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Review
Enigma: Rising
Tide
Single Player Review
reprinted courtesy of Subsim
Review
Enigma lives!
Tesseraction
has released a single player offline version of their upcoming
massively multiplayer naval game and it lives up to its potential
and then some. Playing Enigma offline gives you a chance to
see what this game is all about and train for the upcoming
Virtual Battle of the Atlantic (and Pacific, since the Japanese/British
are part of this).
Enigma is set in an "alternate
history", "one that begins in 1936 but in a world
as it might have been had Germany won World War I". The
Germans drove the British Empire from Europe and into alliance
with the budding Japanese Empire. Together, the Nippo-Anglo
faction faces off against the German monarchy and an expansionist
United States joins the war to make a unique three-sided conflict.
No Pearl Harbor, no Hitler, no Nazis, no Soviet Union. With
each mission you are kept current with newspaper headlines
and briefings from HQ.
There
are over 35 single training missions and six separate campaigns
in which you play as a destroyer, corvette, PT boat, or a
submarine, for a total of over 90 missions with two difficulty
levels, easy or difficult. The campaign structure is scripted
and to progress you must complete each mission and live to
tell. Each mission is an instant encounter at sea. There is
no Aces-style hunting or tracking. The mission starts just
after your lookouts make contact and the action is about to
begin. The single player version does not have time compression,
nor an in-game save feature. When you start a mission, you
have to finish it. Getting pinned by escorts and waiting them
out can take hours real life hours. Like any good captain
there were occasions where I was forced to take her deep,
cut the engines, and trust my luck while I was away from the
room.
Enigma makes no pretensions about
being a full-blown simulation and it isn't. Be that as it
may, the level of combat and the essential elements needed
for an authentic naval game are there. Enigma is no arcade
game by a long shot. Enigma allows first-person control of
guns but all other stations are integrated in a command-style
interface. Firing torpedoes is done by casual aiming, there's
no TDC to operate. While I personally would be more satisfied
with some kind of tangible input into target-motion analysis
other than just "eyeballing" it, with all the pace
and lethality of Enigma battles, it's sufficient. No player-controlled
method of damage control is present, nor can you send radio
messages. Aside from this and the lack of TDC, Enigma gives
the simulation player most of what he could wish for in a
naval game.
Enigma has AI that makes you say,
"Ouch!" enemy ships can put the hurt on you.
Poke your periscope up in the middle of an armed convoy and
you are plastered with tracer fire so dense, you can feel
the hate and desperation of the crews aboard the merchants.
Destroyers behave aggressively with tenacious, if somewhat
predictable, tactics. The ships and planes are based on historical
models with some modifications. Subs carry a realistic loadout
of around 22-26 torpedoes. They reload much quicker than real
WWII subs could, usually in a couple minutes. However, being
that this is an alternate history, that can be explained by
hydraulics that were actually employed on the German Type
XXI U-boats that were developed at the end of the war (the
real war). Destroyers, corvettes, and PT Boats (motor torpedo
boats) have varying kinds of armaments-depth charges, torpedoes,
hedgehogs, and guns.
All ships contain a small radar/sonar
screen that gives you updates on surrounding vessels. When
you play as a submarine, the screen can be interpreted as
the sonar map usually found on subsims like Silent Hunter
and Aces of the Deep. I was pleased to note that the indicated
positions while submerged are not precise and the closer the
range, the better the contacts. Tesseraction did a good job
on finding the middle ground between giving the player information
and withholding information he should not have depending on
the tactical situation. Combined with the alarm bell that
rings every time your sonar guy detects an incoming torpedo,
you are equipped with fair and accommodating sensors.
Enigma
has an easy mouse/keyboard interface to learn and it has the
best voice control I've ever experienced in a subsim (in the
same league as Sub Command). With no special mike set-up I
was able to change speed, headings, depth, fire weapons, and
more just by muttering into a mike. It allows you to keep
one hand on the mouse, one on the keyboard, and simultaneously
issue helm and weapons orders.
Graphics
are a strong point for Enigma especially the ocean
wave effect. It is as close to looking out a porthole in a
real ship as anything I have ever beheld. The ocean surface
has very good textures, motion, and definition. The waves
have sharp, white crests that are several notches above Silent
Hunter II. Your sub or ship is a constantly moving platform
on the surface and adds to the challenge of hitting targets
with the guns or holding your binocs steady. The ocean battlefield
varies from calm seas, to heavy seas, to flat-out gales with
rain and blustering wind sounds. Just incredible.
