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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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ReviewsScore
Game Spot 84
Game FAQs
CVG 63






User Reviews (1 - 11 of 26)

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Mind-numbing

1 Rating: 1, Useful: 6 / 6
Date: April 25, 2003
Author: Amazon User

Always thought a sub game would/could be very interesting but this has changed my mind. Screen navigation is clunky and repetitive not to mention a little complicated (now I know why there are so many people on the bridge of a submarine - one person can't do it all). Mastering the basics takes so much time that the challenge of actual war campaigns is totally out of reach. Not recommended unless you have 20 or so hours of free time each day, and even then I wouldn't find it an exciting use of my leisure time.

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!

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!

Not for beginners

1 Rating: 1, Useful: 5 / 7
Date: February 16, 2002
Author: Amazon User

I was expecting something a lot more user friendly. The game manuel is in pdf format and its some 200 pages long and very technical. I've had it now for about three weeks and I still do not know how to launch anything but a "snapshot" torpedo. Graphics are good, but other than that unless you have that technical expertise of an actual submarine captain do not even bother.

DON'T "TRY" THIS GAME!

1 Rating: 1, Useful: 4 / 21
Date: April 23, 2003
Author: Amazon User

This game "is bad"! You have to be a submarine captain to figure it out. I thought it would be cool, but it's not at all. Please don't get it. Just a warning.

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.

Copycat?

1 Rating: 1, Useful: 0 / 10
Date: October 29, 2001
Author: Amazon User

I have not yet played this game but, from the reviews I see here I can only draw the conclussion that it has been copied from Red Storm Rising from about Six years ago, Seawolf class subs with advanced torpedoes and many other items listed as new and great were on the game developed from the Tom Clancy book of the same title. I shall invest in the game and hope it is at least an improvement on a sub sim which I have not yet found a match for. I am less than impressed with 688 attack sub, Red Storm was much better laid out and easier to control with fewer keys to master and so I hope this is not just an improvement of 688 as that game needs much more than a few new gimmicks.

NOT for "casual" gamers!!! 3 for hardcore sub-sim gamers!

3 Rating: 3, Useful: 20 / 20
Date: November 22, 2001
Author: Amazon User

I am a hardcore sub-sim gamer, among other types of games. For hardcore sim gamers I rate this game 3 of 5. For casual gamers I rate this game 0 of 5, IF YOU ARE A "CASUAL GAMER" DO NOT WASTE YOUR MONEY ON THIS GAME. I give this game an average of 3 only because of a very hard learning curve and a manual that is in .pdf from and too large to bother printing.

Graphics: Excellent for a sub sim.
Realism: Too real (a bit too much micro-management, sonar contacts sometimes a bit too ambiguous, too many available russian weapons).
Sound: Excellent, but needs a few more controls for volume of individual types of sounds, incoming sonar and contact engine noise for instance.
Voice acting: Excellent. Does not get tiresome quickly.
Mission breifing: Excellent.
Gameplay: Good. Difficult (this is a good thing for hardcore gamers), could use better "Auto-crew" AI, especially in the sonar department. No difficulty levels except a half dozen options for "auto-crew" and fast reload times (also reinforces the "too real" concept).

The very hard learning curve means THIS GAME IS NOT FOR CASUAL GAMERS, regardless of the developer's claims. It took me about 25 hours of play just to get familiar with all the necessary controls and procedures. During this time, I was sunk once by another ship, and heavily damaged a dozen times due to running into icebergs or the surface ice pack. Don't get me wrong, this is an excellent sim. It's just that they could've made it a little easier to play. The three short tutorial missions do not cover nearly enough procedures for normal "auto-crew" gameplay. You WILL have to read the manual included as .pdf file on disk, or you WILL give up and put this game away forever. It is a big help to be familiar with the details of real submarine procedures (as I was) before playing this game. This game will allow you to switch between stations and give orders while the time is paused! This is very handy, especially for beginners. There are more contacts than just military, and not all military contacts are your enemy or target. This is a refreshing change from the sub-sims I have played in the past, where you knew if you found a contact you could immediatly fire opon it.

My main gripes about this game are:
1. MAIN GRIPE: The "auto-crew" at the sonar station: Is too slow, and often designates (many) multiple trackers for the same contact. Some contacts are called out once and never again for a long time, and these do not appear on the "nav" view or the weapon control view, therefore you cannot fire at these contacts. It also will sometimes re-assign an incorrect designation (ship or sub class) for one already correctly assigned by me with 100% confidence. I have seen a ship re-designated as an enemy torpedo! This would be okay if the ship did launch a torpedo, and the torpedo tracking continued, but this was not the case. The ship continued to be designated as a torpedo without another contact being reported. Running the Akula (russian) sonar is too tough to do yourself, and turning off the sonar "auto-crew" can be a fatal mistake for any sub, you need the station manned at ALL times. After about fifteeen minutes of good contact, many contacts are not yet designated (type) by the sonar "auto-crew". When I interceeded it was easy to find the designation of these contacts. Why didn't the sonar "auto-crew" designate these (NOT EVEN SURFACE/AIR/SUBMERGED type)??? By the time the sonar "auto-crew" designates a contact, surely they will have pinpointed you (if enemy).

