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Title: Cold Waters
Genre: Indie, Simulation, Strategy
Developer:
Killerfish Games
Publisher:
Killerfish Games
Release Date: 5 Jun, 2017
Minimum:
English
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Tutorials were really confusing for me but I am slowly getting used to the game mechanics with help from YouTube videos. The gameplay in my humble opinion is good but not great but I would still recommend this for anyone looking for a cool and neat sub game. There are also mods available on the web that can be added too. The price is a bit too steep for what the game currently offers, it would have been even better if the price was $25 or $30.
Rating: 8\/10. Easily the best modern submarine game on the market right now. With the latest additions they have brought themselves nose to nose with series such as Silent Hunter, 688i Hunter Killer, and Sub Command. The developers are listening to the best of the ideas from the community and building on them. If you have loved Naval Strategy games in the past. Cold Waters won't disapoint.. I was 13 years old when RSR came out and spent many many hundreds of hours perfecting my tonnage records in the dynamic campaign. I don't even know where to begin explaining how long of a wait it has been, but today you made this 40 year old happy. Thank you to the development team, keep up the good work. I do miss the cardboard keyboard overlay of the original, but it has been a long time since PC games were designed around more than 10 buttons. This game will teach you to be patient, try to enjoy the pace. I can only hope that the NATO forces will be modeled eventually, and added to the complexity of the dynamic campaign.. This is not a hardcore simulation, but like Killerfish's previous, brilliant Atlantic Fleet, it nails the sweet spot in terms of balancing realism with plain, old-fashioned good times.
For any sub game fan, this should be an insta-buy. Once one comes to terms with the, shall we say, somewhat arbitrary user interface, the thrill of hunting and hiding from baddies in the dark depths is as riveting as ever, and unless you're willing to deal with the dense, ancient Sonalyst titles, this is your best chance to do it in a nuclear sub, which provides a whole new, compelling set of challenges when compared to the more common WW2 diesel sub games.
For non-sub game fans, this might present an excellent way to get started. The controls are relatively few, and you can get in there with just a quick trip through the tutorial missions and start mixing it up. You'll probably die a lot until you come to grips with the tactics required, but each time you die, you'll learn, and each time you learn, the next attempt will be more fun, and the experience will be (wait for it) deeper.
Given the developers' history of quality and support, and the already great experience on offer here, if you have any interest in the subject and can swing the pricetag, go forth with confidence and press that buy button.. Cold Waters is a game that unapolagetically strikes a compromise between realism and accessibility. The interface and controls are straightforward enough for anyone to learn within minutes, while the gameplay retains an acceptable level of depth and authenticity that is sufficient to recreate the general feeling of submarine combat. There are many nuances of submarine warfare which Cold Waters glosses over - but equally many boring elements which it pares away, resulting in an experience most people can enjoy in some aspects. It's perfect for people who don't have the time to invest in a study sim. Cold Waters is fair and provides players with a help hotkey containing all the information required to succeed, including not only ship functions but also abstract concepts like tactics and underwater acoustics. Therefore, criticisms that the combat is too difficult are unfounded. The game deserves particular praise for its persistent gameplay, which puts pressure on players to work efficiently and plan ahead if they want to win the long-term war. The soundtrack is also praiseworthy, as is the game's stability and performance. Finally, using whales as armor is badass.
Hopefully I've made it clear that my overall impression of the game is positive, because the remainder of this review will focus on criticism of the game's various issues. Showering it with praise is unproductive. I'm going to be hard on this game because I know Killerfish listens to player feedback.
The persistent campaign system is responsible for a large part of the excitement you'll find in Cold Waters. But flaws in the campaign system also tarnish the game, and prevent it from reaching true greatness. In campaigns, players receive text orders, then deploy to a time-lapse strategic map of the operating theater. When the player drives their sub icon into an enemy, they're dropped into the tactical scenario and shoot until there's nothing left to shoot at. After a debriefing, this cycle continues with missions of increasing difficulty until the war is won or lost. Players can return to port to repair and rearm, which is a time-consuming prospect in the game world. The strategic map is a critical part of the game, because your actions on the map determine not only which opponents you engage, but also under which circumstances you engage them. In other words, the map strongly determines whether you live or die.