Ships
and subs are rendered with great detail. Not only are lifeboats,
guns, portholes, screws, and antennas illustrated with inspired
detail, but the decks, windscreens, and surfaces have a weathered
look that straight away adds to the sense of watching a real
ship in a real ocean. Hard-charging escorts part the seas
with a frothy bow wave and subs leave foam on the surface
when they dive (although the foam lingers too long, as if
it is designed as a targeting key). Along with the voice control,
Enigma graphics earns high praise.
The various
sea states of Enigma
An ample sound suite accompanies the
good graphics. I enjoyed the whistling of falling bombs, changes
in engine sound linked with vessel speed, ocean sounds, interior
sub sounds, especially the sonar pings, and ricochet sounds.
When your sub is damaged by depth charge attack, you can hear
breaking glass and light bulbs and threatening water leaks.
Sounds are directional, too, a plus. I noticed enemy screw
sounds when in a underwater submarine were missing. Some of
the best sound effects include the death scene, when your
boat is fatally wounded. Water rushing in, rivets popping,
and hull creaks accompanied by the slowly dimming lights...
the effect is appropriately stark and eerie. Finally, youre
treated to a musical score with different anthems for each
faction.
This
wouldn't be an adequate review without noting the physics
of the Enigma. It's easy to see that Tesseraction put a lot
of effort into making the ships interact with the ocean in
a convincing fashion, and they succeeded. Ships appear to
be engaged in a constant dance with the ocean surface. Smaller
boats such as the PT boats require a constant hand on the
helm they are pitched about by heavy seas. I also noted
that when you are using the binoculars and en enemy ship hits
you with a round, your view is drastically jolted, requiring
time to readjust your sighting. Same for the sub cabin under
depth charge attack. The display is visibly shaken after near
misses. That's realism, simulation or not.
One
thing Enigma has going for it in spades is ambiance. The graphics
are so good and the action is so compelling you will not mind
repeating the same missions over and over. Some scenes caused
me to marvel watching my sub advance on a squadron
of distant escorts and seeing the flash of their muzzles followed
an instant later by a streaking, smoke-trailing, death-tipped
shell and an audible whi-zzz! The color and moodiness of the
stormy skies and towering waves touches the seadog in you.
When the action really gets going with circling destroyers,
skulking subs, merchants burning planes dive bombing!
torpedo bells ringing! shells splashing! Enigma rules
the ocean. While it is an action game, in some ways Enigma
is more simulation than Silent Hunter II. When you are in
the control room, you really are in a control room. Executing
a crash dive makes the room tilt noticeably. Tesseraction
knows how to suspend your imagination.
With the development emphasis on the
eventual multiplayer action, there is no random mission generator,
scenario editor, or dynamic campaign. Offsetting this is the
implied assurance that since Tesseraction will be releasing
upgrades on a three month cycle, that could include new mission
packs. And when they get the online version completed (Dec
2003, we hear and hope), most players will be facing off on
the Internet.
It's funny but much of what separates
Enigma from Fleet Command is the first-person view from the
bridge; and Enigma is distinguished from Fighting Steel by
a vastly superior representation of the ocean. Yet, a host
of other details and engineering touches make Enigma superior
to most naval games that have come before it. The AI is better,
the pacing is geared for action, the voice control works,
and the environment is thoroughly engaging. Enigma promises
fun and action in a superior ocean landscape and the single
player version delivers completely. If Tesseraction is able
to forge ahead and bring new versions and enhancements to
Enigma as promised, including the massive multiplayer component,
Enigma will have a lock on the naval game community. If you
like naval games in general, you'll like Enigma. If you love
good naval games, you'll love Enigma. This is truly a good
naval game.
Rating: 88*
*Score will be reassessed when Massive
Multiplayer is enabled later this year.
System Requirements
- Microsoft Windows 98/Me/2000/XP
- PIII 800Mhz
- 256MB RAM
- GeForce2 32MB
- 130MB HD Space
Test System
Game was preview tested on:
- Gateway Performance 500
- Intel Pentium 4 2.4 GHz
- 512 MB of RAM
- NVIDIA GeForce4 graphics card with
128MB RAM
- Creative SB Audigy
- 48xCD-ROM
- Win XP
Go to the Tactics & Tips Section
at Subsim Review to get the best info on this game.
Original article a Copyright 2004, Subsim Review.
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