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''[[Next Generation (magazine)|Next Generation]]'' rated the game four stars out of five, and stated that "if you're the sort who's intimidated by a game that comes with - and needs - a 200-page manual, you'll want to give this one a miss. But if you've got a taste for the complex side of military sims, you'll love ''688(I)''."<ref name=NG>{{cite magazine|title=Finals|magazine=[[Next Generation (magazine)|Next Generation]]|issue=34|publisher=[[Future US|Imagine Media]]|date=October 1997|page=182}}</ref>
''[[Next Generation (magazine)|Next Generation]]'' rated the game four stars out of five, and stated that "if you're the sort who's intimidated by a game that comes with - and needs - a 200-page manual, you'll want to give this one a miss. But if you've got a taste for the complex side of military sims, you'll love ''688(I)''."<ref name=NG>{{cite magazine|title=Finals|magazine=[[Next Generation (magazine)|Next Generation]]|issue=34|publisher=[[Future US|Imagine Media]]|date=October 1997|page=182}}</ref>


In the June 1990 edition of ''[[Games International]]'' (Issue 15), Mike Siggins had a small quibble that sometimes he didn't know whether he was supposed to be on offence or defence. But he called "The 688's movement and attack system procedures [...] one of the neatest parts of the game." But he found the graphics "rather variable", and the animation and proram speed "patchy". He concluded by giving the game an average rating of 7 out of 10 for gampeplay, and 6 out of 10 for graphics, saying, "a good game on an unusual topic but would benefit from a second edition."<ref name=gi>{{cite magazine|last=Siggins|first=Mike| date=June 1990 |title=688 Attack Sub|journal=[[Games International]]| issue=15|pages=44–45}}</ref>
In the June 1990 edition of ''[[Games International]]'' (Issue 15), Mike Siggins had a small quibble that sometimes he didn't know whether he was supposed to be on offence or defence. On the plus side, he called "the 688's movement and attack system procedures [...] one of the neatest parts of the game." But he found the graphics "rather variable", and the animation and program speed "patchy". He concluded by giving the game an average rating of 7 out of 10 for gameplay, and 6 out of 10 for graphics, saying, "a good game on an unusual topic but would benefit from a second edition."<ref name=gi>{{cite magazine|last=Siggins|first=Mike| date=June 1990 |title=688 Attack Sub|journal=[[Games International]]| issue=15|pages=44–45}}</ref>


== References ==
== References ==

Revision as of 22:01, 23 October 2020

Jane's 688(I) Hunter/Killer
Developer(s)Sonalysts, Inc.
Publisher(s)Electronic Arts
Producer(s)Ed Gwynn
Programmer(s)David Capizzano
Robert Costello
Mel Davey
Scott Martin
Tod Swain
Composer(s)Dave Frazer
Neil M. Goldberg
Curt Ramm
SeriesJane's Combat Simulations
Platform(s)Microsoft Windows
Release
  • NA: June 30, 1997
  • EU: 1997
Genre(s)Submarine simulator
Mode(s)Single-player, Multiplayer

Jane's 688(i) Hunter/Killer is a 1997 submarine simulator video game, developed by Sonalysts Inc. and published by Electronic Arts and more recently by Strategy First for Windows 95 compatible operating systems. It is named after the 688 (Improved) Template:Sclass- of United States (SSN) submarine, and was a successor to the earlier game 688 Attack Sub.[1][2] It's part of the Jane's Combat Simulations series. It was released on Valve's Steam content delivery service[3] as well as DotEmu.[4]

Development

688(I) Hunter/Killer was developed by Sonalysts Inc., which had previously developed submarine simulations and wargames for the United States Department of Defense.[5] The developers limited themselves to plausible real world scenarios, based on projections from Jane's Information Group.[5] Because of the authentic tactics and technology being simulated, Sonalysts had the Pentagon review the game to ensure that it did not contain any valuable military secrets.[5]

The game was developed using custom software tools, with the exception of the ship models, which were done using PowerAnimator.[5]

Reception

Tim McDonald gave 688(I) Hunter/Killer an 8.8 out of 10 in GameSpot, declaring that "At last, the long wait for a worthy nuclear submarine simulation is over." He lauded the depth, complexity, and realism of the simulation, and the way the different systems and stations are integrated such that the player can naturally switch between them.[6]

Next Generation rated the game four stars out of five, and stated that "if you're the sort who's intimidated by a game that comes with - and needs - a 200-page manual, you'll want to give this one a miss. But if you've got a taste for the complex side of military sims, you'll love 688(I)."[7]

In the June 1990 edition of Games International (Issue 15), Mike Siggins had a small quibble that sometimes he didn't know whether he was supposed to be on offence or defence. On the plus side, he called "the 688's movement and attack system procedures [...] one of the neatest parts of the game." But he found the graphics "rather variable", and the animation and program speed "patchy". He concluded by giving the game an average rating of 7 out of 10 for gameplay, and 6 out of 10 for graphics, saying, "a good game on an unusual topic but would benefit from a second edition."[8]

References

  1. ^ Subsim.com review and information
  2. ^ Gamespot.com review and information
  3. ^ Steam information
  4. ^ "DotEmu Game Page". Archived from the original on 2011-04-09. Retrieved 2011-05-02.
  5. ^ a b c d "NG Alphas: 688(I) Hunter Killer". Next Generation. No. 29. Imagine Media. May 1997. pp. 95–97.
  6. ^ McDonald, Tim. "688(I) Hunter/Killer Review". GameSpot. Retrieved 13 December 2019.
  7. ^ "Finals". Next Generation. No. 34. Imagine Media. October 1997. p. 182.
  8. ^ Siggins, Mike (June 1990). "688 Attack Sub". Games International. No. 15. pp. 44–45.

External links