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.
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User Reviews (1 - 11 of 26)
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Hard Core Sub Sim
5
Rating: 5,
Useful: 6 / 7
Date: April 19, 2004
Author: Amazon User
Sub Command is not perfect, but its probably the best sub sim for the 688 and the Seawolf class available. You also get to pilot an Akula for some added value.
The game has been patched to near perfection.
If you think you are just going to hop in and sink a few ships, you probably are going to be disappointed, but if you are like me, that is an ex-submariner or you just love submarine simulators, you are in for a treat.
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?
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.
Sub Command
5
Rating: 5,
Useful: 0 / 0
Date: February 15, 2008
Author: Amazon User
Sub Command has a manual on the first disk in PDF form. Sub Command allows you to choose from 4 classes of modern day submarines to command. The classes are United States: Seawolf and 688I, Russian: Akula I Improved and Akula II. The Akula I Improved share the same characteristics as the Akula II class in the game. You have full command of the Submarines that you command as well as an assortment of computer player ships, aircraft and submarines. There is a scenario editor that is easy to use. Players who have played Jane's 688I will like Sub Command in my opinion, although you do not have such options like invulnerable submarines, unlimited ammunition and unlimited fuel. You have more weapons to use, most of the stations can be set for Auto Crewmen to command a few of the stations such as Periscope, Control, and Radio, ESM, and floating wire you have to control manually. Paul Corti. Briarwood, NY United States.
Simply Fabulous!!
5
Rating: 5,
Useful: 17 / 18
Date: October 04, 2001
Author: Amazon User
... This Game is Great! Yeah, Duh, submarine warfare is similar to what it has always been but this game incorporates tons of new features. I played 688(I) a lot and I find this game more tense, suspensful, enjoyable and rewarding then it's predecessor.
You get three platforms to control, and they each have their strong points and advantages that if ignored will cost you a trip down to "Davie Jones' locker". New stand off weapons to drop torpedoes on your enemies head while staying away from his retaliatory response. Or the high speed Shkval (rocket powered torpedo) to level the playing field when your opponent gets the drop on you, are just a couple of the strengths that the new Akula boats offer.
Or the super Quiet Seawolf class of subs with the deadly Mark 48 ADCAP torpedoes and awesome sensor suite to help you detect and destroy your opponent before he even knows you are there. Finally the 688(I) boat and its 12 VLS tubes for a Tomahawk strike on ground targets or TASM's for those pesky Surface Action Groups (SAG).
Graphics are dramatically improved over 688(I) but more importantly in a vessel with no windows the sounds are superb. Also improved AI puts this game miles ahead of any other Nuke Subsim out there. I'm hooked!!
A great successor to sub simulations!!
5
Rating: 5,
Useful: 14 / 14
Date: November 04, 2001
Author: Amazon User
After seeing some of the reviews I was hestiate to buy Sub Command, however after getting it I now have a new addiction. People complain that it is not 688i Hunter-Killer, in fact all the modeling and the way the game works is almost exactly like it. Those familar with the older Janes game should have little problem using the Los Angeles class submarine in the game since the interface has only minor differences, the Seawolf Class and the two Akula class submarines are an excellent addition and offer their own advantages and disadvantages. I highly recommend the game if you are a fan of submarine simulation games and have played 688i, if you have not played 688i then you probably will find the game pretty difficult and even frustrating at times since acquiring a contact and tracking it to a good firing solution can be time consuming and borders on the level of being a strategy game. Also the sound, music and graphics are far superior to 688i even tho I have seen reviews saying that the graphics quality is the same or even worse (perhaps if you have a low quality computer the graphics will be low quality).
The only flaws I have seen is the limits of the speech engine, this allows you to control the submarine but you can't control the entire submarine just on voice commands. For example you can launch a tube with a voice command but you must select the contact, establish the presets and ready the tube manually and you have to do a couple of readings with the speech engine before it really can be effective (it took me two readings before it could understand most of my commands but after a three it seemed to understand just about every single command I issued). The only other flaw is the serious lack of good training missions, they offer some very basic training missions with the Seawolf class submarine but it only touches the bare surface in the functions of the submarine and teachs you nothing of tactics nor is there any training for the other two submarines.
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
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
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.
Dont Listen To Any Other...
4
Rating: 4,
Useful: 9 / 11
Date: October 09, 2001
Author: Amazon User
If u have played 688(i) Hunter/Killer, this is the same... NOT... in that game u could get 4 torpedos in the water within a couple of seconds, and easy ways to identify targets... this is MUCH more of a simulation. First, you track the target on sonar, then you can try to figure out the type of ship, its direction, speed and the turns of the propeller. Sounds hard? YES it is. Sounds boring? YES it is for the first few hours, but when u get the hang of it... then you WILL enjoy!
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