For such a critical part of the game, the strategic map is inadequate. The player has no control over how quickly time elapses on the map, and it's fast. Evasion of enemies often depends on reflexes rather than strategic thought. The map doesn't communicate the player's speed and depth as they move, leading players to discover by trial and error the consequences of running into the Kirov's battlegroup at 20 knots. The map doesn't depict day/night cycles, allied units, general mission objective areas, or ocean depth values - although the South China Sea campaign mercifully includes a relief map of the ocean floor. Making the map more informative and involved would take the guesswork out of the game, making it more strategic and skill-based. I'm sure submarine skippers put as much thought into where and when to attack their targets as they do how, but that element is strangely absent in Cold Waters.
The missions given to players are somewhat random, and they are initially quite reasonable. However, players who push further into any campaign will quickly discover that Cold Waters sometimes assigns missions which are unreasonably difficult or impossible to complete even in theory. For example, players can receive orders to destroy an enemy submarine even with no remaining torpedoes, or orders to destroy a convoy with only a couple of remaining weapons and moderate hull damage. It's also possible to receive missions in the middle of extensive repairs to your sub, with no hope of getting there in time and no opportunity to take out another sub as a temporary replacement.
Receiving orders that teeter on the brink of impossibility is fun. It's amazingly fun. But receiving orders that are patently impossible is beyond frustrating. These impossible missions don't just unfairly punish players, they also highlight laziness on the developers' part. The justification for this game design philosophy is that completing every objective in war is impossible. Coincidentally, it's also the easiest possible philosophy to implement - by simply bombarding the player with missions at all times, there is never a need to analyze the context (location and ship status) to determine what type of mission the player can possibly complete. Needless to say, this is unsatisfactory from both a realism standpoint and a gameplay standpoint. Not every mission should be a success. But players should fail missions because the enemy is smart and tough, not because they were hamstrung by impossible conditions. And it goes without saying that no commander would order a billion-dollar submarine into battle with no ammo.
Another weakness of Cold Waters is the low mission variety, which is unusual for a simulator-type game. The three available campaigns share many missions, with only slight differences. Although I can't be sure how many unique missions there are, there seem to be no greater than two dozen. Players are almost guaranteed to repeat the same mission during a campaign, sometimes even consecutively. This is an unexpected disappointment, because the missions contain no scripted events or any kind of handcrafted content that would impose much additional workload on the developers. They are simply predetermined groups of vessels along with a briefing, debriefing, and news text.
Another notable issue with the mission design is the total absence of "blue" NATO assets - I have never seen a friendly unit in Cold Waters. I am aware submarine doctrine dictates that they typically operate alone and in the dark. But during the course of a long war, encountering friendlies or performing a coordinated action would be inevitable. This would add an additional layer of complexity and pressure to the game's tactics.
Here's the short version: Cold Waters is good. But if it strives to deliver an amazing "big picture" experience at the expense of fidelity and detail, then the game systems that deliver that big experience need some work. More sensible and deliberate campaign design, a greater variety of missions, a better strategic map, and an increased sense that you're a small part of a big war would take this game to the next level.. Let me recant my experiences to you and you can decide on whether or not to purchase this game. (Protip you should)
The year is 1985 and here I am between svalbard and north norway in our Los Angeles class nuclear attack sub the Hyman G. Rickover. Commands given me the orders prior to this to intercept and if possible destroy an enemy surface taskforce consisting of a moskva heli-carrier. So the satellites peg this taskforce on my map and I move in prepping all hand for battlestations.
