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PC - Windows : Sub Command Reviews

Gas Gauge: 73
Gas Gauge 73
Below are user reviews of Sub Command and on the right are links to professionally written reviews. The summary of review scores shows the distribution of scores given by the professional reviewers for Sub Command. Column height indicates the number of reviews with a score within the range shown at the bottom of the column. Higher scores (columns further towards the right) are better.

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Game Spot 84
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CVG 63






User Reviews (11 - 21 of 26)

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If you can handle a hardcore sub sim, this is for you

3 Rating: 3, Useful: 4 / 5
Date: August 18, 2003
Author: Amazon User

The packaging and name are different, but once you get into it, "Sub Command" is a prettier sequel to EA's "Jane's 688(i)". Both games are elaborate nuclear submarine warfare simulations. The interface and look of the game remain unchanged, though SC obviously looks nicer. Whereas 688(i) only simulated the latter classes of the Los Angeles class attack submarine (with its bow-mounted diving planes and vertical launch tubes), SC adds on the newer Seawolf attack sub (quieter, more torpedo tubes, pump-jet propulsor) and - with war being an equal-opportunity offense - the Russian Akula class sub. (I've also discovered an on-line community, ala "Falcon Super-Pak" which has crafted elaborate mods, one allowing you to command virtually any sub, though I have yet to fully explore that option.) SC avoids some of 688(i)'s realism lapses (unrealistically short weapon-reload times and turn rates) by making them part of the game's novice settings. As in the older game, there's a 3D external "spot" view allowing you to gaze admiringly at your sub, targets, torpedoes, what have you. SC incorporates spot view without allowing it to harm the game's demanding realism - you can only spot targets that you've actually detected using your boat's sensor suite, and even then, a target's appearance depends on the information you've provided (i.e. - when you've determined that target "Sierra-01" is a neutral freighter half-a-mile away from your bow, you'll see an innocuous freighter in spot view, even though the target is actually a submerged and hostile Kilo Class submarine that's a whole lot closer). Although spot view is irrelevant to the science of submarine warfare, it's priceless to enhancing the spirit of submarines by reminding you that you're playing a game involving steel-plated, nuclear-powered leviathans prowling the blue-black depths. (Spot view here is more versatile than the one in "Tom Clancy's SSN", a game which was essentially one-big spot view). In SC, spot alternates with map-view (a handy smaller window is always kept open, so that you can have your view of choice on, without closing the other completely). Otherwise, the game brings back the complex weapons and sensor suite of the last game - you use various sonar sensors to find targets, and rely on TMA to locate them (using Target Motion Analysis you can determine a target's distance using the bearings you get from it at two different locations, and then cross-referencing the two). You also use noise demodulation (called "DEMON") to tell you how many blades there are on any of your target's propeller, which you'll need to determine the unlucky target's turn count and therefore speed. Targeting information is then pre-set into your weapons, (Unfortunately, Americans are limited to torpedoes when fighting enemy subs, while the clunkier Akula sub has more exotic toys - like the Shkval rocket-propelled topedo), and then, anything goes. AI crewmen are included for those who hate micro-management - though TMA is something you'll have to do yourself. The look of the different subs is also satisfying - from the 1970's-looking switches on the Russian subs, to the "Star Trek" style touch-sensor controls on the Seawolf, you seldom feel like you're driving a computer.

Most of your early gaming, however, won't make you feel like you're really doing anything right. The science of submarine warfare is pretty counterintuitive, so you won't be able to jump in and simply learn your way around like you had in any of the innumerable flight sims you've doubtlessly played. The game comes with an on-CD manual that prints pretty poorly (and runs something like 200 pages -the table of contents is longer than the manuals of some simpler games) and doesn't really put the disparate elements of your playable subs into context (okay - you've got an enemy torpedo in acquisition, how can it find me, and what can I do to avoid that?). There's some tutorial missions - only three, though. I guess we're expected to use trial and error playing the missions, which is sadly typical of hardcore sims - they're demanding and chock full of intriguing details, but can't teach you their secrets w/o sending you off on countless kill-or-be-killed missions which (in the case of naval simulations) take forever. Personally, I never got deep enough into 688(i) to determine whether SC rises high enough above it to make it a worthwhile buy for those who already have 688(i). However, with its lovely graphics and compelling gameplay, SC is going to be patrolling the deep places of my hard drive for the foreseeable future. This game ran smoothly on my P4 (2ghz)/WinXP system - with the exception of sound. Though I installed a patch, sound effects become non-existent soon after a mission is begun.

