I suspect many CW customers will arrive with sub sim experience, but sub sim experience confined to WW2-vintage craft and weapons.
![cold waters game cold waters game](https://steamcdn-a.akamaihd.net/steam/apps/642510/ss_1e22c4792c0b8b21ac4c14150d7b0f6cc1c09b06.1920x1080.jpg)
When moving at speed it's possible, through violent changes of rudder direction, to produce 'knuckles' of disturbed water that confuse pursuing torpedoes. Fans of CW touchstone Red Storm Rising will be pleased to learn that knuckles have made it into the remake/homage.
Cold waters game free#
A stationary noisemaker dispensed here, a screw-mimiking decoy torpedo fired there, and suddenly you're alone again – free to slink away or double-back. When push comes to shove and the enemy's wire-guided torps start circling like excited spaniels, it sometimes pays to make a racket. Indiscriminate bubble producers are often the first to die in subsurface skirmishes. Of the alerts that pop up periodically in the message log “We're cavitating, Sir!” is one of the most alarming. Putting a layer boundary between yourself and a foe is CW's equivalent of crouching behind a tree or donning a ghillie suit. Subs prowl waters stratified by vari-strength thermoclines and these layers have a profound effect on sound transmission. I've now lost two subs by accidentally blowing ballast when I meant to reload torpedo tubes!Ĭold Waters' GUI might be lightweight compared with Dangerous Waters' but its physics, sonar and environmental modelling are strong enough to bear direct comparison. *Hopefully, the one aberration, the potentially disastrous default binding for the R key, can be altered before release. Nothing is more than a click away, and, thanks to consistently thoughtful interface design*, decent tutorials, and a useful embedded help system, nothing basic baffles for long. One in the bottom-right corner lets you load and program munitions, analyse target audio signatures, and oversee damage control. A neat panel in the bottom-left of the screen provides succinct numerical information on sub status, and the positions and behaviour of currently selected targets and weapons. The rudder, dive planes and ballast tanks are manipulated with key presses while the player ogles their SSN via an external camera or tracks its progress on an icon-sprinkled tactical display. Moving your vessel and using its weapons and sensors in such a way that you stay alive and slay the enemy = dashed tricky and totally engrossing.Īpart from a periscope view, there are no first-person views or traditional sub sim 'stations'. Moving your vessel and using its weapons and sensors = child's play. There's complexity but 95% of it is tactical. Cold Waters is, thankfully, far more democratic. The realism was awesome but hidden behind so many acronyms and meticulously simulated systems only determined souls got to fully appreciate it. Dangerous Waters took fewer prisoners than the 12th SS Panzer Division.
Cold waters game manual#
The last post-WW2 sub game I played came with a spiralbound manual the size of a family Bible.
![cold waters game cold waters game](https://images.alphacoders.com/862/thumb-1920-862346.jpg)
I'm mightily impressed with what I've seen so far. Randomly generated missions give shape to these campaigns, but there are also opportunities for freelance predation. Players are entrusted with a US Navy nuclear-powered submarine of Skipjack, Thresher, Sturgeon, Narwhal, or Los Angeles class then thrust into the midst of one of two WW3 dynamic campaigns (1968 or 1984). Moored midway between Grognardia and Simulatia, Cold Waters is a single-unit wargame with sim pretensions. I spent yesterday playing Killerfish's follow-up to Atlantic Fleet. I strongly advise you to make space, grease hinges, and evict endangered echinoderms in readiness for the imminent deluge of mutilated missile frigates and battered boomers. Over the next few weeks, thanks to unlikely-to-disappoint Cold War sub game Cold Waters, your locker is going to see a lot of action.