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What's more, because the developers spent too much time creating the interior of the Type VII submarine they haven’t had time to add any more submarine classes beyond that.
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However, there is so little dialogue, it quickly becomes repetitive and boring. Ubisoft probably introduced walking around the submarine because it wanted to you to feel more emotionally attached to your submarine by talking to members of your crew. The point of playing Silent Hunter is to feel like a veteran submarine commander, but in Silent Hunter 5 you just end up feeling like a drunk pirate without a peg leg. Ubisoft has also made the cardinal sin of not allowing you to remap any of the keyboard or mouse controls - the end result being that you spend more time bumping into walls or looking at the floor than anything else.
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Given that the inside of the submarine isn't particularly detailed, it's baffling how slowly the camera moves - it's almost as if it ignores DirectX in favour of antiquated software rendering. What's more, the first-person mode is so badly coded it crawls along at an appallingly slow frame rate regardless of how much hardware you throw at it. The sensation of going nowhere fast is only doubled when you have to keep shuffling down to the engine room. While you might play a FPS or RPG for a few minutes or hours at a time, it's not uncommon to spend a whole evening stalking a single convoy in the Silent Hunter games - after all, when you're in a U-Boat only capable of cruising at seven knots (four knots when submerged) and have the whole Atlantic to traverse, it takes a long time to get anywhere. The real problem with the new interface isn’t just the décor though, it’s that it slows down the gameplay far too much - and sub sims are already slower than a sea snail. Actually having to move between stations was never going to be fun. Even without going into that detail it’s still just a bunch of narrow grey corridors punctuated by ladders.
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Quite why Ubisoft thought this was a good idea is beyond me - a submarine is a cold, wet, badly lit, poorly ventilated metal tube full of men who haven't washed properly for months and that all share one toilet. Silent Hunter 5 changes this though, positioning the game in a first-person perspective and requiring you to physically walk through the various compartments of the submarine to get to the station you want. In the earlier games you were effectively a bodyless entity that flicked instantly between different stations (sonar, periscope, damage control etc.) using keyboard shortcuts that made sure you always had a chance to be where the excitement was. Unlike the previous games in the series, Silent Hunter 5 is played out from two very different perspectives.
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The finished version of the game, subtitled Battle of the Atlantic, can only be played from the perspective of a U-Boat captain, and is even more restrictive than the early games in the series, as it only simulates one submarine, the Type VII. Unfortunately, somewhere along the way the game was trimmed down. When Silent Hunter 5 was first announced Ubisoft promised that for the first time you'd be able to control both German U-Boats and Allied submarines in the Atlantic and the Mediterranean. One such game is the submarine simulator Silent Hunter 5, the latest instalment in Ubisoft's long running franchise that's origins can be traced all the way back to 1996.
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With the endless moaning on the internet about ' PC gaming dying' and 'PC devs selling out' it's all too easy to forget that there are still many PC exclusives being released.
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All that plus our impressions of a complete play-through of a not-quite-finished Alpha Protocol, an exclusive look at Kings and Castles (the new fantasy RTS from Chris Taylor), and reviews of Just Cause 2, Silent Hunter 5, Metro 2033, the Peregrine gaming glove and more in the June issue of PC Gamer!Ībove: The June issue of PC Gamer will hit newstands on Apr 27Ībove: Chris Taylor, the designer behind Dungeon Siege and Supreme Commander, has been posting video blogs about horses and wood.Silent Hunter 5: Battle of the Atlantic Publisher: Ubisoft And even if you’ve never ventured into the vast universe of EVE Online, you’ll want to read our coverage of CCP’s Council of Stellar Management event, where elite players met with developers to change the course of galactic events.
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You aren’t ready for StarCraft II until you’ve read our massive beta hands-on, including pro tips and a unit-by-unit strategy guide.