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A series of {{Simulation Game}}s published by Ubisoft which place the player in command of a [=WWII=] submarine. The series has 5 entries, with the latest having been released in March 2010. ''[=SH1=]'' and ''4'' take place in the Pacific Theatre, while ''2'', ''3'', ''4''[='=]s expansion ("U-Boat Missions") and ''5'' place the player in the shoes of a ''Kriegsmarine'' U-boat ''Kaleun'' (short for ''Kapitänleutnant'', "lieutenant", [[UsefulNotes/CommonRanks two steps above]] EnsignNewbie) during the second battle of the Atlantic.

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A series of {{Simulation Game}}s published by Creator/StrategicSimulationsInc (original and II) and Ubisoft (II and later) which place the player in command of a [=WWII=] submarine. The series has 5 entries, with the latest having been released in March 2010. ''[=SH1=]'' and ''4'' take place in the Pacific Theatre, while ''2'', ''3'', ''4''[='=]s expansion ("U-Boat Missions") and ''5'' place the player in the shoes of a ''Kriegsmarine'' U-boat ''Kaleun'' (short for ''Kapitänleutnant'', "lieutenant", [[UsefulNotes/CommonRanks two steps above]] EnsignNewbie) during the second battle of the Atlantic.
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* GlassCannon: Destroyers. They are the fastest vessels in the game, but they go down after a ''single'' torpedo hit and are some of the least resilient units when you're crazy enough to use a deck gun to engage. However, even the most primitive pre-war destroyer can effortlessly sink you in a variety of ways, often in a single attack, while its speed makes it ''very'' hard to hit in the first place, unless using acoustic torpedoes.
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Moving to YMMV


* ObviousBeta: Silent Hunter 5, which even a decade after premiere, is still riddled with bugs and unfinished game mechanics.
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Up To Eleven is a defunct trope


** [[http://www.subsim.com Subsim]] has a whole boatload of them for almost every game in the series, most of which are designed to provide an [[UpToEleven even more realistic]] play style. With full realism and improved ASW AI, NintendoHard doesn't begin to describe it.

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** [[http://www.subsim.com Subsim]] has a whole boatload of them for almost every game in the series, most of which are designed to provide an [[UpToEleven even more realistic]] realistic play style. With full realism and improved ASW AI, NintendoHard doesn't begin to describe it.
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** The humble, starting, standard-issue G7a torpedo. It leaves a very visible trail of bubbles behind itself, but other than that, it's the most versalite torpedo that can to pretty much any job, is always in quantity in stock and comes free of any charge.


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* RefugeInAudacity: Doing night raids inside certain ports and naval bases is the easiest way of scoring great tonnage at minimal amount of torpedoes used. The ships are simply standing still and rarely guarded by anything at all. Just remember to make sure the fuse is set on magnetic, rather than impact. For extra audacity, you can even surface and use the deck gun.
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* GuideDangIt: While some things can be figured by trial and error, a grand majority of more complex game mechanics aren't explained anywhere within the game and trying to figure them out is pain in the ass. Most notably, good luck figuring on your own how manual aiming of torpedoes work (especially those programmable). Or even in automated mode what's the actual difference between yellow and green aiming marker, despite being at almost identical angles.
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* FragileSpeedster: Destroyers can move at up to 32 knots (you can't go faster than 18 and civilian ships rarely move faster than 10), are extremely mobile and can easily destroy you with variety of ways, from ramming to few different types of explosives and on-board guns. They also all down after being hit by a single torpedo, regardless of where it hit. [[HarderThanHard Good luck pulling that off]], especially when it's a convoy's escort - even if you hit one, you've revealed your position to the rest of the escorts.