Submariner's Dream

4 Rating: 4, Useful: 3 / 3
Date: August 11, 2003
Author: Amazon User

If you're interested in Submarines, there is no alternative. This simulation is tops. Gives you an interface wtih stations wtih the 3 most common attack submarines in the world. The Seawolf class, the Los Angeles (Improved) Class, and The Akula I and II

All or Nothing

5 Rating: 5, Useful: 3 / 3
Date: June 18, 2004
Author: Amazon User

Some will really enjoy this game, like me.
This is the one that I want.

However the others will hate this.
(boring, difficult to master...)

No in-the-middle.

Which side will you be on?

Great effort from programmers, but no fun!

1 Rating: 1, Useful: 5 / 10
Date: November 23, 2002
Author: Amazon User

This game should be a part of the basic training to submarine new members. It has so much details that had spoilt the fun of the game. To shoot a single target, you will have to navigate through three or four windows and make estimations and press dozens of buttons to get an idea wbout where is your target and what is its exact type. So boring that I couldn't play it more than 1 hour, only listening to lectures about sonar systems!

A fun way to learn about "Submarining"

5 Rating: 5, Useful: 2 / 2
Date: January 08, 2005
Author: Amazon User

First and foremost, if your looking for a side scrolling sub game, or a sub-game that has two screens and one of them is the shooting screen then this game is definetly not for you. If, however, you have always been facinated with submarines, and enjoy learning how its really done as well as playing a game, this simulation is up your ally. This game really proves how important each part of the submarine is, from the sonar, to the con, to the torpedo room, and lets you feel how it really happens. You learn how precise submarine functions are, and you'll know all kinds of cool stuff about the iner workings of sub(for when you watch your favorite sub movie.) Overall if your looking for a good sim that is a good learning experinnce, this is a definite buy.

Yawn

1 Rating: 1, Useful: 3 / 6
Date: November 07, 2004
Author: Amazon User

The game is extremely complicated and takes the fun out of using it. This will take so long to master, only people with a ton of patience, not to mention hours and hours of free time, will enjoy it. Thumbs down for me.....I was just looking for fun when I bought this, not a technical lesson in submarine sonar deployments!

Sub Command: More like work...

1 Rating: 1, Useful: 2 / 4
Date: November 02, 2001
Author: Amazon User

This sim is so complicated to run, it takes hours to learn the requirements to launch a weapon. You have about four sonar processes to figure out to identify a ship... The boat is easy to steer, but hard to fight, if you know what I mean.
I removed it after a couple of frustrating evenings. The "speech recognition" program is useless, since un-given commands are carried out and create further chaos.
It's just too much like work...And very little fun.
Wait for Silent Hunter II! I had a blast with the first one, and the second one will be even more FUN, I'm certain.

Not bad.

5 Rating: 5, Useful: 2 / 4
Date: November 02, 2003
Author: Amazon User

I think that if you want to learn the details of sub marines and how they work, you would love this game. If you just want to jump in the seat, and start playing, this game probably isn't for you. I for one love it, but there's only one problem. After I fire about eleven weapons, it won't let me fire any more. I can't even finish the mission. I don't know if this is a software problem, or if my particular game is just messed up. If anyone can help me, please e-mail me at Schematic7@aol.com. All in all, this is one of the hardest, and funnest games I've ever played

Nothing New

3 Rating: 3, Useful: 4 / 14
Date: October 01, 2001
Author: Amazon User

It's almost the same game as 688(i) Hunter-Killer. If you have this game already, there's no need to buy Sub Command. The only new thing is that you can command other vessels, that's it. If you don't know "Hunter-Killer", then go on buying the game.

