SUBSIM
Review
by Neal Stevens January 22, 2000
Silent Hunter II Innerview: with Rick Martinez, Senior Producer
Part III: Focus on features
SUBSIM Review: Will Silent Hunter II include a scenario editor in the initial release?
Rick Martinez: Sure. What happened in the original is we added it later. But this time we want a complete package, we want it in the shipped product. It is planned for the initial product.
SSR: Silent Hunter I sold well for a submarine sim, over 300,00 copies. What do you project as the threshold of success for SH2?
RM: Silent Hunter was really unusual in that there was always enough demand for it that it stayed on shelves a long time. The odd thing about it is the sales probably has less to do with the game than with the way people market it. AOD got harder to find after a while and I dont know why.
When it comes to the overall hit prediction, you never know. The thing is, when the game comes out and the first five postings on a BBS dun it, a lot of people hold off buying it. And when it doesnt sell well early, the stores stop buying it, its finished. And then later on when you ask for it, you cant find itits not there.
The best thing that players of sims can do if Silent Hunter II is a good simand thats all I ask, if its a good gameis to buy it. Buy the game, to prove the subsim is still commercially viable. This isnt a request to buy the game, no matter what. Its a request to buy what I think is going to be a very good game. If we on the team dont do our jobs and its not good, then of course, dont buy it.
Silent Hunter II is going to be an excellent, quality game. Its a game that if you want to play in a realistic environment, you can. Dont expect to survive much past 42. But if they choose, they can use the option settings to balance the game and play a different war. What if Huff-duff didnt betray your position . You have your choice.
SH2 a game that if you want to play in a realistic environment, you can. Dont expect to survive much past 42.
SSR: You guys are planning on including neutrals and friendly vessels the sim, where you have to be careful who you sink?RM: Oh yeah, we have to have them. We think its real necessary.
SSR: How about the motion of the ocean?RM: Yes, itll be there. Thats real important.
SSR: Is it difficult to produce the rolling seas effect? Mike Jones (Aces of the Deep programmer) told me they based it on a sine wave and it didnt use an excessive amount of resources.
RM: It depends. When Mike did it, he wasnt using a 3-D engine of the sort we are using. Its not an impossible task to get the ocean surface to move correctly, but that isnt the problem. Its to get it to look correct. The physics of making the ship to roll and pitch correctlywe can do that and were going to. The problem is how it looks. And we have that, its coming along very well. Right now you can look with the periscope view and see the water lapping up.
Were going to have a very nice motion in the ocean, as they say. The screenshots that show the ships sitting in the water are very preliminary work. Those ships arent interacting with the water in those shots.
The physical model we are putting in this sim will take in a ship of certain size, with a specified beam, of a certain tonnage, should behave correctly in a certain type of ocean. The physics itselfits a challenge but we have done it before and well do it again. The real hard part is how does the water look as its doing that.
SSR: What other details set Silent Hunter II apart from previous subsims?
RM: Lots of little details that will make the sim more enjoyable. You know the Captains logbook, in the old game it recorded what you sank and when? Now you can make personalized entries that when you click on them, become part of the logbook picture. Its a fun feature. When you look back at that logbook, youll see your actions and all your observations, and they will all look like a natural part of the page.
That's only one example of what we feel will be a very personalized, high quality sim.
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