Have a lot of spare time on your hands? If so, Silent Hunter 5: Battle of the Atlantic might be the game for you. The latest addition to Ubisoft's. Buy Silent Hunter 5: Battle of the Atlantic GOLD edition Download: Read 148 Everything Else Reviews - Amazon.com.
Silent Hunter 5: Battle of the Atlantic is the fifth installment of the Silent Hunter series franchise a submarine simulation video game for Microsoft Windows. The game was developed by Ubisoft Romania and published by Ubisoft and was released on March 2, 2010.
Silent Hunter 5: Battle of the Atlantic is the successor of Silent Hunter 4: Wolves of the Pacific. Like its predecessors, it places the player in command of a German U-Boat during World War II – hence the Battle of the Atlantic.
Silent Hunter 5 takes players behind the periscope of a German Type VII U-boat to take on the Allied Forces in battles across the Atlantic Ocean and Mediterranean Sea. Players command the U-boat after the first captain, Rahn, departs for another submarine. They assume the role of the next submarine captain from a first-person view in a campaign that spans 1939-1943.
Silent Hunter 5: Battle of the Atlantic Game Trailer
Video Card: nVidia GeForce 9800 / ATI Radeon HD 3870
Sound Card: DirectX Compatible
Network: Broadband Internet Connection
DirectX: 9.0c
Keyboard
Mouse
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Sim developers have a tough job. They have to create a game that gives players control of a variety of complex systems that in the real world would actually require numerous trained specialists. These systems have to work realistically but still bend far away from complete authenticity to be not only comprehensible but also, one hopes, at least a little fun. Unfortunately, Silent Hunter 5
Silent Hunter 5: Battle of the Atlantic GOLD edition - PC
$9.99on Gamestop seems unable to deliver a consistently satisfying sim experience. The modeling is bizarre, the new approach to crew management is distracting and the entire effort is hampered by bugs. That said, when you find yourself sneaking past a line of destroyers to sink a battleship and then crash dive as depth charges explode all around you, you're almost able to forget everything else that the game does wrong. I love the series and have, in the past, been more forgiving of some of the technical troubles purely because the developer's and mod community post-release support has eliminated the worst problems. While I'm sure Silent Hunter 5 will be a better game in six month's time, some of the basic design problems aren't things that can be easily patched. I'm going to say a lot of negative things about this game, so let's get the praise out up front. Silent Hunter 5 truly delivers those intense moments of stalking enemy ships and sending them to the bottom of the ocean with well-timed torpedo shots. Finding the enemy and setting up your attack is a long but amazingly satisfying affair and when it goes right and you see those explosions rock the side of an enemy capital ship, you get a sense of accomplishment that you just can't get from any other type of game. Yes, it's deliberately time-consuming and, yes, it lacks the flair of watching your tracer fire eat into the engines of a B-17, but there's just no thrill like a sub kill and Silent Hunter 5 knows how to deliver it.
Instead of the open-ended campaign in previous versions, Silent Hunter 5 makes use of a scripted campaign that focuses the player on specific objectives. It's nice to have missions that lead you through the events of the War, but I wish more had been done to give the missions more context. As it is, it really feels a bit like an MMO where you have a few specific zones that each have certain kill requirements. And unfortunately, the objectives don't necessarily follow your expectations. You might be asked to take out a certain number of warships along a patrol route. Some that you sink will count and others won't with no clear reason why. There are one-off historical missions and an online component as well, but the multiplayer doesn't seem populated enough to make it a compelling feature. The conceit for most sims is that you sort of embody the vehicle. It's particularly true of race cars, jet planes and battlemechs where the whole operation is usually handled by a single person. But a ship captain manipulates things by delegating orders to his crew. Ubisoft has attempted to model this with a new command interface that lets you run through the length of the ship and relay your orders face-to-face with your crew. While it's a neat idea, the added layer of interaction means that it can take longer to get things done. It's not as if the captain of a real U-boat had to run back to the engine or torpedo rooms every time he wants the officers there to know something. Even if you do manage to get orders off, there's no guarantee they'll be followed. I still can't get my crew to run the deck guns by themselves. What's even more awesome is that, depending on the boat you're using and the conning tower you've got equipped, you may not even be able to see the deck gun to select it yourself. I understand the point of having crew interactions, but this system in Silent Hunter feels clumsy and suffers from poor movement controls and distracting morale information. I'm sure real sub commanders were very concerned about whether or not their officers were playing pranks on each other, or writing novels, or needed a special meal to boost their spirits. But no one who buys a submarine game wants to chat with dull crewmembers about their family back in Germany. The RPG and morale systems are worth paying attention to if only because they impact your boat's abilities, but the effects are inconsistent, which makes you wonder why you even bother. You can ask a guy about his kids and his morale will still be for crap. Some of this may be due to the lack of documentation in the game. The tutorial teaches you how to shoot and how to move and leaves you to puzzle the rest of it out on your own. The PDF manual isn't much help either, and even if it does contain useful information, it's too low-res to be entirely clear. Even just trying to get the key binds is a pain. The ship AI is really hit or miss, sometimes literally. Ships crash into each other for no clear reason and your own sub will occasionally explode because the AI doesn't bother to turn off time compression when you're about to collide with another vessel. Enemy ships will sometimes sit and wait to be torpedoed, and escorts have been known to flee a wounded cargo ship without even bothering to search for the attacking sub. The worst offender was when I managed to sneak through a destroyer screen and get four good hits on a battleship. Rather than stay in the safety of the screen, the battleship sped ahead and quickly outdistanced its escorts. Taking down a crippled battleship whose escorts are miles away might be fun at first, but it gets old fast.