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
SILENT SERVICE II
 
 
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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