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Submarine Titans: Submarine Titans Preview
Company: Strategy First

Upon first booting up Submarine Titans, I was struck by a deep sense of d?j? vu. Not from any game that I?ve ever played, mind you, but from a 2-DVD set I bought recently: ?The Abyss, Special Edition.? Everything about this game screamed to me that it was going to be styled after ?The Abyss,? and I was overjoyed to come into the game and see just that. The graphics, although sprite-based, are extremely well-detailed, and every building is discernible from the others once you?ve played the game a few minutes. The various submarines have their own distinctive sides, on both the White Shark and the Black Octopi sides, and the Silicons (which, by the way, look very much like the NTIs from ?The Abyss?) are extremely distinctive. Rest assured you won?t be getting the various teams confused with each other graphically. The special effects are sweet, with ships dropping to the sea floor and crashing to a halt, and really spiffy particle effects around the various teleportation technologies. The user interface was clean as well, and clearly understandable; the neat little ?tracking-in? effect used whenever something?s happening on the radar is very nice. The music is a treat as well, with suitably underwater-spacey stylings that really put you in the mood for the game.

In the future, the surface has been devastated by a gigantic meteor. A few lucky survivors managed to start underwater empires. The White Sharks are bent on world domination; the Black Octopi are bent on eco-terrorism of a sort. Needless to say, the two don?t get along terribly well. And then there are the aliens that seem to have arrived in the meteor itself -- the Silicons. Uh oh. All hell breaks loose underwater, and it?s your job to make sure that your side stays on top.

The demo that I previewed is primarily multiplayer, although you can try a few single-player missions as well. The Black Octopi and the White Sharks are different enough without being completely unique, sort of like the GDI and NOD in the first Command & Conquer. The Silicons, on the other hand, are wholly bizarre, using an entirely different resource base and methods of building.

There are your normal resource-gathering necessities -- oxygen, metal, and Corium, in this game?s case. The Silicons need other resources, but since you really can?t play as them in the demo, I?m not sure how different it is. You can also build devices that extract gold from the water to pay for research. The research or tech tree is one of the most impressive things about Submarine Titans -- it is bloody HUGE. I spent a good hour or two going through the tech tree, and I still hadn?t hit on everything you can do. Amazing stuff. Some of the techs are not as useful as others, of course, but none seemed thrown in ?just because.?

As for the ships themselves, they are all properly differentiated. You?ve got your heavy attack ships, your scouters, and even an occasional dolphin or two. You can select mass contingents of them and have them attack for you, or you can have them patrol your base. Overall, the controlling of the game is quite simple and intuitive. One of the things that Submarine Titans does differently from any other strategy game that I know of (besides perhaps the X-COM series) is have multiple ?depth? levels. Ships can maneuver on different levels, and to have a truly effective mine field, you must cover all of the levels possible. You can hide under rock shelves, come swooping down from above, and generally cause mayhem. There?s a lot going on in the game, and at first glance you may be overwhelmed with micromanagement. Luckily, you don?t have to be. Submarine Titans features A.I. helpers which can do the resource collection for you or even run the entire show and let you sit back and watch, just tinkering with things you think could be done better. I can?t explain just how cool this feature is because I never had to worry about resource management -- the computer did it for me. This lets you get in as deep as you like. You can fiddle with every little thing in your world under the sea, or you can let the A.I. do it for you. Anything you build or click on personally loses A.I. control, but you can toggle the A.I. off and then back on to start it back up and have it ?re-recognize? your ?tainted? units. I love it.

Multiplayer is facilitated by supporting FSGS, which lets you play against people from all around the world. And it?s free and criminally easy to set up. Woo!


There were no real campaigns to test the difficulty on. The missions, however, were quite challenging without being frustrating. And, of course, the real challenge comes from human opponents, who are only as good (or as bad) as you let them be. Hopefully, the campaigns will offer many hours of gameplay to supplement the online gaming experience.

The game?s interface is smooth and easy to understand once you get the gist of it. The battle mechanics are easy to handle, and even though the A.I. doesn?t always attack what you want it to, a little nudging goes a long way. Submarine Titans is shaping up to be a good game, something a little different from the norm. With a little tweaking, it could be absolutely fantastic. It?s already got me hooked -- ?The Abyss? is one of my favorite movies, and even though there is certainly a hell of a lot more combat in Submarine Titans, it has the same eerie underwater feeling that the movie conveyed. Here?s to hoping the ambiance is only improved in the final product.


-Sunfall to-Ennien, GameVortex Communications
AKA Phil Bordelon

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