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* FragileSpeedster: Destroyers can move at up to 32 knots (you can't go faster than 18 and civilian ships rarely move faster than 10), are extremely mobile and can easily destroy you with variety of ways, from ramming to few different types of explosives and on-board guns. They also all go down after being hit by a single torpedo, regardless of where it hit. hit and sinking almost instantly. [[HarderThanHard Good luck pulling that off]], especially when it's a convoy's escort - even if you hit sneak-attack one, you've revealed your position to the rest of the escorts.
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* FragileSpeedster: Destroyers can move at up to 32 knots (you can't go faster than 18 and civilian ships rarely move faster than 10), are extremely mobile and can easily destroy you with variety of ways, from ramming to few different types of explosives and on-board guns. They also all down after being hit by a single torpedo, regardless of where it hit. [[HarderThanHard Good luck pulling that off]], especially when it's a convoy's escort - even if you hit one, you've revealed your position to the rest of the escorts.

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* TheHunterBecomesTheHunted: Normally, destroyers are TheDreaded, able to easily sink you with minimal effort (especially once 1943 rolls in and Allies make significant advances in their [=ASW=])... but around the same time you gain access to [[HomingProjectile acoustic torpedoes]]. They aren't perfect and they do cost a lot, but they are fantastic anti-destroyer weapon due to only requiring very broad solution for the torpedo and then correcting the course already in water. And once you sink the escorts, the entire convoy is defensless.

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* TheHunterBecomesTheHunted: TheHunterBecomesTheHunted:
**
Normally, destroyers are TheDreaded, able to easily sink you with minimal effort (especially once 1943 rolls in and Allies make significant advances in their [=ASW=])... but around the same time you gain access to [[HomingProjectile acoustic torpedoes]]. They aren't perfect and they do cost a lot, but they are fantastic anti-destroyer weapon due to only requiring very broad solution for the torpedo and then correcting the course already in water. And once you sink the escorts, the entire convoy is defensless.defensless.
** Comes 1943 and Allied air coverage alone is going to tear you a new one - there is just a small handful of places all across Atlantic where planes can't reach. But the general advances in ASW weapons and tactics means you are a sitting duck for anything better armed than a trawler. Surviving the final two years of the war without cheesing it up or straight-out avoiding combat is a feat all by itself.
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* AttackItsWeakPoint: A single torpedo to the beam and grand majority of ships will either instantly explode or will be severely damaged, take water quickly and sink. Any other part of the vessel and you might end up needing up to ''six'' hits to bring it down.
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* GameBreakingBug: You can't save during a patrol in ''III''. Doing so corrupts the save (it will load as if your U-boot sunk, which makes it moot), which then acts as if ''your entire career'' ended, making reload of previous saves impossible, as they will cause the same result.

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* AIBreaker: AI can't handle [[HomingProjectile acoustic torpedoes]] at all. They show up in the late game, but AI can only perform evasive manouvers against things that follow a straight path. The torpedo taking a turn or simply adjusting own course to the target is something that AI not only can't, but won't even try to shake off.



** Instead of chasing after random shipping somewhere on Atlantic, you can simply get to any given colonial port in Africa, to the point of ''getting inside of it'' and sinking all the ships there with single, perfectly aimed torpedo - or if you are particularly cocky, with the deck gun. Trying to pull it in English ports is near suicidal, since there are warships and air coverage, but places like Lagos are free game.

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** Instead of chasing after random shipping somewhere on Atlantic, you can simply get to any given colonial port in Africa, to the point of ''getting inside of it'' and sinking all the ships there with single, perfectly aimed torpedo - or if you are particularly cocky, with the deck gun. Trying to pull it in English ports is near suicidal, since there are warships and air coverage, but places like Lagos Freetown are free game.game.
** Targetting convoy routes around Murmansk and Canary Islands. It's a very small sector of the map, but shipping is plentiful. Planes? None.
*** Taken to exteme if based in La Spezia - you're locked in the Mediterranean, so not many places to go, but anything between Algiers and Sicily is yours to take with impunity - you might not make big tonnage, but you can easily survive until the end of the war.
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* OddballInTheSeries: ''Silent Hunter 4'' puts you in an American submarine, fighting on Pacific against Japanese shipping. Every other game in the series gives you a German U-boot to command and fight predominately over Atlantic against the Allies.

