22:35 -
somewhere on the edge of grid AM34. Peaceful Scotch waters ripple past at 10 knots. The sky is
painted a dazzling peach hue as the sun hides itself over the horizon. My men play cards in their quarters
and Kesler cooks the musty smell of potato into the air of U-47, wafting past me out of the conning
tower and into the evening. All’s well, as seadogs say. I tap out my pipe and climb down from the
bridge into the command room…sidle up to my navigator to review our course, and then ALARM! The
cry from the bridge sends crew from the stern quarters scrambling to the bow torpedo compartment.
U-47 pitches into a steep dive at flank speed and she slices down into 30 meters of black salty wash.
Fifteen seconds later a Hurricane drops a depth charge on her wake, sending a shudder through the
boat. We have been spared once again, by the cold and indifferent embrace of our friend, our nemesis,
the Atlantic.
Silent Hunter 3 is a serious U-boat simulation set during the battle of the Atlantic in the Second World War. While you might be able to dredge up screenshots that show my boat
lunging out of the water and onto the deck of a small merchant ship, pushing it over and down,
effectively drowning the helpless sow, they would be from my boyish days as a Kriegsmariner when
there were no consequences and it was all about maniac bravery, savage close-range kills and finding
bugs in the game. I’m much older now, with more crags and hard edges and rust and salt stains and I
know something very well: it is all about survival. Ubisoft has produced a game of exploding beauty and
devout realism. But the most important aspect of SH3 - the one that has made me play it day &
night since August between sips off coffee, slurps of porridge, puffs of smoke, swills of beer, squirts of
piss, etc, is the wickedly immersive role-playing.
No
longer Blogworthy; now Carl Winters, Oberleutnant Z. s. I’ve sailed a few other identities, all of which
are now fish-eaten on the seafloor. Winters has taken us through two patrols, and we’re playing it safe.
If he is lost at sea, then part of me dies and must re-berth: a painful skin-stretching hair-pulling process
preceded by a shriek and a lot of water-sloshing sounds. And considering that each patrol takes about
three or four hours of my time, I will be very careful to make sure that Winters and his crew of
43 bring U-47 home watertight. When you take this game seriously, an epic importance is attached to
all the events that transpire. Every plane that buzzes your boat, every merchant spotted, every
hydrophone contact, radio report, torpedo, nautical mile, every lightning bolt in every storm, every
goddamned seagull, becomes a real experience in the dangerous and ultimately brief existence of your
beloved U-boat captain. If you are wise and shrewd, yet bloodthirsty and very lucky, your captain and
crew will grow old together and become decorated experts of seaborne fighting. They may even survive
the war. But that hasn’t happened yet for me, and if so it will take at least another month of my time.
Before I get into screenshots and all the shimmering detail, I need to reiterate my view that this is an
action role-playing game that offers a ton of freedom, a shit-load of gambling and uncertainty, and a few
dramatic ways to die.
SH3 graphics are magical. The screencaps shout volumes of aquatic realism, but still fail to
adequately portray the real-time beauty of the virtual Atlantic. See it for yourself -
it’s a must...another game that non-gamers (i.e. girlfriend, mothers) will stare at and say ‘wow’;
straight-up pretty, varied, complete. After I installed the game I was content to merely sail, dive the
boat, sail, dive, knuckle to port, to starboard, fire the 88mm deck gun. And you never really get over
the graphics. One night I just sailed for about four hours (six beers) while watching the bow cut through
waves at 13 knots. You will learn to worship the Deutsch brilliance in U-boat design – a sleek grey sea
lion that is completely at home above or below the waterline; a master of the ocean. The game features
four classes of U-boat that fought during the war: the tiny five-torpedo coast hunter, Type II, the classic
ocean-going VII (Das Boot), the ultra long-range terror boat, IX, and the ultra-modern electric shark
that only saw a few months of war, XXI. Boat physics are modeled with a convincing pitch and yaw
that matches the mood of the surf.
The
destruction is spectacular. Huge merchant ships shudder and sway after torpedo impact. I never tire of
the ‘keel shot’, which involves sending a torpedo set with a magnetic pistol just under a target’s keel. A
good shot will create a massive air bubble under the keel and cause the ship’s back to break under its
own weight. The dying ship then separates into two burning halves, which bob and sink at their own
rate.
Use
the deck gun to puncture various compartments on a small merchant and cause it to list precariously to
one side or another, finally capsizing in a catastrophic tipping of the scale.
Performance in SH3 is measured as it was in real life, by tonnage sunk. Your job is to
starve the Allied war effort by sending its supply of food, fuel, equipment, reinforcements, and tea to the
bottom of the sea. You and your crew are rewarded with medals, promotions, and renown. Renown is
the currency you use to upgrade your boat or purchase a new one, and recruit high-quality sailors (or
replacements). This incentive keeps you searching for fat convoys, hulking battleships and lone tankers –
juicy blubber for the hungry cargo shark.
Good performance will also allow you to transfer to other bases (e.g. La
Spezia in the Mediterranean) in order to have a varied and
diverse career of marine killing. With the right boat you can patrol West to Halifax or as far South as
Freetown.
Making contact with enemy ships is difficult. The extent of the ocean is effectively infinite, and
even when you know the course and speed of a potential target, you may miss him by 30 km on either
side. Range for visual contact is about eight kilometers in good weather, and when submerged the
hydrophone (an indispensable device for listening to ships’ screws turning in the water) can, with the
right ears, detect ships at about 20 km. A strong hydrophone operator is essential – he will allow you to
estimate the whereabouts and course of targets, the spacing between convoy lanes, the position of
escorts, sub hunting patrols, etc, allowing you to skulk into attack position undetected. Approaching a
convoy is a delicate affair that will leave your tactical map covered in scribbles and markings from
countless hydrophone readings.
