Silent Hunter
4
by Neal Stevens
Apr. 7, 2007
Clear
the bridge! Dive! Dive! But close the hatches first, ok?
When the United States went to war against Japan
immediately after the Dec. 7, 1941 attack on Pearl Harbor, the US Navy
wasn't ready. Its submarines were commanded by peacetime skippers, many who
did not have the stomach for combat; and with torpedoes that had serious bugs.
The irony will not be lost on the hordes of subsim skippers clamoring for
the newly-released Silent Hunter 4. Ubisoft retooled the
critically-acclaimed U-boat sim Silent Hunter III, moving the area of
operations from the convoy battles of the Atlantic to the island-studded
waters of
the Pacific, rebuilding the graphics engine and adding in a batch of
new features, going from green light to release in less than a year. As a
consequence of the abbreviated development cycle, Ubisoft's flagship
simulation is less polished than its predecessor and has a number of bugs
and glitches that could turn away some subsim skippers (who don't have a
stomach for combat). However, in keeping with the naval analogy, just as the
US Bureau of Ordinance corrected bugs with the torpedoes, the crack
Romanian developers have released one patch and are working on a second
patch that promises to knock out many of the top complaints as this review is
being written.
Silent Hunter 4 comes packaged in a variety of ways;
there is the US version with bonus materials (large Pacific theater map,
perfect for framing), a ship recognition map (make room on the wall for
this, too!), a keyboard foldout, historical DVD, and a slim manual (more on
this later). There is also a European version
and a UK Collector's Edition,
a fantastic ensemble of, as Drebbel put it, "goodies you don't really need
but they are nice to have". This version is packed in a
weathered intel folder with a patch (a
cloth patch, let me assure you), pen, coin, journal,
spiral-bound ship recognition booklet, and
historical footage. Finally, there's the Deluxe Collector's Edition,
which was limited to 3000 copies and came in a neat little tin box, raised
rivets and all. It's nice to see a simulation receive this kind of
treatment.
The game itself has been touted by Ubisoft as the subsim
with "Hollywood blockbuster experience" in an attempt to appeal to action
game buyers and non-simulation players. While this is a smart goal (ensures
greater sales, brings new subsim skippers into the fold), it is only
laudable by Subsim if it does not come at the expense of
historical and simulation accuracy. You can breathe a sigh of relief, Silent
Hunter 4 is as hardcore simulation as they come. In fact, many elements are
taken a step further than SH3. For example, the damage control links
different pieces of gear together in systems and is more specialized. Now
instead of an overall hull integrity percent, each compartment has a hull
section that can be damaged locally, requiring you to allocate your repair
resources carefully. Whereas in SH3 your repairs were superficial and only
took minutes to complete, in SH4 things are very different. Anyone who takes
a direct hit from a string of Japanese depth charges should not be surprised
to see the hull breached in multiple compartments and flooding quickly
overwhelm the repair team. People, depth charges kill, let's not forget
that.
Another area where SH4 raises the bar is harbor activity.
In SH3, your German and English ports had meticulously designed docks,
lighthouses, and buildings, and the German ports even had people and
send-off committees, but not other vessels. Silent Hunter 4 ports are alive
with planes, patrol craft, anchored carriers and battleships, and soldiers
and sailors. Although you only spend a scant amount of the game time in
port, these are essential elements of the total immersion factor that a good
simulation will include.
Coming back to Ubisoft's obvious goal of appealing to the newbie subsim
skippers, they shot themselves in the foot--both feet--with a sparse set of
tutorial missions and a shockingly incomplete manual. There is a menu option called "Submarine
School", but it is more like a practice sandbox. Four missions with some pregame
tips and a few ingame messages are all that serve to get the new guy out to
sea. They cover basic helm and navigation, AA and deck gun use, a setup
torpedo attack, and then throw the player into a convoy encounter. This
could have, and should have, been better designed to coach a new guy into
the genre, offer detailed guidance, instruct and enthuse him, and compel him
to play.
In conjunction with the
trial and error tutorials, SH4 has a pathetic excuse for a manual. Half of the
100 pages is comprised of pictures of the different ships in the game
(metric measurements, no less), the same pictures that come on the bonus
poster and in SH4's ingame ID book. The few pages that deal with the game
features and interface are very generic lists of the buttons and settings in
the game but not much about how to use them or what they do. Several keys
bits of information are missing, such as how to direct the sonar heads (HOME
and END keys) and how to tweak the realism options mid-career (look for a
book in the HQ office). Thankfully, there are ten good pages of key details
on using the TDC and conducting torpedo attacks. I'm not a stickler for 400
page manuals--a 90 page volume will do just fine as long as it covers the
game functions and tactics accurately and in detail. Those two aspects
really defeat Ubisoft's purpose of trying to capture the "casual" gamer with
Hollywood effects and visuals.