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* OddballInTheSeries: Both ''Silent Hunter 4'' 1'' and ''4'' puts you in an American submarine, fighting on Pacific against Japanese shipping. Every other game in the series gives you a German U-boot to command and fight predominately over Atlantic against the Allies.Allies - and this is what average person asked about the series will tell you about it, too.
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* EarlyGameHell: Despite the Allied ASW techniques and weapons being a joke in '1939, the game is actually tougher in early phase of the [=WW2=]: your crew is fresh from training, specialists are few and far between, there aren't many opportunities to sink significant tonnage and you will be hard-pressed to get into British shipping lines, as they are too far away to reach them easily. And your own equipment is a joke, too. Not to mention you'll have to ignore American and Norwegian shipping, as they count as neutral early on and thus incure a penalty for sinking them.
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** Especially the "supermod" Grey Wolves Expansion, GWX for short, and its [[{{Doorstopper monster of a manual]], which is affectionately referred to as "Das Buch".

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** Especially the "supermod" Grey Wolves Expansion, GWX for short, and its [[{{Doorstopper [[{{Doorstopper}} monster of a manual]], which is affectionately referred to as "Das Buch".

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* BoringButPractical: Sure, you can spend two or even three torpedos per cargo ship to put it down instantly... or you can have a single hit right below the water line and simply wait for the ship to sink. Even if it won't, it will slow down and start lagging behind the convoy, making it an easy prey

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* BoringButPractical: BoringButPractical:
**
Sure, you can spend two or even three torpedos per cargo ship to put it down instantly... or you can have a single hit right below the water line and simply wait for the ship to sink. Even if it won't, it will slow down and start lagging behind the convoy, making it an easy prey


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** Instead of chasing after random shipping somewhere on Atlantic, you can simply get to any given colonial port in Africa, to the point of ''getting inside of it'' and sinking all the ships there with single, perfectly aimed torpedo - or if you are particularly cocky, with the deck gun. Trying to pull it in English ports is near suicidal, since there are warships and air coverage, but places like Lagos are free game.


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* ForcedLevelGrinding: The medals you are given after mission aren't just for show, but are instead an RPG-like system of improving your crew members. Thus it's paramount to get as many sunk tonnage per single missing as only feasible, as that's the basis for the medals received.
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* TheHunterBecomesTheHunted: Normally, destroyers are TheDredded, able to easily sink you with minimal effort (especially once 1943 rolls in and Allies make significant advances in their [=ASW=])... but around the same time you gain access to [[HomingProjectile acoustic torpedoes]]. They aren't perfect and they do cost a lot, but they are fantastic anti-destroyer weapon due to only requiring very broad solution for the torpedo and then correcting the course already in water. And once you sink the escorts, the entire convoy is defensless.

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* TheHunterBecomesTheHunted: Normally, destroyers are TheDredded, TheDreaded, able to easily sink you with minimal effort (especially once 1943 rolls in and Allies make significant advances in their [=ASW=])... but around the same time you gain access to [[HomingProjectile acoustic torpedoes]]. They aren't perfect and they do cost a lot, but they are fantastic anti-destroyer weapon due to only requiring very broad solution for the torpedo and then correcting the course already in water. And once you sink the escorts, the entire convoy is defensless.

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[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/silent_hunter_3.png]]
[[caption-width-right:300:[[invoked]]Ah yes, 7, [[WhatDoYouMeanItsForKids the perfect age]] to learn making aiming solutions!]]



** Doing entire aiming and arming procedure done manually. It's a lenghty, complex process (best seen [[https://www.youtube.com/watch?v=C0rTksSnjho here]]) that requires to do on a fly bunch of navigational math and then apply corrections to your calculations (preferably with some surface to draw on, beause the in-game tools aren't perfect), all while not getting detected and with a goal of hitting as many targets as possible with that single salvo. But its probably the most gratifying feeling in the whole series.

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** Doing entire aiming and arming procedure done manually. It's a lenghty, complex process (best seen [[https://www.youtube.com/watch?v=C0rTksSnjho here]]) that requires to do on a fly bunch of navigational math and then apply corrections to your calculations (preferably with some surface to draw on, beause the in-game tools aren't perfect), all while not getting detected and with a goal of hitting as many targets as possible with that single salvo. But its probably the most gratifying feeling in the whole series.

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