In
real-time a flawless approach can take an hour, all of it leading up to that adrenaline-charged moment
when your periscope slides through the surface and your Weapons Officer declares torpedo launch.
A
good strike will sink about 3-4 targets, preferably chubby tankers or bulging battleships. Perfect shots
will target fuel bunkers or powder kegs, setting off hull-cracking secondary explosions.
While realism can be poured on in teacups or pitchers, making gameplay
simple or uncomfortably challenging, stealth is a central part of the hunt. When you are detected your
targets will become evasive making it hard to score a critical hit; merchants swerve, warships accelerate
to unmatchable speeds, and escorts converge on you and begin their dreadful search with sonar. Depth
is your belligerent friend and you will find yourself running deeper and deeper with held breath, hoping to
give relentless destroyers the slip.
You are governed by several nerve-wracking constraints on U-boat performance:
- At some critical depth your boat will be crushed by the weight of the
ocean. You don’t know this depth exactly but it is probably around 300m. Damage to your pressure
hull will reduce this depth considerably.
- When submerged you run on battery power, which is
of course limited. You need to recharge using diesel engines, which require air, and hence
surface-running. On the surface, by day (and later in the war by night) you are visible to eye and radar,
and are especially vulnerable to air attack: planes can bomb you before you have time to dive.
- Underwater your crew steadily turns O2 into CO2, which is
poisonous when concentrated. Eventually you must surface to air out the boat.
- While
submerged all noise can be heard by the enemy, from the engines, to the pumps, to your boisterous
crew of brave young Germans. Noise = death, but it is reduced by distance and depth, and hence you
will be tempted to test the validity of rule 1.
All
of this adds up to extreme tension, variable outcome, and superb nautical violence. Success is glorious –
sink a battleship with two torpedoes and then evade the swarm of hornets and 30 depth charges and
live to reap the tonnage in captain’s log.
Failure is literally crushing. A direct hit from a depth-charge (DC) will probably destroy your boat
instantly. Close hits will cause flooding. I recall a psychotic mission into the extremely shallow waters
(20m) of the port at Scapa Flow with the intent to prey on merchants and warships docked there (as a
matter of fact, U-47 did this successfully on Oct. 14, 1939). U-64 was not so lucky: I was detected by
a patrolling destroyer which quickly closed with me and scored two DC hits. I had four compartments
flooding quickly, but my damage control team was able to seal them before it was too late.
The added weight sunk the boat and it came to rest on the seafloor.
I
needed to pump out the water in order to raise the boat, but that would make too much noise so my
only chance was to stay silent and hope the destroyer would bugger off and leave me for dead.
Unfortunately it had sonar, and it was able to pinpoint my resting place exactly. The final DC caved in
the command room and that was it. Food for the hag-fish.
That’s not to say that there still aren’t some bugs and shortcomings of SH3. Ships can sometimes
sail through rigid structures (i.e. a breakwater), your crew may choose to climb up the conning tower
and go on watch while the boat is at periscope depth, and it is annoying that I can’t alt-tab out of the
game. There are a few graphic glitches, and the odd crash. It would have been nice to see more specific
missions and dynamic orders from high command – i.e. “intercept this and that, about here, with the help
of these and those, and watch out for them.” I wish I could write comments in my captain’s log rather
than just have stock entries added automatically. Also, while it would be purely candy-floss, I'd like to
have access to all compartments within the sub; right now it’s just the command room and sonar/radio
room. And, I wish flooding and damage were accurately modeled on the interior. That would be
insanely cool, and would add more to see/do on the sub interior and thereby increase the quality of the
game when played without time compression.
Furthermore, it would be neat to see lifeboats deployed by sinking ships and your crew should be
able to abandon ship; death can be disappointingly sudden. But I could go on for a while about these
wishes, and really I should probably spend the time looking over Carl’s shoulder. The game is excellent
as it is and if anything, these perks should go into the next installment in the series.
SH3 has a
thriving mod community. I’ve used the RuB 1.44 (real U-boat) mod that can be found on the rich naval
gaming-site www.subsim.com. This is a great mod that
corrects some of the weaknesses in SH3 as it was shipped. In a lot of ways it makes the game harder
and more realistic – sound contact is made spatially vague and radio contacts are fewer and less
detailed, minefields are included, and convoys have been altered. There is another great addon called
SH3 Commander, also available through the site. This utility creates a more detailed profile for your
captain, allowing career customizations and the ability to monitor performance and produce reports (see
Glog for a summary of Carl Winter’s ongoing career). All together these mods
seriously enrich the gaming experience and are worth investigating.
I read about SH3 in Andy Mahood’s Sim column (August PC Gamer) and he warned of it’s
addictive quality. While I don’t want to use the word ‘addictive’ (reminds me of police), SH3 is
extremely captivating and time-consuming, and now I find myself stealing time to feed my precious
infatuation with naval combat. To me this is the highest form of gaming joy. When fully immersed in a
game I reach a point of fanatical enthusiasm that eclipses everything else; the experiences become
engraved in my memory in front of all other things that might be going on in my life. That, my fellow
screen-zealot, is the mark of a truly awesome game. Simulations do this to me often, as do RPGs, and
when they are combined, loaded with torpedoes and nonfiction and put to sea, the result is a game that
should be a mandatory part of 8th grade history class, and with a requisite monthly commitment for
every year following. For those who have missed the standard curriculum, I advise you to buy SH3 at
once and begin your moonlight career as a U-boat commander.

Note: the first image (periscope looking at bridge) was
'borrowed' from the SH3 'best screenshots' section at Subsim.com. The picture was posted by
CCIP.