You can stop holding your nose now. The game comes with
ten Quick Missions and five War Patrol missions. The Quick Missions are
historical battles--Battle of Midway, Battle of the Philippine Sea, that
sort--quite well done, that serve as instant action encounters. The War
Patrols are a little more open-ended. The player is given an historical
objective such as locating and attacking a crippled aircraft carrier or
interceding in a Japanese invasion. These are scripted missions
designed to present the player to the grand set-piece naval battles that one
won't find in a U-boat sim. When the Japanese assemble a task force, it is a
formidable challenge. Carriers, cruisers, battleships, destroyers, and
combat air cover, all parading straight at the player. It's impossible not
to get excited and enjoy. There is
no random mission generator with SH4 but the game folder does include a
mission editor (no documentation, alas) so the community can provide players
with an infinite supply of new single missions.
The dynamic campaign that held up release of SH3 for
eight months and assured its loving acceptance by rivetcounters everywhere
is back with Silent Hunter 4, enhanced with special mission objectives such
as inserting a spy or commando team into enemy territory, rescuing downed
pilots, and being assigned area observation duties. Of course, there's
always the standing order of unrestricted submarine warfare to gleefully
participate in. A skipper may decide to achieve the objectives given to him
by COMSUBPAC or he can exercise his
seasoned judgment and go after reported
ship and convoy sightings. You are free to range all over the Pacific and
you will find historically accurate shipping throughout the region. Keep
in mind the vast distances involved; even with a fleet boat's considerable range and
careful husbandry of your fuel, you can refit and top off at any friendly
port. If you find that a hindrance, there is an option for "unlimited fuel".
The time compression scheme has been beefed up to allow players to zip
across the ocean at up to 8000x, and does a better job than SH3 of dropping
to 1x when you come in contact with an enemy ship or plane.
Radio traffic is greatly improved over SH3 with the
player getting numerous broadcasts, domestic and war news, and transmissions
from HQ. The campaign begins the day after Pearl Harbor was attacked and
does not show any indication of the battle. Would I be surprised if this was
fixed later? No, but it would have been the perfect scene setting to kick
off the otherwise terrific dynamic career mode. In any case, the SH4 career
mode will provide months of interesting and diverse gameplay.
Submarine warfare in the Pacific was vastly different from the Battle of the
Atlantic. U-boats fought mainly in the featureless expanses of the Atlantic.
US subs took the fight to the enemy's front door. Thousands of reefs,
shoals, and islands dot the map, adding abundant tactical opportunities for
chasing ships and plotting intercepts. Enemy sightings are relayed to
the player and also updated on the map. Thankfully, the devs made the
interception of reported contacts a bit more challenging that simply laying
a straight waypoint to the indicated position on the map and driving right
over. Reported contacts age and the actual vessels continue on their
course, which may or may not be the same course they were on when the report
was logged. The frequency of new contacts is very reminiscent of the
original Silent Hunter.
For veterans of Silent Hunter 2 and 3, the SH4 interface
and game functions will be easy to grasp. The traditional sub game toolbar
hasn't changed that much from Aces of the Deep. The player can access
different parts of the game without having to switch stations, not that
different from the SH3 tool bar. One may send the crew to battlestations,
check the depth under keel, and order the sonar man to report contacts, from
any station. The game caused a lot of head-scratching when it was shipped
with readouts in metric units (a US sub with a periscope depth of 15
meters?...); the
v1.1
patch added in support for Imperial measurement units (though the
ship ID book is still metric). It feels so much better to take her down to
300 feet, instead of 300 meters.
Part of the allure of a subsim is the dynamic campaign
and the sense of adventure, not knowing what is over the horizon, and SH4
admirably achieves this. Another major element of a submarine simulation, as
opposed to a naval game, is the actual mechanics the player
may use during gameplay. Silent Hunter 4 does a pretty good job in this
department, too. The game has a commendable set of realism options that
allow the player to decide if he wants to play SH4 as an action-oriented game
or a highly detailed simulation, requiring (and rewarding) patience. Three
notable options are the auto/manual TDC, realistic sensors, and map contact
updates. Choose the automatic Torpedo Data Computer setting and the player
can lock on and shoot with no exacting trigonometry setup. If you decide to
play with manual TDC, you are required to ID the enemy ships, set their
angle on the bow and range (with an excellent reproduction of a stadimeter),
and estimate target speed. You will not score as many hits this way but it
is a
very gratifying experience when you do.
