El rey de la simulación en submarinos regresa con un motor gráfico en 3D totalmente nuevo, nuevos comandos para la tripulación y acción naval de la Segunda Guerra Mundial más realista que nunca. Las gráficas tipo película, la tensión y el simple sistema de juego hacen de Silent Hunter® III el juego perfecto tanto para jugadores...
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Fecha de lanzamiento: 15 mar. 2005
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Incluye 4 artículos: Silent Hunter 5®: Battle of the Atlantic, Silent Hunter® III, Silent Hunter®: Wolves of the Pacific U-Boat Missions, Silent Hunter®: Wolves of the Pacific

 

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El rey de la simulación en submarinos regresa con un motor gráfico en 3D totalmente nuevo, nuevos comandos para la tripulación y acción naval de la Segunda Guerra Mundial más realista que nunca. Las gráficas tipo película, la tensión y el simple sistema de juego hacen de Silent Hunter® III el juego perfecto tanto para jugadores experimentados como para aquellos casuales.

  • Medio ambiente realista y cautivador: la atmósfera llena de suspenso incluye la realidad del agua modelada en 3D, ciclos de día y noche y exactitudes históricas en los submarinos, barcos y aviones. Los detallados interiores de los barcos, los efectos cambiantes del agua y el sonido envolvente, representan lo último en guerras de submarinos de la Segunda Guerra Mundial.
  • Un arsenal mortal de submarinos y armas: los submarinos disponibles incluyen los del tipo II, VII, IX y XII. Apunta en contra de convoyes aliados y barcos guerra. Al recrear las grandes batallas de la Segunda Guerra Mundial los jugadores tendrán que esconderse en el silencio justo por debajo de amenazantes barcos, disparar torpedos mortales o salir a la superficie y destruir baros con el arma de cubierta.
  • Campaña dinámica: crea tu propia y realista historia de guerra naval. Tu carrera militar se verá influenciada por tus exitosas decisiones al frente de una campaña de la Segunda Guerra Mundial no lineal.
  • Accesible para jugadores con cualquier nivel de agilidad: los jugadores experimentarán una simplificada curva de aprendizaje que será más fácil de asimilar que en la mayoría de los simuladores estándar. Utiliza el tutorial de la academia naval para poder aprender lo básico. Personaliza el realismo en las opciones para que esté lo más adecuado a tus habilidades.
  • Comanda a tu tripulación: la tripulación recibirá órdenes y evolucionará basándose en los resultados de cada patrulla.
  • Modo Multi: jugador cooperativo – hasta 8 jugadores vía LAN

Requisitos del sistema

    • SO: Windows 2000 / XP (sólo)
    • Procesador: Pentium® III a 1.4 GHz o AMD Athlon™ a 1.4 GHz (Pentium 4 a 2.0 GHz o AMD Athlon a 2.0 GHz recomendado)
    • Memoria: 512 MB de RAM
    • Gráficos: Gráfica con 64 MB (128 MB recomendados) (ver lista de soportadas*)
    • Versión de DirectX: DirectX 9.0
    • Sonido: Dispositivo PCI compatible con DirectX 9.0
    • Disco Duro: 1.5 GB de espacio libre
    • *Gráficas soportadas en el momento del lanzamiento Familias nvidia® GeForce™ 3/4/FX (GeForce 4 MX NO soportada), familias ATI® Radeon® 8500/9000 o posteriores
      Las versiones para portátiles de estos chipsets pueden funcionar, pero no están soportadas. Estos chipsets son los únicos que harán funcionar este juego.
Análisis útiles de usuarios
A 4 de 4 personas (100%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
13.3 h registradas
Publicado el 5 de agosto
“Lo único que realmente llegó a asustarme durante la guerra fue el peligro de los sumergibles.” W. Churchill, citado en "Ataúdes de acero", de Herbert A. Werner

Para mi gusto este sigue siendo el mejor juego de la saga y a nivel técncio ha envejecido francamente bien. Incluso diría que las limitaciones de su motor gráfico le dan un toque adecuadamente áspero y gris al inquietante ambiente de estos fascinantes ataúdes de acero, así como al frío paisaje del Atlántico en guerra.

Al ponerte al mando de los submarinos alemanes -a diferencia de otras entregas de la saga- SH III pone en tus manos la única fuerza submarina realmente relevante en la II Guerra Mundial, y en consecuencia se puede permitir hacerlo de forma muy, muy rigurosa desde el punto de vista histórico. No es, evidentemente, un juego para todos los públicos, sino un simulador de submarinos en el sentido més estricto del término, que reclama al jugador una actitud pausada y metódica. Eso no quita que la partida pueda configurarse a través de un gran número de opciones que navegan entre la simulación más estricta y exigente y un manejo muchísimo más ágil y directo del submarino, al gusto de cada cual. La jugabilidad es impecable en este sentido y cada presa que consigues cazar, normalmente tras una ardua labor de búsqueda, persecución y cálculo pormenorizado del ataque final, supone una satisfacción enorme.

Por buscarle un pero más o menos significativo hay que señalar que la gestión de la tripulación se hace un poco engorrosa y quizá requiere demasiada atención, en detrimento de otras áreas más relevantes y divertidas de la simulación. En cualquier caso, no es algo que que uno no pueda sobrellevar con cierta solvencia una vez mecaniza algunos truquillos.

En otras palabras, SH III es el rey de los simuladores de submarinos.

