In contrast, the actual German voices are excellently recorded and even use vintage expressions that were common in the 40s. Playing with the translation activated made me feel like I was in a cheesy 70s war movie. Unfortunately, the translated messages are delivered in the most ridiculous Hollywood-German you can imagine.
Having said all this, the screens themselves are clear and well laid out.Īudio-wise, you have a choice between "translated" crew voices or to simply get them in German.
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The 3D engine for outside views is also below today's high standard and while it is less of a problem, you could say that in a WWII simulator where things are done with simple optical gears instead of electronics, the visuals should be top notch. Detail is critical and the situational awareness suffers from having instruments separated into too many screens - something that is partially remedied with pop-up panels. This is especially unfortunate in a sub sim, since they're all about tactics and the plotting map is where you spend most of your time. We see this a lot in games that have been in development for years, where the specs are set too long ago and the task of changing them mid-development is too monumental. The maximum resolution is 800圆00x32, which isn't exactly state-of-the-art anymore. The graphics in Silent Hunter II can only be described as dated. Options are also plentiful, as is the detail in the realism settings. The weather (or actually waves) affects the sub's ability to move and dive. When you attempt a crash dive, you hear the sound of running feet as the crew gathers in the bow to get the nose down - just as seen in Das Boot. Changes in depth and heading are performed in a realistic manner. The actual behaviour of the submarine is well implemented. So, sadly, the missions are well balanced and designed, but completely limited to the area of operations - venture outside your immediate patrol area and you find empty seas. Not a patrol, convoy or even as much as a rowing boat in sight! Since the channel was swarming with British warships in the mission before, it makes you wonder if they all took an extended tea break. When you cross the channel to return to your base, you find that it and the entire Atlantic Ocean are completely void of naval units. In one mission, you are tasked to sneak into a British naval base and sink some big ships.
It would be gratifying to at least report that the scripted missions are designed to create the illusion of big theatre war, but sadly, that is not the case either. After all, it's almost a standard feature in the flight sim arena. With the technology available today and a full-price tag, it is really quite reasonable to expect one. I haven't even found any random events of significance. The missions are fully scripted, every vessel coded into the script. This calls for a dynamic environment in fact, it is screaming for one, but unfortunately, Silent Hunter II doesn't deliver. This means simulating the dark and lonely battlefield experience of searching for pray and setting up attacks only to find unexpected factors ruining your plans and forcing you into quick decision making. A submarine simulator should ideally be able to simulate not only the operation of the sub itself but also the experience of going to war in one. The problems start with the missions themselves. Unfortunately, Silent Hunter II is another argument for this theory. There has been a bit of a trend lately to downscale and rush the release of sims that have been in development for a long time - a way for the publishers to cut their losses in a faded simulation market, probably.
The basic game design is straightforward you are a German U-boat commander during World War II who is assigned missions, gradually progressing through the war and onto more advanced submarine types. Well, it's finally arrived - so let's take a look. WWII sub sims are even more unusual so many people have been following the development of Silent Hunter II with high anticipation. Some of us still recall when our nights were spent playing Gato behind a monochrome amber screen in the early eighties. We don't see many submarine sims nowadays, but they have been around since the very dawn of simming.