With the
realistic sensors option turned on, you are limited to historical abilities
to detect ships. The ocean is a big place and WWII-era ships, even with
radar, could only detect other ships at limited range. Anything more than 50
miles away was as good as 500 miles away, you would never know it's there.
With
the realistic sensors option off, you come across more targets and
you can sink more stuff with less hunting required. Last, the map contact
updates option gives the player the choice of having all ships and
planes updated on the map for him with a God's-eye ability to watch the
battle. Playing with
the map contact
updates option off hands the player
a blank map, requiring him to take sightings and use the good set of map tools
provided to plot all contacts on the map himself. Without these three
critical options, it wouldn't matter if the screws turn the wrong way or if
the sub's battery capacity was off, the player would be forced to play the
simulation as a game. Bravo, Romanian devs!
There will always be bugs in games but
Ubisoft pushed
this title out too soon. Even discounting the minor glitches that do not
affect gameplay, there are numerous bugs and missing features with the 1.0
version. SH4 did not get sufficient development time or QA testing, not by a
long stretch. US subs at the start of WWII were
sent to battle with ineffective torpedoes that ran deep or failed to
explode, even exploded prematurely. It's ironic that SH4 skippers who set
out to sink IJN ships in the first days since the war began, er, since the
game was released, found their torpedoes frequently missing astern. Turns
out there is a bug affecting the actual speed of torpedoes set at high
speed. You may set the torpedo to high speed, the TDC thinks the torpedo is
going to run at high speed and adjusts the solution accordingly, but the
torpedo has other ideas and moseys along at low speed, missing the target
and having SH4 skippers scratching their heads (and cursing, lots of
cursing) with a taste of the frustration that real skippers must have felt.
The devs have fixed this and normal operations will resume with patch 1.2
soon.
In addition to the torpedo speed bug, there are a few
other notable glitches to list. The TDC locks when approaching a target in a
certain fashion. Flooding damage control needs some adjustments. The SD aircraft radar picks up surface contacts. After
patch v1.1, the A key invokes an immediate CTD. After a long patrol, the
message clipboard will cause the game to pause for several seconds to 30
seconds while the game retrieves it.
Also, some players have reported a chronic crew illness problem, where an
injured crewmember slowly loses health until he dies.
Intel suggests these have been noted by the dev team
and targeted for correction, so SH4 players, don't give up the ship.
Finally, there is no ingame
assist to determine the target's speed. In SH3 you had a stopwatch that you
were required to run for a while, and you were given an approximate speed.
Additionally, you could "ask" the Weapons Officer and he would give you the
target's speed, with exacting precision. There is no Weapons Officer in SH4,
I assume he got his own sub to command, since he
was better than most players at determining a target's speed and range. You
can use several methods to estimate the
target speed but many players want to perform a small function like in
SH3 where they could click the watch and have an estimate given to them, and I
concur. It gives the player more to do and replicates the actual task of
timing the time over distance calculation. In addition to the aforementioned
shortcomings, this is probably the last significant need for SH4.
Of course, the game does much more right than it does
wrong, and this would not be a very complete assessment if I didn't point
out some of the good stuff. In the Pacific, US subs used thermal layers to
avoid detection and SH4 includes these. Through testing I judged they do
make a difference to AI escorts (more below). The crew management has been streamlined,
you can still micromanage it if you wish but it's not necessary. No more
"Not enough crew in the engine room" annoyances to deal with. A simple click
of the battlestations button gets your entire crew in the right places, and
they rotate watches automatically.
So many things that worked great in SH3 are back: these
include rig for red lighting, a fully functional hydrophone station, attack
and observation periscopes, and 3D
crews (though not as clickable-interactive as before). They do respond to
the player's orders and turn to repeat the orders and nod. The waypoint system
works flawlessly. You can set and remove waypoints and the sub follows them.
The subs are magnificently modeled. Back in the day of DOS and Windows 95,
it was a big deal if the subs, well, just looked like subs.
SH4 subs have cables, fittings, deck gratings, antennas, limber holes that
stream water, working dive planes that retract and lower, rotating
sonar heads...the list is impressive, and each detail makes the whole feel
like you are at sea on a US fleet boat.
Engaging the enemy allows the player to enjoy all the
simulation aspects so carefully built into SH4. Enemy convoys and escorts
behave as they should, for the most part. Convoys employ zig-zag patterns
with escorts in expected positions.
|
SH4: Bugs of the Pacific?
