Review by Stuart Christie

Name:         Fast Attack
Publisher:    Sierra
Format:       CD
Available:    Out now

*Requires*

O/S:          Dos 5.0+
Processor:    486 DX33+
RAM:          8mb+
Graphics:     SVGA
CD-Rom:       Double Speed
Soundcard:    All major cards supported
Controls:     Mouse & Keyboard

*Tested on*

O/S:          Windows 95
Processor:    DX4-100 
RAM:          16mb
Graphics:     1mb SVGA
CD-ROM:       6-speed
Soundcard:    Sound Blaster Pro 
Controls:     Mouse & Keyboard

Fast Attack

First things first. Before we look at this game make sure you have seen Crimson Tide (its out on video now). The Hunt For Red October will not do! Done that? Away we go then!

Fast attack is a simulation of an American 688I nuclear fast attack submarine. I say simulation because this is a much more detailed and better game than the only other two modern sub sims I know off (688 Attack Sub and SSN Seawolf).

A fast attack submarine is the modern Navy`s closest approximation to the second world war type of submarine i.e. it is designed to sink enemy ships, both surface and submerged. To this end it carries conventional torpedoes, Harpoon surface to surface missiles and tomahawk cruise missiles of various payloads.

The game is based around the various main stations in the submarine:

-1) Control room - Where you can Access all other stations
-2) Helm - for steering you submarine, setting speed etc
-3) AO - Area of operations (a map to you and me)
-4) Plot Table - helps refine firing solutions
-5) WLR-9 - Evasion system
-6) Radio - To receive orders and upgrades.
-7) Periscope - obvious really
-8) Fire Control - Where you aim your weapons (more later)
-9) Launch Console - Where you load and fire your torpedoes and Harpoons.
10) Vertical Launch - For firing Tomahawk cruise missiles

Do not expect lots of fancy graphics in this game, the periscope view is fine but most of the stations are simply that, a console with a load of buttons and gauges on it.

I don't know much about operating a modern sub, which is where Crimson Tide comes in. The way the various sub stations communicate within the game is identical to that in the movie, even down to the speech when you access it "conn helm aye" etc. This really adds to the feel of this type of sim. After all you don`t operate a nuclear sub on your own and this helps create that feel. The various stations will warn you of events within their sphere of influence, but if you want to carry out a specific action, like target and identify a sonar contact, you have to do it yourself. You really take the part of submarine commander and all department heads - scary eh?

As per the normal routine the game itself consists of lots of inter-linked missions with set primary and secondary objectives, and also a time limit. The only way I can describe the difficulty of this game would be to describe it as "challenging". Being totally honest I am still stuck on one of the training missions!!!

The game does have three difficulty settings, but somehow because of the type of game it is any setting other than realistic seems like cheating. Normal mission types include sinking enemy shipping and subs, and launching your cruise missiles at ground targets. All without being detected and blown into little bits for your trouble!

To give you an idea of how involved this game is lets talk through training scenario one - how to sink one unarmed merchant vessel with a torpedo. They don't come any easier than this (?)

1) Assign the ships sonar signature to a tracking station and get it 
identified.

2) load a mark 48 torpedo

3) Go to fire control and plot the targets course, speed and bearing - 
this information is inaccurate at first and needs to be refined manually 
before it is entered by basically averaging the information received.

4) Since the target is not really a threat we can have a peek through the 
periscope and get an accurate bearing and range. The range is calculated 
by measuring how high that particular ship type is.

5) Update fire control with this information.

6) Now we check our estimation of the targets course by changing ours by 
90 deg, or so. Once this is done we once again access fire control to 
update the firing solution.

7) Back to the weapons console to assign the armed tube to the identified 
track, flood the tube, open tube doors, arm, and then fire the torpedo.

Back to Crimson Tide. At this point you realise why Densil Washington watched his stop watch for a while after firing before arming his torpedoes. The mark 48 is not like the old point and shoot WWII variety, it uses active radar a set distance from your ship to guide itself onto the target. Active radar works on the principle of sonar pings and these pings can give the torpedoes position away. As well as letting the torpedo home in itself you can guide it through its wire control if required.

This is just an example of a possible firing method. You could use active sonar to pinpoint the target exactly, albeit at the expense of giving your own position away, or even just fire the torpedo and guide it in to the targets area manually. You could even use a harpoon though it would be a waste on an unarmed ship. The advantage of the harpoon being that as it is sea-skimming it is harder to see and evade.

Other systems are equally involved, from the sonar position for example you can:

1) search in passive mode. i.e. looking for targets without putting out a 
signal of your own

2) search in active mode. This mode gives you a variety of different 
search area options into which to release an active sonar ping and locate 
your target. The disadvantage to this method is that if the target also 
has sonar he can use your ping to locate you. Not recommended against 
warships. The general rule is that if another ship is detected using 
active sonar (this will be via your WLR-9) then you can assume you have 
been located.

3) you can deploy two types of towed sonar arrays to help improve sonar 
reception. These are hyper-sensitive microphones towed behind the ship to 
avoid its own noise.

4) You can locate the various thermal layers in the water in which you 
sail. Putting a layer of different temperature water between yourself and 
a target can help mask your sonar signature.

As you can tell from all the above hitting any target is quite an achievement in this game and brings a great deal of self satisfaction. Evading an enemy torpedo is equally satisfying. When a torpedo is launched you receive its sonar signal which you then have to assign and identify, you use the WLR-9 to check its direction before you begin evasion. A submarine can evade a torpedo even though the torpedo is faster because it can dive and turn faster but this require split second timing. The other method of evasion is to use the WLR-9 station to deploy decoys to try and lure the torpedo off its track. The best method is a combination of both of the above, but bear in mind that in order to maneuver quickly you have to go to full power at which point you become more easily detected. You have to balance your evasive maneuvers so you do just enough to escape without giving away your position unnecessarily.

This is not a game that will appeal to anybody, in fact not even all submarine game addicts (like me). It is very involved, not very friendly and takes a great deal of time to master. I think it`s worth it. It has great atmosphere, is very challenging and rewarding to play and its difficulty only serves to make it much more realistic.

The problem I find with most modern technology sims is that the technology does all the work - not so in this case, you have to use your weapons intelligently and position your submarine in the best possible way to avoid detection after you have done so. There is always a multitude of things to consider before acting, yet very little time to do so. Turn off the lights, turn up the sound and you could be there.

In brief this game appeals only to a limited audience, but bearing this in mind it is difficult to decide how it could be better!

I like it!

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Rating: 8/10 (Recommended)
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