Demanding simulation of nuclear subs at war

4 Rating: 4, Useful: 1 / 1
Date: November 01, 2006
Author: Amazon User

"Sub Command" is a sequel to EA's "Jane's 688(i)". Both games are elaborate nuclear submarine warfare simulations with a similar interface and a comprehensive focus on the nuts and bolts of driving nuclear subs. The interface and look of the game remain unchanged, though sound and graphics are unsurprisingly improved. Whereas 688(i) only simulated the latter "flights" of the Los Angeles class attack submarine (with its bow-mounted diving planes and vertical launch tubes), SC adds on the newer Seawolf attack sub (quieter, more torpedo tubes, pump-jet propulsor) and (war being an equal-opportunity offense) the Russian Akula class sub, a formidable warship with a crude-looking instrumentation suite but still armed to the teeth. (I've also discovered an on-line community, ala "Falcon Super-Pak" which has crafted elaborate mods, one allowing you to command virtually any sub made after WWII; While I have gotten that to work, this review will confine itself to the stock game.)

SC avoids some of 688(i)'s realism lapses (unrealistically short weapon-reload times and turn rates) by making them part of the game's novice settings. As in the older game, there's a 3D external "spot" view allowing you to gaze admiringly at your sub, targets, torpedoes, what have you. SC incorporates spot view without allowing it to harm the game's demanding realism - you can only spot targets that you've actually detected using your boat's sensor suite, and even then, a target's appearance depends on the information you've provided (i.e. - when you've determined that target "Sierra-01" is a neutral freighter half-a-mile away from your bow, you'll see an innocuous freighter in spot view, even though the target is actually a submerged and hostile Kilo Class submarine that's a whole lot closer). Although spot view is irrelevant to the science of submarine warfare, it's priceless to enhancing the spirit of submarines by reminding you that you're playing a game involving steel-plated, nuclear-powered leviathans prowling the blue-black depths. (Spot view here is more versatile than the one in "Tom Clancy's SSN", a game which was essentially one-big spot view). In SC, spot alternates with map-view (a handy smaller window is always kept open, so that you can have your view of choice on, without closing the other completely). Otherwise, the game brings back the complex weapons and sensor suite of the last game - you use various sonar sensors to find targets, and rely on TMA to locate them (using Target Motion Analysis you can determine a target's distance using the bearings you get from it at two different locations, and then cross-referencing the two). You also use noise demodulation (called "DEMON") to tell you how many blades there are on any of your target's propeller, which you'll need to determine the unlucky target's turn count and therefore speed. Targeting information is then pre-set into your weapons, (Americans are limited to torpedoes when fighting enemy subs, while the clunkier Akula sub has more exotic toys - like the Shkval rocket-propelled topedo), and then, anything goes. AI crewmen are included for those who hate micro-management - though TMA will require your input. The look of the different subs is also satisfying - from the 1970's-looking switches on the Russian subs, to the "Star Trek" style touch-sensor controls on the Seawolf, you seldom feel like you're driving a computer.

Most of your early gaming, however, won't make you feel like you're really doing anything right. The science of submarine warfare is pretty counterintuitive, so you won't be able to jump in and simply learn your way around like you had in any of the innumerable flight sims you've doubtlessly played. The game comes with an on-CD manual that prints pretty poorly (and runs something like 200 pages - the table of contents alone is longer than the manuals of older games) and doesn't really put the disparate elements of your playable subs into context (okay - I've got a broadband contact - so what?). There's some tutorial missions - only three, though. I guess we're expected to use trial and error playing the missions, which is sadly typical of hardcore sims - they're demanding and chock full of intriguing details, but can't teach you their secrets w/o sending you off on countless kill-or-be-killed missions which (in the case of naval simulations) take forever. Sonanalysts published another entry into its franchise a few years back - "Dangerous Waters" - which added more playable "platforms (including surface ships and ASW aircraft) improved graphics and more realistic hydrodynamic effects. However, SC offers enough to keep it on patrol of the deeps of my hard drive for the foreseeable future.

This game ran smoothly on my P4 (2ghz)/WinXP system - with the exception of sound. Though I installed a patch, sound effects become non-existent soon after a mission is begun.


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