You have to go to war with the game you have, not the
game you want. Funny, that a French game publisher would adhere to a
Rumsfeldian adage.
With three additional months of
development and a decent manual, this could have easily been a magnificent
simulation.
Still, unfinished games with bugs are not new to the computer game industry
and this article reviews the game, not just the glitches. Is the glass
half-empty? Or half-full? Either way, when you're thirsty, there's water to
be had in that glass. Submarine sim players know how many
titles there are to choose from and anyone who lets a
few flaws stop them from putting to sea in Silent Hunter 4 deserves to be
left at the dock. Sure, there are bugs but that does not mean the game isn't
good--overall, it is quite good and most of the players I have been in
contact with are thrilled with it. There is a lot of good subsim experience
to love here. The US sub skippers this game is based on managed to overcome
a rocky start and claim honor and glory. If Ubisoft will let the devs finish
the job, Silent Hunter 4 could sail to victory. |
|
I have seen examples of AI ships
getting in each other's way and slowing to a crawl, or one will slow and
reverse course to avoid contact like bashful bumper cars, which indicates
the "evasion/collision" AI needs tuning. Likewise the harbor-bound
ships should be more responsive to any player intrusions.
Escorts are aggressive and tenacious but not endowed with
super powers. I played through the same mission 14 times to evaluate the
efficiency and genuineness of destroyer AI. If the player behaves as a real
sub skipper would, he is rewarded with lifelike outcomes. Thermal layers and
silent running will permit an SH4 player to avoid direct hits from most
depth charge attacks, and give him a great chance of slipping away. In one
test, I found that if you get 1500 yards (or is it meters? God, I hope it's
yards) away from a pack of DDs who
are pounding your last known position, and you go to full speed and raise
the scope, they will detect you and rush right over to say howdy, in that
peculiar Japanese way, with depth charges.
The Silent Hunter 4 world is teeming with numerous ships,
from sampans to IJN warships and planes, including 18 different types of
carriers, battleships, and cruisers, 9 types of escort ships, and over 18
types of merchants, freighters, tankers, and assorted marus. Each ship
practically bursts with minute details, from railings, cargo, planes,
multiple decks, and gritty textures. Unfortunately,
AI Japanese and US subs are absent, meaning you will never have to fear
being caught unaware and torpedoed by the enemy. (Or are they? Two
Japanese subs appear in the game list. So far, I've had no interaction with
them.) The player's flotilla includes six US submarines, from the obsolete
S-class pigboats, to the Tambor, Porpoise, Gato, and Balao class fleet
boats.
There
has never been a subsim that looks this good. Silent Hunter 4 is truly a thing of beauty when run at the game's native
resolution. SH3 broke new ground in the graphics area and SH4 continues to
close the gap between game graphics and photo-realism. The clear Pacific
ocean allows the player to see a few feet beneath the surface and underwater
views have a distinctive shimmer and distortion, with algae floating by the
rocks and seaweeds. Ships, subs, and the ocean
look alive with new "postprocessing" effects and lighting effects. The
graphics are
very scalable so players on the lower end of the PC spec foodchain can turn
off some or most options and still enjoy a smooth game. Even with the
effects and textures scaled back, SH4 is stunning. It's a great world when
one can play a game like Silent Hunter 4 and just enjoy the view of a sunset
and shimmering waves from the bridge of a Gato class sub.
There's more to "how good" a game looks than particle
density and polygon counts. The motion and physical behavior impact how
real a game looks and SH4 pours it on, putting the player in a virtual world
we could have only dreamed of with SH1. Everything looks great, moves great,
feels great. When you execute a sharp course change, you lose a little speed
until the sub gets straightened up on the new course. Torpedo impacts and
explosions (which cause the victim to throw off chunks of the ship and
cargo, including planes in breathtaking arcs) have the just the right timing
and motion. Your torpedo and deck guns now have more visual effect than the
black smudges we are accustomed to in SH2 and 3; now the target will take 3D
damage--gaping holes that allow you to peer inside the guts of the target.
As with SH3, ships sink in a wonderful variety of ways--bows blown off,
broken in two, rolling over keel up, the sudden lift of the stern and plunge
to the bottom.
Ships are dotted with small sailors and officer, manning
guns, depth charge racks, and keeping watch. For the first time, life boats
are launched when a ship goes down. I would describe the effect machine gun
fire has on them but according to the Geneva Convention, I'm not allowed to
do that.
