
Dangerous Waters
Owen
A complete naval simulator.
Ghost Boats
Easily the best way of describing Dangerous Waters is that it is a complete naval simulator. Sea helicopters, submarines, battleships and more are included and at your disposal. The game has been developed by Sonalysts Combat Simulations (SCS), by their name alone you should be prepared for a highly in-depth simulation of naval warfare. It is obvious this game is for the most hardened computer based sea captains, though there are options to tone the game down for a more instant action experience. SCS have made some very successful “sub sims” previously but to my knowledge this is their boldest project yet. The game is rooted in conveying reality so expect that the majority of instrument panels and their operation are virtually accurate. The instrument panels are still a two dimensional image, though when you actually learn how to use them it doesn’t make a difference. SCS has provided a 3D view to give you something else to look at when not much is happening. This display can be turned off and then for an overview you have to rely on a real-time map showing the expected locations of friendly, hostile and neutral objects.
Multi-station games = COOP mode.
COOP mode in Dangerous Waters is called the multi-station mode. This mode allows you to assign specific instrument panels to each COOP player thus assigning them jobs. If one of your crew prefers to listen to the hydrophone all day to identify nearby ships then give him the job. If there’s only a couple of players you can have multiple panels each, though you can never share one. The exception to the rule is the map and 3d view screen which comes as standard despite the roles give. This COOP mode is simply a treat, earlier this year we were treated to Silent Hunter 3 which in COOP mode gave players a sub each. To my knowledge never before in a COOP have you really had to rely on your COOP buddies. However this is what makes this game so satisfying.
Running on silent.
This game does require a lot of patience. While playing this game it is possible for an hour to go by with little action. This doesn’t mean that you have nothing to do. The instrument panels require some learning and is recommended, however when you get the hang of them there’s plenty to monitor. You are able to give your role over to an Auto Crewman who will update the real-time map with positions of detected objects. It is more rewarding to do things yourself, though you will make mistakes. Voice Communication is necessary and it’s a shame it’s not built into the game. Once you get the communication going (voice or text), you’ll find that you all are continually requesting assistance from other players. One example, the hydrophone allows you to listen to frequencies in the water. If you deploy this sensor when travelling above a certain amount of knots it will break off. You’ll need to communicate to the “driver” that you need to slow down so you can run some scans. Hopefully he will comply and you will work as a team.
A sub like an immersion heater!
My main criticism for this game is that it is not all immersive as I would have liked. Don’t get me wrong they’ve made a fine effort recreating the operations. However I would have liked to have to shout over the engine noise and to hear the pings of my COOP player’s radars. The feeling of all being together in the sub is slightly missing. It would be certainly funny for someone to open an air vent and for the cabin to then become very noisy for all players and then for exchanged banter for someone to close the vent. Apart from my high expectations, this game is a milestone in COOP games. Never have I had to rely on other players so much. With all the vast amount of things at your disposal you’ll be playing this game for sometime, it gets better each time you play as well. My final criticism is that death comes too quick sometimes, but then that’s because it’s based on the reality of warfare
The most varied naval sim and highly rewarding.
