Computer Graphics Memory Disk Space Minimum 386/25 VGA 4 MB 15 MB Max/Rec. 486/25 6 MB Control: Keyboard, Mouse (recommended) Sound: Adlib, Soundblaster, SB Pro, SB 16, Roland Sound Canvas, Gravis Ultrasound Notes: Requires 600K+ free of conventional memory, supporte sound card, mouse
SSN-21 Seawolf is nuclear attack sub simulator and sequel to 688 Attack Sub.
In this game, one pilots a state-of-the-art nuclear attack sub against numerous types of Russian surface and submersible targets. The game can be played with single missions or an entire campaign. With four types of torpedoes and three types of missiles at its disposal, the Seawolf earns its classification as an attack submarine.
This game has several strengths and weaknesses. Its greatest strength is its playability. The strategy involved in this game makes more fun and unique to play than other recent simulations such as SUBWAR 2050, F-14 FLEET DEFENDER and others. Seawolf is not an action game. It is a game of the hunter and the hunted. With the ability to hide between thermal layers and in the baffles of other ships, there is a strong element of strategy in Seawolf. Additionally, the playability/reality ratio is very good. The sonar sysem appears to be very realistic, showing tarwashes of color rather than simple, unrealistic blips. The weapons are not 100% accurate. Rather, they will hit targets depended upon their range and their target's level of awareness.
There are seven different types of weapons in Seawolf. There are four torpedo types and three missile types. The torpedo types are: long range, high-speed, wakehoming and stasis. The long range torpedoes have a range of approximately 10 nm and have a maximum speed of about 35 knots. The high-speed torpedoes have a maximum range of approximately 5 nm and a maximum speed of 50+ knots. Both of these types of torpedoes are Mk. 48 torpedoes. The wakehoming torpedoes have the same maximum speed as the long-range torpedoes, but use a different homing mechanism to home in on the wakes of targets. The statis torpedoes are essentially min is detected by their passive sonar. The three types of missiles are: tomahawk, harpoon ans and tomahawks can be used at longwhile sea lance missiles are designed for submersible targets.
The seawolf can also deploy noisemaker as counter measures and remote cameras to investigate what is happening on the surface without going to periscope depth.
The sound in Seawolf is superb. There are over a hundred different sound effects, including unique ones for each of the one-hundred and thirty different types of anomalies analyzed by the sonar throughout the game. The "anomalies" range from innocent whales and dolphins to merchant ships as well as torpedoes and other submarines. There is a plethora of digitized speech in the game in the form of messages to the captain from the other crewman.
There are two primary weaknesses in Seawolf. The first is that the manual was poorly written. In fact, the manual is missing important information. For example, the manual does not contain any information about one's weapons such as their range, chief use, speed, etc. Also, what the manual does go over, it rushes through quickly. Secondly, while the graphics are decent in the game, they are, overall, not a marked improvement over the game's recent predecessors. The map screens retain relatively the same detail as 688 Attack Sub. While the sonar graphics are detailed and colorful, ships viewed close-up through the periscope are blocky and poor in quality. The digitized backgrounds of the horizon as seen through the periscope, though, are of high quality. Overall, the mixed quality of graphics doesn't do the gameplay of Seawolf justice.
The interface, while taking some getting used to, is pretty decent. It relies heavily on keyboard commands. Thus, it is of benefit to keep the reference card handy. A mouse is essential to the game as it is used throughout the game, especially for changing heading and targeting procedures.
Most of the game consists of directing one's sonar towards suspected targets and decreasing the range between one's sub and the target. This is done so as to get a better sonar signature of the target and, hence, a positive identification. If the target turns out to be one of the mission objectives, the mission soon develops into a high-tech game of cat and mouse. I have found this mood of the game to be quite fascinating and enjoyable. It is a good break from the solely action-oriented games of late. The game, which consists of one paign and thirty-three missions seems to have a good replay value. There are many different types of missions from reconnaissance, patrol, convoy duty to sub-surfa full freedom to attack as many targets as you can or require specific targets to be attacked. Some missions require certain surface ships to be attacked while other missions require one to eliminate boomers (ballistic missile submarines). Also, each time the same mission is played, one starts out from a different location. Each of the ships in the mission are located at a new position as well.
The installation of the game is quick and well-coordinated. The installation even includes a utility to test the sound configuration one has chosen.
Overall, this game is a winner for Electronic Arts. While the manual seems to indicate that the game might have been rushed, this fault simply cannot take away from the high degree of playability of the game. Compared to recent releases involving submarine simulations, this game steals the show. If you enjoyed games like 688 Attack Sub, Silent Service or Wolf Pack, give Seawolf a try.
This review is Copyright (C) 1994 by Andrew B. Locke for Game Bytes Magazine. All rights reserved.