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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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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.

Slow Start

3 Rating: 3, Useful: 0 / 0
Date: October 15, 2001
Author: Amazon User

It has taken me several days to get the general commands down and learn how to use the software. Once done, then the game seems to be pretty much what I expected. The program is very detailed. What ever happen to the good old sub-sims like sub search???

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.

'Launching Torpedoes'(688i)

4 Rating: 4, Useful: 0 / 7
Date: October 05, 2002
Author: Amazon User

First of all you need a voice activated headset to steer the ship (688i). Second when your in the torpedo room,you will notice two torpedo buttons below 'Countermeasures': (1)Press 'empty' once(red light should flash and wait),(2) Choose 'passive'(decoy torpedo) or 'active'(decoy torpedo),(3) Wait for 'fire' button to turn red,(4)Then press 'fire' button (fire button should change color) one time then wait,and then press 'fire' button a second time and you should here "torpedo away!"... Lot of these torpedoes( TLAM,TASM,MARK 48) can only be launched if your submarine is surfaced and going under 4 knots. Too fire the 'Mark 48' or 'TASM' you are required to first shoot off a certain number of your 'TLAM'(vertical) torpedoes. (1) You have 12 tubes that are required to be 'p'(pressurized),'m'(muzzle door opened) before you can launch torpedoes.(2) Your submarine must be surfaced and going under 4 knots.(3)next click to 'torpedo menu' black screen with green lettering click on highlighted green 'p',next page should appear same, green lettering black screen,next click on highlighted green 'bulls eye' then move curser to map on left and you will notice a 'red line' connecting from your ship and place other end of 'red line' on target you wish to hit and then click.(4) Go back to torpedo room and you should notice 'fire' button/buttons red,press 'fire' button two times and 'TLAM'(Tomahawk Land Attack Missile/Missiles) should launch. All 12 tubes light up for launch,but only 9 'TLAM' (vertical)launch,computer determines number of torpedoes you get.

Adam's Review

3 Rating: 3, Useful: 0 / 2
Date: March 14, 2005
Author: Amazon User

This game piqued my interest/liking in the navy. I like how you can create your own missions. (You do this by pressing mission editor)The game is 33%

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.

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.

Nothing New

3 Rating: 3, Useful: 4 / 14
Date: October 01, 2001
Author: Amazon User

It's almost the same game as 688(i) Hunter-Killer. If you have this game already, there's no need to buy Sub Command. The only new thing is that you can command other vessels, that's it. If you don't know "Hunter-Killer", then go on buying the game.

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.

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


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