Video Games of the 2000s, Part 2 Codexery

Silent Hunter III

A submarine simulation with a dynamic campaign and interactive crew.

Silent Hunter III

Silent Hunter III is a submarine simulation video game developed by Ubisoft Bucharest and published by Ubisoft, released for Windows on March 15, 2005. It places the player in command of a German U-boat during the Battle of the Atlantic in World War II, similar to its predecessor Silent Hunter II. The game is notable for its dynamic campaign system, which generates patrol grids and naval traffic automatically, and for featuring a fully 3D U-boat control room with visible and interactive crew members.

Quick Facts

Title
Silent Hunter III
Developer
Ubisoft Bucharest
Publisher
Ubisoft
Producer
Florin Boitor
Designer
Tiberius Astianax Lazar
Composer
Patrick Giraudi
Released
NA · March 15, 2005 · PAL · March 18, 2005
Genre
Submarine simulator
Modes
Single player, multiplayer
Platforms
Windows

Facts from the source article.

Lore & Background

Silent Hunter III features a dynamic campaign that assigns the player a patrol grid, with appropriate naval traffic such as convoys, destroyer escorts, and task forces automatically generated by the simulation engine. The player decides how the mission proceeds and what targets to attack. The game also offers historically-inspired missions, such as an operation to save the German battleship Bismarck or the sinking of HMS Royal Oak in Scapa Flow. German World War II veteran and sub commander Jürgen Oesten served as a technical advisor.

Reader's Guide

The game received 'universal acclaim' according to Metacritic, and sold 26,600 copies by June 2005 according to NPD Group. It won the 'Best Simulation' award from Computer Games Magazine in 2005, which also named it the year's third-best computer game, stating 'Are sims dead? Not when they're this good.' PC Gamer US awarded it 'Best Simulation 2005', calling the game 'simply an amazing voyage.' The Academy of Interactive Arts & Sciences nominated Silent Hunter III for 'Simulation Game of the Year' during the 9th Annual Interactive Achievement Awards. The game's dynamic campaign and manual targeting options, including the ability to set torpedo depth and spread shot, contributed to its recognition. The simulation engine generates coastal and port cities like Portsmouth, Scapa Flow, New York City, Norfolk, and Tampa, though traffic and port cities are not generated for South America or the Pacific.

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