Y ahora silencio, que el hidrófono ha detectado alguna cosa...
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A 50 de 50 personas (100%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
2.1 h registradas
Publicado el 18 de junio
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This is honestly one of the best games I have ever played and I am generally not all that fond of the simulation game genre. The tension and sense of achievement I experienced with it were quite unlike any other game I have played in over 20 years.

My most memorable moment came when patrolling in the Atlantic off the Western coast of Ireland. According to German command an Allied shipping convoy was expected to pass through the area. I patrolled the area leisurely for days, constantly checking in with my hydrophone operator for signs of the convoy. After 5 days, he finally called out a contact.

I took over the hydrophone myself. He was right. There was the distant sound of screws bearing through the water. I immediately went to consult with my naval charts and try to calculate an approximate course for the convoy and an interception course for my boat. It was nothing more than guesswork facilitated by rulers and sextants. Nevertheless I gave the order for the navigational officer to change course. We had reached the Atlantic uneventfully and still had all of our torpedoes. Anticipation of the hunt crept into my thoughts.

We waited for about a day and a half, following the convoy through the hydrophones. Then the watchman at the conning tower eported he had sighted a ship. I went up in the tower with him and grabbed my binoculars. Distant dots littered the horizon. We had found the convoy. There was a little over a dozen ships guarded by two destroyers from the British Navy. It was late in the afternoon. Night and the protective shroud of darkness were still hours away.

I decided to follow ahead of them and wait for darkness. I returned to my charts and plotted a new course for the navigator. Then we waited. The convoy grew closer and closer. Eventually, sailing on the surface became too risky a proposition and I ordered a dive, still staying ahead of the convoy. As we continued ahead of our prey, daylight eventually gave way to twilight, which gave way to darkness. The moment to strike had finally come.

I ordered every man to battle stations and for the navigator to take the boat off to the right flank of the convoy. The boat was positioned perfectly int he darkness. About 6-700 meters off the closest ship. I ordered the torpedo hatches opened and together with my weapons officer I calculated a firing solution. We were in perfect postition. Our target was a Liberty merchant vessel sailing under the British flag. I fired two torpedoes. They went off towards our target. Due to our proximity we did not have to wait long for the results. Both torpedos scored direct hits and cracked the merchant vessel in two. A fiery explosion briefly turned night into day on the surface. I immediately ordered a diveand submerged beneath to convoy to hide the sound of our engines against those of the ships in the convoy and hopefully confound the escorts. It worked.

Throughout the night I hounded the convoy, heading up near the surface to sink another ship before going back down again. I heard the sound of depth charges turning water into foam. I sank 5 ships worth nearly 30,000 tons of shipping. By the night's end we had spent all of our torpedoes and I pulled way, reporting the convoy's position and estimated course back to German command so that other u-boats might fall upon it.

Dawn arrived along with a feeling of euphoria. I set a course back for port. As I watched the sun rise over the Atlantic, Beethoven's "Moonlight Sonata" played from the worn old grammophone in my quarters.

We sailed North and East o Great Britain in order to stay as far away from British patrols and air coverage as possible. Morale on the boat was excellent. Our patrol had lasted nearly 3 weeks. Then, the Watchman spotted another ship on the horizon. It was a distant, lonely dot. Impossible to make out. We had expanded all of our torpedoes in the attack on the convoy, yet our deck gun was still fully loaded and able to sink unarmed merchant vessels. Enthusiastic about my earlier victory and eager to add another kill, I ordered the boat to close in on the distant speck. That was a mistake.

Even as the ship grew larger in my binoculars, I had trouble making out its shape against the horizon. Then, its identity became all too clear, when I spotted two flashes of light from its deck. Panicked, I ordered an emergency dive but it was already two late. The first shell landed in the water a little way's off the boat and sent a geyser of water cascading into the air. The other shell scored a direct hit on the boat.

We dived and I ordered full power to the engines, even as wayer poured into the boat and started to fill the compartments. The men fought a desperate battle against a time that seemed to be unending, all the while we descended further and further into the depths... 100 meters... 150 meter... The hull started to creak dangerously. The boat would not pull up. It had taken on too much water. We could not blow the ballast tanks. The destroyer was up there waiting for us...200 meters...

I watched the depth gauge, my heart pounding in my chest. The hull creaked loudly. Finally, the chief engineer had managed to seal the leaks in the engine room and pump out impressive amounts of water. There were dead and wounded. Morale, which had been so high only an hour earlier, was now at a low point. The boat was still going down. I looked at the faces of my men. There was no other choice. Come what way. I ordered them to blow the ballast tanks.

We furfaced. There was no sign of the British warship that had opened fire on us. I could not believe our luck. I immediately ordered the crew to attend to full repairs and for the navigator to set us back oon course for home. With luck and God on our side, we managed to limp back to Germany and safety but not without the harshest of lessons.

On the Atlantic Ocean you are only the hunter until you become the prey.
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A 31 de 31 personas (100%) les ha sido útil este análisis
362.8 h registradas
Publicado el 10 de abril
This is the greatest game in the silent hunter series. The lack of cutscenes and the seemingly endless supply of mods make for great replay ability. Also, the system requirements are pretty much nil for a heavily 3D intensive game (Although some of the mods will change this)

OH! And I forgot!
No additional Activision DRM bull sh!t like in the newer silent hunter editions.
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A 7 de 7 personas (100%) les ha sido útil este análisis
1.9 h registradas
Publicado el 9 de marzo
hardcore sub sim, with hardcore mods
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A 4 de 4 personas (100%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
99.6 h registradas
Publicado el 18 de marzo
Spooky german submarine and shivers down brittish spine.
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