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Red Storm Rising
Copyright: © 1988 Microprose Software Inc
Simulations Red Storm Rising Review 1: Not MicroProse's finest hour, but a great game nonetheless. This game is definitely neither a "realistic" nor "deep" sub sim (compared with, say, 688 Attack Sub), but that's not what it is meant to be: this is a fun strategy game with lots of political intrigue, great atmosphere, and some adventure elements thrown in. There were a vast number of campaign missions and, if repeated, they were always random in location as well as types of ships involved, a truly dynamic campaign. Subsim skippers are never satisfied with "canned" missions and this contributed to the success RSR enjoyed. Some missions include only submarines, others include only a surface convoy, others include a surface task force (with carriers), and others with both ships and subs. Helicopters with sonar dipping equipment and sonar buoys add much to the turmoil. With the most challenging settings, events get so complex, and events occur so quickly, that having two people at the keyboard is a great help, and for beginners, almost a necessity (plus it is more fun). Trying to identify ships with signature analysis, running from incoming torpedoes, launching noise makers and decoys, dealing with several of your own wire-guided fish, and launching Harpoon and Tomahawk missiles makes for a very busy captain. Overall, a great submarine simulator that's still being played today. Highly recommended! Review 2: Red Storm Rising contains a lot of stuff for a submarine simulation game. The game is set underwater as you may noticed. At hte beginning of the game you have a lot of options to play. There are different time settings between 1984 and 1996. You can choose over 10 submarines and combats. While playing the game a bit, I noticed that almost every key has a function. So be prepared. Nice thing of this game is that there is a save option.