves us with the radio room, control room, conning tower, and bridge. The bridge, conning tower, and control room are essential; this is where all the action happens. That leaves the radio room. Well, maybe you could make the case that it should be included, since radio traffic was so important. But on the other hand, in real life, the radio messages were probably taken to the captain on a clipboard - which jives with what Neal reported in his preview.

So all in all, while some small features could be added if these rooms were included, we're not really missing much, and as far as I can tell, we're not missing anything when it comes to the ultimate gameplay of unrestricted warfare against the Japanese - unless you want to role-play a game of acey-deucy in the middle of a depth charge attack.

It's clear that the developers are choosing to place resources in other places - such as making multiple control rooms for each class of boat, as seen here:



I guess we could have the alterative: all sub rooms modeled, but only a single set of generic models that is used for all sub classes. I don't think that would be as good. The current approach by Ubi, while not perfect, is probably the best they can do within a limited budget and schedule, and we should try to give them the benefit of the doubt.
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