I enter the operation area and I'm cruising at 20 knots 300 feet down below a strong layer and sonar is still picking up contacts for a total of about 4 surface contacts. I slow to 5 knots and rise above the layer to a depth of about 40-50 feet hoping to raise up the ESM mast and periscope. Sonar before I could even do this assigns them as the moskva, a cargo ship, and two escorts. The taskforce is running fast and loud pinging hard with active sonar. Command up periscope because I'm ballsy and so I can get a faster firing solution on the moskva. Fire control gives me a solution almost instantly and I let loose with a Mk.48 torpedo whose active sonar setting I've turned on and she runs to the end of her leash and immediately starts pinging picking up on the cargo ship not the moskva. The moskva according to sonar and her two escorts are breaking hard left but pinging all the way. Within all this time I've taken on ballast, ordered all stop, and ordered ultra quiet hoping to hide from all the choppers the moskva and two escorts have gotten in the air.
The Mk.48 slams home on the side of this cargo ship in the meantime and again I let loose a Mk.48 with the hope of the moskva sinking due to it. The fish locks in on her and speeds in, the moskva trying it's best to throw off the torpedo breaks hard right and instead only turns into the torpedo and takes it in the gut starts flooding, catches fire, and sinks. The objective is dead but her escorts are not out of the fight. They ping hard searching for me and now directing the helis of thier dead flagship. One of the two doesnt get far as a Mk.48 slams beneath the keel and cracks and starts sinking. The last escort hearing my torpedo launch somehow steams for me directing the helis to me and fires it's RBU-6000 at what it suspects is me. I let loose with another Mk.48 and she swims to the end of her short firecontrol leash and starts pinging the enemy ship. The escort breaks hard right and the torpedo slams her in the middle and she too sinks.
In this whole engagement I have not moved and only listened to the soviet fleet try and fail to find me. I dive deeper to 700ft and and make for the end of the zone at cruising speed despite still being hunted by the helicopters the whole way. I leave the zone ending our succesfull combat mission against the Soviet taskforce. As we pick up comms again we are informed our actions have had a massive effect on the fight in the norwegian sea and NATO forces are moving into fill the power vacuum we've created for them. We are also informed West Germany has fallen to the Soviet hordes.
Last of all though command has awarded me a bronze star for my actions against the Soviet devils. Captain "Big D*** Rick" and his crew aided the Allied war effort.
Edit: Big D*** got interred into soviet gulag. Captured after insersting navy seals into Archenglsk and proceedingly intercepted by russian attack subs off the coast of finland.
Presumed dead.. Great entry game for modern subs. It focusses on the tactical aspect rather than operating the different stations of the sub. It lets you be the sub commander rather than all the submarine operators.
It's a modern sub game on speeds, the engagements are fun, the graphics are wonderful, the controls are rather few and easy to remember.
Tactically, there are some misrepresentations of how sensors work in real life, like ESM, but the compromises are reasonable to keep the gameplay simple.
Once you master the controls and the logics of stealth and detection, the game is really satisfying. If you have any interest in modern submarine warfare, make sure to get this game.. It's like Anthem, but only worse! I've never played a game that has so many issues! And lately it's only gotten worse! Either the sonar doesn't work, causing me to use the radar mast, exposing my sub, or the noise maker doesn't deploy, or, and this just happened, the computer sets my depth at 50 feet, but somehow I'm at 20 feet, giving off a nice big signature to the DD's and cruisers to lock onto! If the issues didn't ruin the game this would be a great naval strategy game, but it does! Oh and I forgot about the intel reports too! Saying there's a wolfpack or a surface battle group that's PREPARING to set sail, but as soon as you get out to sea, at flank speed, you fail the mission because the enemy has Captain Picard and the Enterprise and they used warp speed! -_-. When my best friend told me about this game he described it as an updated version of the 1986 Microprose game Red Storm Rising, which is exactly what it is. If a Commodore 64 could track play time like Steam you'd seen the teenager me with hundreds of hours split between that, Silent Service, Gunship and Project Stealth Fighter. (Those were they days, my friends...) So, I bought the game, largely sight-unseen, because of a handful of pre-release videos and the developer's state goal of exactly what I said above.
