![silent hunter 5 part 1 silent hunter 5 part 1](https://www.mobygames.com/images/shots/l/440521-silent-hunter-5-battle-of-the-atlantic-windows-screenshot.jpg)
The tutorial teaches you how to shoot and how to move and leaves you to puzzle the rest of it out on your own. Some of this may be due to the lack of documentation in the game. The+crew+interface+is+cumbersome+and+unclear. You can ask a guy about his kids and his morale will still be for crap. The RPG and morale systems are worth paying attention to if only because they impact your boat's abilities, but the effects are inconsistent, which makes you wonder why you even bother. But no one who buys a submarine game wants to chat with dull crewmembers about their family back in Germany. I'm sure real sub commanders were very concerned about whether or not their officers were playing pranks on each other, or writing novels, or needed a special meal to boost their spirits. I understand the point of having crew interactions, but this system in Silent Hunter feels clumsy and suffers from poor movement controls and distracting morale information. What's even more awesome is that, depending on the boat you're using and the conning tower you've got equipped, you may not even be able to see the deck gun to select it yourself. I still can't get my crew to run the deck guns by themselves. Even if you do manage to get orders off, there's no guarantee they'll be followed. It's not as if the captain of a real U-boat had to run back to the engine or torpedo rooms every time he wants the officers there to know something. While it's a neat idea, the added layer of interaction means that it can take longer to get things done. Ubisoft has attempted to model this with a new command interface that lets you run through the length of the ship and relay your orders face-to-face with your crew. But a ship captain manipulates things by delegating orders to his crew. It's particularly true of race cars, jet planes and battlemechs where the whole operation is usually handled by a single person. The conceit for most sims is that you sort of embody the vehicle. There are one-off historical missions and an online component as well, but the multiplayer doesn't seem populated enough to make it a compelling feature. Some that you sink will count and others won't with no clear reason why. You might be asked to take out a certain number of warships along a patrol route. And unfortunately, the objectives don't necessarily follow your expectations. As it is, it really feels a bit like an MMO where you have a few specific zones that each have certain kill requirements. It's nice to have missions that lead you through the events of the War, but I wish more had been done to give the missions more context. Instead of the open-ended campaign in previous versions, Silent Hunter 5 makes use of a scripted campaign that focuses the player on specific objectives. When+the+game+works+properly,+the+experience+is+amazing. Yes, it's deliberately time-consuming and, yes, it lacks the flair of watching your tracer fire eat into the engines of a B-17, but there's just no thrill like a sub kill and Silent Hunter 5 knows how to deliver it. Finding the enemy and setting up your attack is a long but amazingly satisfying affair and when it goes right and you see those explosions rock the side of an enemy capital ship, you get a sense of accomplishment that you just can't get from any other type of game.
![silent hunter 5 part 1 silent hunter 5 part 1](https://s3-ap-northeast-1.amazonaws.com/peatix-files/pod/7248800/cover-Silent-Hunter-5-Patch-12-Skidrow-Crack-.jpeg)
Silent Hunter 5 truly delivers those intense moments of stalking enemy ships and sending them to the bottom of the ocean with well-timed torpedo shots. I'm going to say a lot of negative things about this game, so let's get the praise out up front.
![silent hunter 5 part 1 silent hunter 5 part 1](https://i.ytimg.com/vi/nnoH2Otu9dU/hqdefault.jpg)
While I'm sure Silent Hunter 5 will be a better game in six month's time, some of the basic design problems aren't things that can be easily patched.
#Silent hunter 5 part 1 mod
I love the series and have, in the past, been more forgiving of some of the technical troubles purely because the developer's and mod community post-release support has eliminated the worst problems.
![silent hunter 5 part 1 silent hunter 5 part 1](https://www.mobygames.com/images/shots/l/440523-silent-hunter-5-battle-of-the-atlantic-windows-screenshot.jpg)
That said, when you find yourself sneaking past a line of destroyers to sink a battleship and then crash dive as depth charges explode all around you, you're almost able to forget everything else that the game does wrong. The modeling is bizarre, the new approach to crew management is distracting and the entire effort is hampered by bugs. Unfortunately, Silent Hunter 5 seems unable to deliver a consistently satisfying sim experience. These systems have to work realistically but still bend far away from complete authenticity to be not only comprehensible but also, one hopes, at least a little fun. They have to create a game that gives players control of a variety of complex systems that in the real world would actually require numerous trained specialists.