2. Some single Player Campaign missions are unbelievably hard. I cannot believe ANYONE who did not cheat could win the "Escort NATO SAG" mission (Seawolf) without knowing ahead of time where the enemy was!

3. Air contact are not designated as such by the radar "auto-crew". I did the medivac mission and the helocopter which I was expecting was never designated as an air contact, even with my radar on! What would happen if I was surfaced and an unknown aircraft was approaching?!!!

4. When the fire control "auto-crew" is on, I cannot fine-tune the torpedo and missle presets. When I turn the "auto-crew" off at this station, the torpedo just fires in the exact CURRENT bearing of the target (or possibly just straight ahead), and if the control wire breaks when fired, it will miss. This happens even when you turn on the fire control "auto-crew" when designating a target, and then turn it off before actually firing the weapon (this is my usual tactic). Once the weapon is fired, you cannot adjust the running depth, activation point distance, "ceiling", "floor" (max. depth allowed), and type of detection (active/passive). These are called "presets". Also I cannot find a firing direction preset to adjust for the torpedo or missile, even with the fire control "auto-crew" off.

5. There is no "auto-crew" for the passive radar contact designation, i.e. contacts can be designated (identified) with 100% confidence by passive radar, and you have to do this yourself manually (and thus too much micro-management).

6. The game is too buggy! Was apparently released before it was sufficiently debugged. Version 1.01 (patch) is still way too buggy, and EA says they are ending bug fixing this month (Dec.'01)!

7. No printable documentation of the default "hotkeys", even though their use is not necessary (except for the P for Pause).

Hardcore sub-sim gamers should be delighted with this game if they can endure the very long steep learning curve.

Major disappointment by EA

3 Rating: 3, Useful: 16 / 19
Date: November 08, 2001
Author: Amazon User

Successor to Jane's 688, I've awaited for this game for so long, but it's a big disappointment. I'll cut it short.
1. The auto crew was programmed very poorly. Especially the sonar crew. Once auto crew active you cannot manually identify or designate. TMA crew should attend a Math 151 class (I mean it)
2. There's the stupid "Show truth" option spoiling the game play, turning the game into C64 Red Storm Rising.
3. The sonar engine is great. Sonalyst does again a great job, as they did in 688.
4. There are fatal vector computation errors. I've removed the game after the torpedo I've launched passing 5 nm behind my ship at a different depth hit me. That's a serious bug.

Do not buy this game, instead replay 688 with downloaded missions. You'll have much more fun. Bottomline, poor programming, poor QA, great sonar engine.

EA has spoiled such a good foundation by Sonalyst.

Could be a bit more polished

3 Rating: 3, Useful: 15 / 18
Date: November 09, 2001
Author: Amazon User

As the successor to the popular Jane's 688(i) simulation, this sim improves on a formula that worked: nuclear submarine simulation, with a Mission Builder tool, 3D external viewing in the map room (so you can see your own sub moving through the water or any other object if you want), and optional autocrewmen to man the sonar, weapons, targeting, radar, and other stations for those who want to jump right into the action and just bark orders (like me). By turning off the autocrewman features, the sim can be made to be quite complex for those who take submarine warfare seriously, but even at the easiest setting it will take an adult about an hour to learn most of the systems. Once you get the hang of the weapons firing, the game can become a little addictive.

The graphics are good, particularly the periscope view during the up/down transition (water is simulated running down the glass and you can see your radar dish spinning when its mast is raised). The 3D view is nice, too, and is a good way for beginners to orient themselves. If you've never played a sub sim before, you should select the Seawolf as your vessel as it is the most intuitive (and technologically advanced) of the fleet.

I skipped the missions that came with the game and built my own instead. The mission editor is a bit clunky but is capable of doing some pretty neat things once you get the hang of it. The entire Earth is mapped with terrain and you insert the objects, including shrimp, trawlers, enemy ships, subs, and aircraft of the major nations, including civilian cruise ships and jumbo jets. You can build cities and airports and assign the altitude and frequency of air traffic flying from place to place. Setting up the goal heirarchy takes some practice and reading the manual, which brings up one bad thing about this sim: for something as complicated as this software, the manual isn't even printed - its on the cd so you have to print out the 200 page monster yourself.

The manual does a good job of getting you familiar with how the submarines operate and how the game world works, but I wish it had included a quick reference to the various vessels in the mission builder - something that really becomes irritating when you're trying to add enemy ships to a mission and don't know one destroyer class from another. The only reference is in the game itself and can't be printed (at least not as far as I can figure out). If you plan to make your own missions, you may want to pick up a modern warship reference guide.

In my opinion, if you have Jane's 688(i), you're better off staying with that until the patches come out to make the game a bit more stable. I'm playing version 1.00 and I've gotten locked up and bounced to my desktop a couple of times while playing some of my home-made missions, but that may be a problem with the way I built the mission. Still, now that "Silent Hunter II" is out, I'll probably play "Sub Command" less. I prefer submarines with deck guns - using a million-dollar torpedo to take out a $50,000 trawler is a bit of overkill, but in "Sub Command" that's the cheapest weapon you have.

For modern warfare fans, "Sub Command" is your best option. For everyone else, there's "Silent Hunter II" and its companion "Destroyer Command". For those who just want a quick arcade game, try one of the console games for PlayStation or Nintendo.


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