First what this game is NOT: It is not a station-simulator like Janes 688i, Sub Command or Dangerous Water. Don't buy this if you want to play out fantasies (or recall the good-old-days) of the minutea of operating a sonar set on a nuclear submarine. This isn't an underwater Falcon 4.0.
Nor is this Harpoon or Command: Modern Air-Naval Warfare. It is not a rigerous simulator of operational-level actions. You are not COMSUBLANT giving orders from on high to defeat the Soviets in the North Sea, you are more like Commander Daniel X. McCafferty of the USS Chicago hunting fleet oilers and Kirov task forces or firing Tomahawks at Soviet airstrips in the Kola Peninsula.
This game is what I stayed up late playing in my teen years with a closed door and towel under the crack so my parents wouldn’t suspect. It is the game that at my 20th high school reunion classmates I hadn’t seen since I was 17yo recalled me playing. This is the game that got me into reading Tom Clancy, Larry Bond, Michael DiMercurio and playing the GDW tabletop games Harpoon and Twilight 2000. This is the game that I consumed gallons of Mello Yello at $0.49 per 20oz bottle playing. All of the fun of those memories, but with reasonably modern graphics and a decidedly better interface (as of the 1.07 patch).
Like it's 1980s predecessor this game has non-player crewmen operate stations like sonar, torpedo control and ballast control while you concern yourself with tactics, weapon choice and employment and the decisions of command during combat. Like the older game the most useful screen is the map view and the 3d cinematic¬¬¬ is mostly for vanity’s sake. The updated UI allows more of a “giving orders” feel to the game and software like Voice Attack is compatible with many of the game commands if you want to play out your fantasies of standing on the bridge giving orders.
There are two campaigns – one set in 1968 and another in 1984. I’ve only played a small amount of the 1984 setting, but the scope is about the same as the older game, but no more than that. Essentially, it is your single American boat against the Soviet Navy. There’s no support from other NATO units. The available US boats are the Skipjack, Permit, Sturgeon and Flight I Los Angeles-classes and a handful of sui generis testbed boats like the USS Narwhal. Though there’s been no announcements yet the developers has openly stated their intent to add friendly units, more campaigns and allow play as other NATO (and even Pact) members.
Modding new ships and weapons and adjusting the values of existing units is trivially easy, they’re all plain text files, but the game engine’s middleware makes adding new 3D models virtually impossible. The developers have it on their long wishlist.
Gameplay: 8/10
This is essentially an improved remake of my second favorite games of all time. (My #1 favorite, the 1984 space sim Elite, already got its improved remake.) The game has a learning curve, but it’s not as bad as many of the pure-simulator games out there. It’s not quite an arcade game, but it’s a game first and simulator second. I’d compare its complexity and authenticity to Microprose and Janes simulators from the 1990s – complex enough to require reading the manual (and making real-world knowledge helpful), but simple enough to be approachable by interested laymen.
The knocks are partly because the interface still feels incomplete and partly because there’s still some balance issues that need to get worked out. I’ve not played a huge amount and with the updated interface the controls aren’t terrible difficult to learn if you’re used to similar games, but even with the recent (1.07) updates there’s still a bit of bugginess.
Graphics: 6/10
Serviceable is the best way to describe them. They’re not bad, per se, but nor are they top of the line. Of course, this is also a good thing because it means I can play it on my Surface Pro 3, but it also means it doesn’t look astoundingly better on my high-end gaming desktop. Each enemy boat has a single (or a small number of) 3d models showing damage and objects like crates on the deck don’t fall off when a boat capsizes. I’d compared the graphics to a top-of-the-line game in 2001 or so, and with vehicle-oriented games that means they look pretty good until they get damaged and then the flaws in the simplicity start showing.
Ignoring 3D, the game’s map and interface graphics are decent for getting the information required across. I could certain suggest improvements for information density and availability, but again, it’s serviceable.
