Title Silent Service 2 Game Type 3D Combat Sim Company Microprose/Guildhall Players 1 Compatibility All Submission Jason Compton This Amiga Report review appears here by courtesy of Jason Compton Review I'm certainly not what you'd call a "war movie buff." But for some reason, I enjoy a good submarine movie. Sure, I know that in real life they're cramped, smoky, and stinky, but for some reason it seems to be difficult to do a bad submarine movie. So I was somewhat enthusiastic when I opened the long-awaited box of goodies from Guildhall Leisure, to mark the first bundle of their Microprose re-releases I'd been sent, and found Silent Service II, a game of submarine warfare in the Pacific during World War II. Silent Service II dates back to 1990, and is itself a rework and update of the original, from the 8-bit era, back when Sid Meier really DID write all of Microprose's software. SSII puts you at the helm of an American submarine. Your goal is to sink as many Japanese vessels as you can and get home alive. It doesn't exactly sound easy and it's made worse by the fact that submarines are not the most maneuverable ships in the ocean. You have stealth on your side, but once your cover is blown the Japanese navy has pretty good odds of blowing you out of the water. The game takes place in one of three modes. In the most basic, you command a submarine for a single battle, either taken from a historical pool or generated at random. The battle ends when either you or the Japanese convoy you're attacking have been destroyed, or one side has successfully fled the combat zone. A bigger commitment is a single patrol, where you take a submarine from a US port into an assigned zone of Japanese-controlled waters, searching and waiting for contacts to pursue. And even more demanding is a "war career", where you begin the war at the date of your choosing (starting with the bombing of Pearl Harbor) and end either when Japan surrenders or you are lost at sea. As you might expect, making all this visually appealing is a bit of a challenge. After all, when you're submerged you only have a periscope, and when you're on the surface, well, submarines don't like to spend lots of combat time on the surface. So in the game, you rely quite a bit on a chart which represents your position and the position and movement of other vessels as lines on a grid. The game tries to be authentic, but not TOO authentic--the chart is updated in real time, not by a pencil or marker-wielding crewman. Microprose always aimed for authenticity in their simulations, and the game adheres to the history of the war, making only certain boats or torpedo model choices available when they are appropriate to the real course of events. You can only have radar, for example, when the US Navy started installing it in submarines--and the Japanese only have it when they started installing it reliably. When you're not looking at the charts, you'll probably want to look out your periscope. Why? To lock on to targets and shoot torpedoes at them, of course! The enemy vessel graphics are actually digitized shots of a war historian's painstakingly recreated models of the ships Japan used during the war. But seeing as how this is an ECS game, the digitized shots are greyscale, and all too often turn out to be all-alike looking grey blobs, which is what usually happened when game designers used digitized shots on 16-color screens. I found the action in the game to be sufficiently edifying if I was in the right state of mind. Mood lighting might be appropriate here--if you've got some blue or red cellophane lying around, try putting it in front of a lone light bulb. (I haven't tried that yet, but it sounds like a good idea.) The game play is interrupted by tedious cut-scenes of torpedo launches or depth charge explosions, which you can and should shut off. There's a lot of strategy and patience required to really play this game well. If you just waltz up to a convoy of 8 Japanese vessels and shoot off a few torpedoes, you'll find fast patrol boats overhead blowing you up in no time. Thankfully, there are accelerate-time options to make plotting an ambush a little more bearable. SS II is not the instant gratification of a SubWar, it strives to be much closer to the real thing. I found it pretty good fun. I was also substantially impressed that the game worked without problems on my 060-equipped 4000T, although I couldn't get the hard drive installer to work to save my life. SS II only requires that you make copies of the main 2 disks before playing, and once you're in the heat of battle there's no loading (except cutscenes which as I said you should shut off.) A full printed manual and a flimsy keyboard cutout are provided, but after a few hours of playing you should have the hang of the controls well enough to set it aside. For UKP15 (about $24) I could probably recommend one or two better games for casual playing, but SS II is pretty good fun. A bit limited after a while since in the long run it's the same sequence of events over and over, but there are enough really big fish in the sea to provide a challenge, if you decide you're man enough to take on an aircraft carrier.