I should qualify the praise of SH4's visual appeal; I run
the game on a 19" Samsung 931B LCD monitor, and I have nothing but love for
it. Upon release, it was determined SH4 locked the resolution at 1024x768
and did not allow anti-aliasing, drawing the ire of upscale players with
large monitors. Some said the game looks fine, others were not happy with
it. I have a suspicion this will be fixed in patch 1.2.
The sound effects seem
to borrow heavily from the SH3 catalogue. No complaints here, the SH3 sound
effects were top-notch and a hatch closing on a German sub sounds like a
hatch closing on a US sub. Better to use what works than change for the sake
of change and screw something up. The crew voices sound authentic and vary
between urgent shouts and wary whispers, depending on this combat situation,
a big plus for immersion. Numerous audio effects such as the hull creaking,
waves lapping on the side of your sub, screws heard from the hydrophone
station, howling winds of typhoon sea states, and the subtle clicking of the
TDC dials all bring the player deeply into the Silent Hunter 4 world. I
especially liked the destroyer's pinging sounds, which varies in pitch and
frequency depending on their combat situation--I got goosebumps the first
time I heard them switch to short range pinging.
Upon initial release, Silent Hunter 4 was missing
a few key sound effects and crew reports. The v1.1 patch fixed most if not
all of them, adding verbal confirmation of torpedo firing and damage
reports, among others. Once again, the score is well-done, worthy of special
mention.
If you decide you want to wolfpack with fellow
SH4 players, the game officially supports up to 4 on Ubi.com and 8 on LAN.
Using Hamachi, I have been in 8-man Internet battles and the game
stability is good and essentially lag-free. SH4 adds an adversarial mode
where the host can play as the Convoy Commander, shepherding the merchants
and directing escorts against the opposing sub players. I've played a
couple sessions as the CC and learned that my single player realism settings
(92% realism) overrode the MP realism options. I'm told this will be fixed
in the next patch. When corrected, adversarial multiplayer should be very
enjoyable. (See also:
Scenes from
Multiplayer: Silent Hunter 4)
Summary
Silent Hunter 4 continues the proud Silent Hunter
tradition of scalable simulations rich with gameplay functions and realism for
hardcore subsim junkies and fantastic visuals and action for casual gamers.
It is saddled with more than a few bugs and was released too early, but
there's real muscle to this sim. With great graphics, a standout
dynamic campaign, and tons of thoughtful details throughout that add to the
ambiance, Silent Hunter 4 is a must-have for intrepid subsim skippers
everywhere.
Rating:
8 7
Realism |
Historical Accuracy |
Graphics |
Sound/
Music |
Game
play |
Repeat
Play |
Stability
/Bugs |
Multi-
play |
Mission
Editor |
18/20 |
9/10 |
10/10 |
9/10 |
18/20 |
9/10 |
5/10 |
4/5 |
5/5 |
BONUS: +5
Scalable realism options,
physics, and out-of-this-world graphics
- 5 Released 3 months too soon, unfinished, poor tutorials,
manual |
Publisher: Ubisoft
Developer: Ubisoft Romania Studio
|
SYSTEM REQUIREMENTS:
- Supported OS: Windows XP/Vista
Only
- Game comes on 1 DVD
- Processor: 2GHz Pentium 4 or
AMD Athlon (3GHz Pentium 4 or AMD Athlon recommended)
- RAM: 1 GB (2 GB recommended)
- Video Card: 128 MB RAM,
DirectX 9-compliant, video card capable of rendering Pixel Shader
2.0 (256 MB RAM recommended) (see supported list)
- Sound Card: DirectX 9
-compliant sound card
- DirectX Version: DirectX 9.0c
or later (included on game disk)
- DVD ROM drive 4x or faster
speed
- Hard Drive Space: 6 GB
- Multiplayer: Broadband
connection with 128Kbps upstream or faster, (512Kbps upstream or
faster needed to host online games)
Supported Video Cards:
ATI RADEON 9600/9700/9800, X300 to X850, X1300 to X1800
NVIDIA GeForce 6200/6600/6800/7800
Laptop models of these card are
not supported .
Additional chipsets may be supported. For an up-to-date list please
visit http://support.ubi.com
Check the
Subsim Radio Room Forums for examples of other players who have
successfully run the game on other cards, such as the NVIDIA 8800 and
other cards. |
Disclaimer: this writer has tested and offered feedback on the game
and patches.
Some screenshots in this game were donated by the
proud SH4 skippers of the Subsim forums.
See also:
SH4 Manual TDC Instructional Video
Silent Hunter 4 Warship Attack Video
Silent Hunter 4: First Look!
Silent
Hunter IV: The Course Ahead, Dev Team Interview
Silent Hunter III Review
|