Sounds: 7/10
I’ve never served on a nuclear sub, but the game at least gets the Hollywood version of it across with the hull creaking, pump noises, wooshing of torpedos firing and, more recently, the crew responding to orders. The only real downside to the recently implemented crew voices is I can’t figure out of there is a single voice actor doing them all, if a handful of actors provided voices for different words or if a given actor plays a specific position on the boat where helm, diving control, sonar, weapons, chief of the watch, etc. are different people. The sounds are good enough for what they need to be, but won’t be winning game awards.
Controls: 5/10
The controls in the game how it originally shipped were crap (or maybe I’m just spoiled by my mouse). The original game was 90% keyboard driven and unlike the 1980s version there was no custom-cut keyboard overlay in the box. The keyboard commands were also oddly organized with one command toward the top of the keyboard meaning “up with ballast” while another command toward the bottom meaning “up with planes.” Yes, it makes sense in context of how the stations actually work, but it’s confusing if you’re not well versed in it.
Since the 1.07 update the game is a lot more playable with a mouse-driven interface for dive control and engine room and the ability to click on the screen to steer the ship along with a panel for operating the masts and clicks for countermeasures. (I wish you could manually set the bearing with numbers instead of clicking, though and as of this writing there is no “up periscope” button I’m aware of.) The interface just gives me the feeling of needing lots of work, though it is decidedly better than many subgames from years ago.
Social/Community/Developer: 9/10
First off, there is no multiplayer and it’s a far-off goal for the developers.
Second, the community for the game on Steam and SubSim Forums is generally friendly, though I’ve had no direct interaction. (If I have an account it’s only to gain access to members-only downloads.) The Developers, however, are extremely active on those forums and listen to requests and respond as to why they will, won’t or can’t do it. For example, the interface changes and crew voices were due in large part to community requests and the voices are actually members of those forums.
The developers are willing to help with modding to the extent they’re able, but there are some technical issues as to why their assistance is somewhat limited. The Unity engine the developers used makes it difficult to modify 3D models without a recompile of the game assets. (Kerbal Space Program uses Unity as well and 3D modding is trivially easy in it, so the problem can be overcome but it is still a future goal.) Having said that, nearly every settings file are in plain text and the developers are friendly to modders changing them and adding new content.. When I was a young child, I played games on my father's old Commodore 64. I wasn't terribly good at most of them (I didn't even know where to start with Ultima V), but Red Storm Rising was a game I could understand, even if it's kind of incredible since it's such an unintuitive skillset to grasp. Ever since, Red Storm Rising stuck with me, because it did something that was rare to the point of almost unique in games: It made you feel your actions were important and decisive, but that you weren't the lone space marine single-handedly fighting the whole army. Sinking a convoy of transports carrying reinforcements in an invasion force should logically have an impact upon the course of a land battle, but that land battle isn't one you're fighting, yourself. It was a little bit silly that yours was the only ship you actually saw on the map while Russians were all over the place, but so far as imagination went, it was enough to make you believe you're a soldier in a war, not a one-kid-army, and that's still something a lot of war games get wrong.
Cold Waters touts itself as a reimagining of the Microprose classic, and it nails it. I'm not the game I was when I was 5-8 years old, and I generally expect more from games, now, and I'm not just talking about graphics being better than the Commodore 64, either.
Witht that said, the graphics are beautiful, and if you zoom in on the surface ships, in particular, you'll see they even went to the trouble of modeling little individual sailors on the decks of the ships. (They don't move, though.)
The devs are working hard on making the game more expansive, and are adding a South China Sea campaign, as well as many NATO ships, and a Russian campaign is planned, as well.
The game has some problems with just how subtle some of its mechanics can be: Ambient noise from storms (that aren't really well-represented as anything other than a number in your "Conditions" page) can have a dramatic impact upon how a battle plays out and its difficulty in general. Very subtle differences in how you approach a mission can be the difference between a mission being so routine it's almost boring, and putting you in a position where it's impossible for you to get out alive. Many elements of this game operate on a level that is basically invisible to the player, and when things go wrong, it's often very difficult for a player to understand why. The discussions pages are filled with people asking questions about what they are doing worng.
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